Political Cards (Second Edition)

This page lists all Political Cards in Twilight Imperium Second Edition 
== Base Game ==
There are 34 Political Cards in the base game 
Card 	Special	Text
Arms Reduction 	- 	
Budget Deficit 	 	
Closing the Wormholes 	LAW 	
Colonization Licensing 	LAW 	
Cost Overruns 	- 	
Crown of Thalnos 	LAW 	
Dispute Resolution 	- 	
Economic Revitalization 	- 	
Forced Economic Independence 	LAW 	
Free Trade 	LAW 	
Holder of Mecatol Rex 	- 	
Holy Planet of Ixth 	LAW 	
Humane Labor 	LAW 	
Labor Force Politics 	LAW 	
Limits to Individual Power 	LAW 	
Long Term Truce 	LAW 	
Manifest Destiny 	- 	
Mass Mobilization 	- 	
Minister of Commerce 	LAW 	
Minister of Exploration 	LAW 	
Minister of Internal Security 	LAW 	
Minister of Policy 	LAW 	
Public Execution 	- 	
Regressive Rhetoric 	LAW 	
Revote 	- 	
Science Community Speaker 	- 	
Short Term Truce 	LAW 	
Subsidized Studies 	LAW 	
Technology Buy-back 	LAW 	
Technology Investigation Committee	- 	
Technology Tariffs 	LAW 	
Trade Embargo 	LAW 	
Trade Restrictions 	LAW 	
Unconventional Weapons 	LAW 	
== Hope's End Expansion ==
=== Political Cards ===
Card 	Special	Text
Ancient Artifact 	 	
For: Roll a die.
1-5: All units, leaders and ships in the Mecatol System are destroyed and every fleet and planetary force adjacent to the Mecatol System immediately must sustain 2 Combat rolls (resulting in hits on 5+) 
6-10: All players may immediately take two technology advances of their choice (tech prerequisites still apply) 
Against: Discard this card	 	
Brutality Backlash 	 	
For: All Shock Troop status counters are immediately removed from the Ground Forces on the board 
Against: Players who voted "For" immediately must destroy their own Shock Troops	 	
Compensated Disarmament 	 	
Elect Planet
All ground forces on this planet are removed, but the planet's controller receives 6 credits for each Ground Force unit removed and retains control of the planet	 	
Core Stability 	LAW 	For: During each Economy Phase, all needed Action Cards are drawn and placed face up on the table. The player with the highest influence may choose their Action Cards first, followed by the player with the second most influence etc.
Against: No action cards are drawn during the next Economy Phase
Imperial Survey 	 	
For: All face-down Domain Counters are revealed for the remainder of the game. The strength of all "Hostile Locals" counters are doubled. 
Against: Immediately place new random Domain Counters on all Neutral planets without Domain Counters	 	
Forbidden Research 	 	
Elect Player 
The elected player may not purchase any technology this Technology Phase	 	
Holder of Hope's End 	LAW 	The owner of Hope's End receives +10 votes
For: The player who controls Hope's End may spend 5 credits to purchase Shock Troops instead of Ground Force units on Hope's End (Spacedock required) 
Against: This turn, the player who controls Hope's End may purchase Ground Force units on the planet for 2 credits per unit (no Spacedock required)
Minister of Peace 	LAW 	Elect player 
Give this card to the elected player. This player may discard this card at any time to cancel a fleet's movement into a system containing an enemy fleet as long as they control neither fleet. The moving fleet may thereafter move into a different system in range of its movement
New Constitution 	 	
For: All current LAWS are discarded. Pool all Deed cards and draw 15 planets. These planets are subject to Insurgence checks 
Against: The player with the highest influence may discard a current LAW of their choice	 	
Open the Trade Routes 	 	
For: Each player receives a "Trade Agreement" Action Card from the Action Card deck. If not enough such cards are present, the players with the least influence receive no cards
Against: This turn, during the Economy Phase, players must give half of their Trade Income to the player on their left	 	
Preemptive Strike 	LAW 	For: All players must pay 10 credits (in Gold and/or military units of equal value) for each step they have advanced on the Progression chart. All future L1Z1X Event Cards are discarded without effect 
Against: Discard this card
Protection of our Finest	LAW 	For: Dreadnoughts may not bombard a planet containing an enemy leader 
Against: The free leaders of all players that voted "Against" immediately return to a planet in the player's home system
Quarantine 	 	
Draw Random Neutral Planet 
For: No units may enter or leave this planet's system or any adjacent system for 1 turn
Against: Players who vote "Against" must make Insurgence Checks for each friendly planet in or in a system adjacent to the system containing the planets in question	 	
Prisoner Exchange 	 	
For: All leaders are immediately freed 
Against: Each player who voted "Against" but owns one or more Leaders held captive by other players must make an Insurgence Check on each planet in their Home System	 	
Prophecy of Ixth 	 	
Elect Player 
The elected player's fighters fight at +1 for the duration of the game 
The elected player loses this ability if they do not purchase at least 2 new fighters during each Economy Phase	 	
Research Grant 	LAW 	For: A planet with a Technological Specialty now receives a credit of exactly '2' but the credit counts towards purchasing all technology fields 
Against: No 'General' (Yellow) technology advances may be acquired this round
Resource Management 	LAW 	For: During the Economy Phase, players may draw extra Action Cards by paying 5 Credits for each extra card. Players may not hold more than their limit.
