Domain Counters (First Edition)

The 'Distant Suns' Play option for Twilight Imperium First Edition allows players to simulate the risks and rewards of exploration by using Domain Counters.
During game setup, Domain Counters are randomized and 1 Domain Counter is placed face down on every neutral non-Home, non-Mecatol Rex planet on the board. Any excess Domain counters are removed without looking
==Revealing Domain Counters==
Domain counter effects take place immediately upon the initial invasion of a neutral planet. The counter is flipped and its effect carries out.
If a player comes to control a planet without actually invading the planet (e.g. Manifest Destiny, Voluntary Annexation Action card), the counter is ignored and removed from the game. If it contains a Civilization, a neutral status counter is still placed on the planet.
If for any reason, a planet returns to its neutrality after occupation, a new counter is NOT placed on that planet 
==Probing Domain Counters==
During the Invasion Combat segment, a player may choose to probe a planet
A probing player may not invade the planet being probed during the same segment (may still be invaded by another player)
A player that wishes to probe must have a Carrier and at least one fighter in the same system containing the planet being probed
*Two fighters are required to probe two neutral planets in the same system
*If a race has the Espionage skill, they may probe with a Cruiser
Probing involves secretly looking at the domain counter on that planet. After looking, the Domain Counter is returned, face down, to the planet. The player may not look at the counter again unless they invade or probe again
If Probing reveals a "Psychic Frogs of Gamma Erisius" Domain counter, the probing player may immediately remove the counter from play. That player then immediately draws 2 Action Cards and may determine the outcome of any vote during the next Political Phase (i.e. no other players may vote; but other players can still resolve other cards and abilities)
*If both of these counters are revealed by different Probing players during the same round, neither player receives the benefit
==Razing Domain Counters==
During the Invasion Combat segment, a player may chose to raze a neutral planet containing a Domain counter. A dreadnought must be present in that system
Razing involves removing the counter and returning it to the Game box without applying any effect. After razing, roll a die:
*1-7: No effect
*8-9: Permanent loss of 1 Influence
*10: Permanent loss of 2 Influence
If the razed Domain Counter is a "Psychic Frogs of Gamma Erisius", the razing player loses all of their Action Cards and may not vote during the next council. They also receive -2 to all offensive attacks during the next "Individual Turns" Phase 
A planet that has been razed may not be invaded by ANY player that round 
It is worth noting a player may, given the right combination of ships, first probe a planet and thereafter raze it. 
==Domain Counters with Effects==
If a Domain Counter has a red star in the lower right corner, the planet harbors a Civilization
*If playing with the Propaganda game option, immediately place a Neutral Status counter on that planet
*If not playing with the Propaganda game option, ignore the Civilization indicator
If a Domain Counter has a green circle in the upper left corner, the Domain Counter is permanent. It remains in play for the rest of the game 
Symbol	Number	 	Effect
 	5x One Ground Force 
2x Two Ground Forces 
1x Three Ground Forces	All 	Place the indicated number of neutral Ground Forces on the planet. These neutral forces fight at -1 against races with the Warfare skill
 	4x 5 Credits 
4x 10 Credits	All 	Receive as many credits as the counter indicates
 	2 	All 	Receive 5x the planet's influence value as credit towards your next Tech purchase
 	2 	None	This planet is settled by travellers lost in space hundreds of years ago
Roll a die
- 7-10: These settlers are a member of your race 
- 1-6: Randomly determine 1 of the other races in play. The chosen race places 2 free Ground Forces here
 	2 	All 	For only 5 credits, you may immediately place a Spacedock here
 	3 	None	The first Ground Force to land here is always destroyed. The first successful invader may not utilize this planet's resource or influence values for 2 turns. The counter is then discarded
 	2 	None	The Psychic Frogs of Gamma Eridius 
The invading player's influence is reduced to 0 for one complete turn
 	3 	None	The planet's highly radioactive atmosphere kills all of the invading Ground Forces. Remove this counter after the first invasion attempt
 	2 	1 Yes
1 No	This planet has intoxicating spices. By controlling this planet, you receive 2 additional credits for each of your Trade Agreements. However, you must roll a die during each Collect Trade Income Phase. On a 10, you lose 1 Ground Force on the planet
 	2 	None	A wormhole is forming near this planet. If another wormhole counter is discovered, a passage forms between them. 
The invader must discard all action cards and draw 5 new ones
*The Yssaril's special skill may not be used during this draw
 	2 	All 	This planet starts with a 'Discontent' Status Counter and can never have a status higher than 'Neutral'
 	9 	7 Yes
2 No	The Invasion progresses without problem