Against: All players with 3 or more Action Cards must immediately discard 2
Speaker for the Council 	LAW 	Elect player 
Give this card to the elected player. This player may discard this card during the Political Phase to override an "Elect" vote. The Minister may single-handedly determine the outcome
Training the Young 	LAW 	For: Players may spend 15 credits during the Economy Phase to return 1 of their leaders to play after it is killed. The leader is placed on a planet in the player's home system
Against: All players may immediately draw 1 Action Card for every friendly leader killed
Troops for the L1Z1X War	 	
Each player secretly bids a number.
Reveal the bids simultaneously. Each player must now remove their bidding number of ground forces from play.
The player(s) (if tied) who bid highest may draw 4 Action Cards. The player(s) who bid lowest must discard all of their action cards	 	
War Crimes 	 	
Elect Leader 
This leader is immediately Captured by the player to the right of the player who controls the leader	 	
=== Event Cards ===
Event Cards are not technically political cards since they cannot be affected by the Veto action card or be influenced by any Card or special ability that would otherwise affect regular Political cards. However, they are drawn during the Political phase just like agenda cards 
Each event card contains an Action rather than an agenda. 
When an Event card is drawn, its effect are read aloud and resolved immediately
After resolution, another political card is drawn and the Political Phase continues as normal
Card 	Number	Text
Council Coup 	1 	(1) In order of highest influence, players declare either 'Loyal' or 'Rebel'. Discard this card if all players declare for either 
(2) All players secretly bid a number. That number is then revealed simultaneously 
(3) All players must remove a number of Friendly Ground forces equal to their bid 
If the combined Loyalists bid the highest number of Ground Forces, all Loyalists each receive 30 credits and 4 Action Cards
If the combined Rebels bid the higher number of Ground Forces, all Loyalists are executed (lose all Action Cards and cannot initiate any Space or Invasion Combat during this turn)
L1Z1X Invasion 	1 	Place a counter on the progression chart symbolising L1Z1X advancement 
During every Progression Phase, advance the counter 1 field. If the counter reaches 'Imperium Rex', the L1Z1X invasion has been successful and all players lose the game
The counter is removed if one or more players, at any time, remove a total of 120 credits worth of military units from the board
L1Z1X Raiders 	1 	Select a random neutral planet 
Immediately place 4 counters in this planet's system. These counters are L1Z1X Dreadnoughts and will immediately attack any fleet (as per normal space battle rules) in this system and any fleet the raiders encounter later
Immediately before every Political Phase, roll for a random hex side (as per the Gravity Rift rules). If a legal move, the Raiders will move 1 space to this side. On a result of 7-10, they do not move
Major Rebellion 	1 	(If players immediately remove a combined total of 100 credits worth of military units from the board, discard this card) 
Draw a random Neutral planet. All non-home system planets in this system and all adjacent systems must make Insurgence Checks.
If a planet is made Neutral by the result of an Insurgence Check, all planets in its system and surrounding systems must make insurgence checks 
Each planet may be the target of no more than 2 insurgence checks during the rebellion
Minor L1Z1X Invasion	2 	(1) Draw a Neutral Planet 
(2) All non-neutral planets in this planet's system and all non-neutral planets in the surrounding systems are immediately invaded by 3 L1Z1X Ground Forces (use generic counters). Resolve combat immediately. Surviving invaders will remain and defend the planet 
If a player fleet containing Dreadnoughts or Cruisers is present, the planets of that system are not affected by this invasion
Stellar Maelstrom 	1 	Draw one random Neutral planet 
The systems adjacent to this planet's system shift two steps clockwise.
If the drawn planet is located in the outermost mapboard ring, ignore and draw another random neutral planet