Political Cards (First Edition)

This page lists all Political Cards in Twilight Imperium (First Edition)
== Base Game ==
There are 20 Political Cards in the Base Game 
Card 	Special 	Text
Arms Reduction 	LAW 	For: All units cost an additional 2 credits and all players must remove all but 2 Dreadnoughts 
Against: This card is discarded
Conventions of Nxill 	LAW 	For: All space battles last for only one round. After the first round, the attacker must withdraw their forces
Against: This card is discarded
Council Empowered 	LAW 	For: The “Progression Phase” is taken every second turn rather than every turn 
Against: This card is discarded
Crown of Thalnos 	LAW 	Elect player
The elected player’s Ground Forces now fight at +1
Expansion Suppression 	- 	For: All players that control more than 4 planets outside their home system must immediately abandon all planets in excess of 4 (chosen by individual players). All Ground Forces and PDS on these planets may be placed on any planet in that player’s home system. All excess Spacedocks are destroyed 
Against: This card is discarded
Free Trade 	LAW 	For: During the Collect Trade Income Phase, players receive an additional 5 credits for each Trade Agreement they have active
Against: This card is discarded
Holder of Mecatol Rex 	LAW 	For: Whoever controls Mecatol Rex may always cast their vote last during the “Political Phase”
Against: This card is discarded
Holy Planet of Ixth 	LAW 	Elect Planet 
This planet is not allowed to produce anything (No planet in a home system may be elected)
Humane Labor 	LAW 	For: The Production limit of all Spacedocks is lowered to 2
Against: This card is discarded
Limits to Individual Power	LAW 	For: The number of action cards that can be kept is reduced to 3. All players must immediately discard down to 3 cards. No player may draw new action cards if they are holding 3 cards 
Against: This card is discarded
Long Term Truce 	LAW 	For: No attacks may be initiated during the next 3 turns. If this truce is broken, the aggressor must immediately pay 50 credits. Discard this law when the truce is broken or after 3 turns have passed
Against: This card is discarded
Public Execution 	- 	Elect player 
The elected player loses all action cards and credits. Furthermore, the player receives a -2 to all offensive combat rolls during this turn
Revote 	2 in deck	Elect Current law 
After a law has been elected, revote on the policy
Short Term Truce 	LAW 	For: No attacks may be initiated during the next 2 turns. If this truce is broken, the aggressor must immediately pay 35 credits. Discard this law when the truce is broken or after 2 turns have passed 
Against: This card is discarded
Support for Development 	- 	For: During the next “Place New Units Phase”, all players receive a free Spacedock
Against: This card is discarded
The Book of Latvina 	LAW 	For: All players advance to Tech level 3 in all fields
Against: This heretical book is burned and this card discarded
Trade Embargo 	LAW 	Elect player
All Trade agreements with this player are discarded and no new Trade agreements may be formed with that player for the next 3 turns
Trade Restrictions 	LAW 	For: Partners in Trade Agreements now receive 1 credit for each planet controlled by the player with fewer planets
Against: This card is discarded
Unconventional Weapons 	LAW 	For: All Dreadnoughts receive a -1 to all combat and bombardment rolls 
Against: This card is discarded
== Borderlands Expansion ==
The Borderlands Expansion introduced 16 new Political Cards 
Card 	Special	Text
Clean Space 	LAW 	For: Only 1 mine may be placed on any star system. No mines may be added to a star system that already contains 1 or more mines. No mines already in play are affected.
Against: This card is discarded
Cleansing 	- 	For: All units on Mecatol Rex must be removed immediately. These units may be placed on any other planet occupied by the affected player
Against: This card is discarded
Convention of Sacul 	LAW 	For: The invader may withdraw their Ground Forces to their Carriers after any round of Invasion Combat Segment 
Against: This card is discarded
Fine Print 	- 	For: Draw the next political card. If it is a For/Against, that card is immediately enacted “For”. Initiate the effects immediately. If the next card is an “Elect” vote, it is discarded
Against: This card is discarded
Industry Leader 	LAW 	For: Whenever a tech level is purchased, whichever player leads that field of technology receives 10 credits from the bank. If two or more players are tied, no player receives any reward
Against: This card is discarded
Lend-Lease 	LAW 	For: During the Market Phase, each player may ‘give’ 1 Ground Force to another player. The giver removes 1 of their Ground Forces from play. The recipient then places 1 Ground Forces on 1 of their planets that are not blockaded 
Against: This card is discarded
LOC 	LAW 	For: Players may borrow up to 10 credits from the bank. Any loan must be repaid in order to advance on the Progression Chart 
Against: This card is discarded
Quarantine 	LAW 	Elect Planet 
No Ground forces may be built on the elected planet and no friendly Ground Forces may land on or leave the planet. Discard this LAW when another race successfully invades the planet
Repeal 	- 	Elect current law
After a law has been elected discard it
Revote 	- 	Identical to cards of same name in Base Game
Stellar Olympics 	- 	Elect player 
The elected player may host the Stellar Olympics. During the next Political Phase, they may pay 15 credits. That player then gains 7 resources and 10 influence for the next 3 turns
The Phrelmanx Effect 	LAW 	For: No fleet may move more than 1 hex per turn 
Against: This card is discarded
The Way of the Knife 	LAW 	For: After every assassination attempt (successful or not) roll a die. If the result is even, the assassinating player is caught and executed. They lose all action cards and credits and suffer a -2 on all offensive rolls 
Against: This card is discarded
Trade Tax 	LAW 	For: Whenever a new Trade Agreement is established, both partners must pay the bank 5 credits 
Against: This card is discarded
University of Mecatol	LAW 	For: The cost of tech advances is reduced by 5 credits 
Against: This card is discarded
Wormhole Freeze 	LAW 	For: All wormhole travel is banned. No ship may enter a wormhole 
Against: This card is discarded
== Distant Suns Expansion ==
=== Political Cards ===
The Distant Suns Expansion introduced 8 new political cards 
Card 	Special	Text
Free Space 	LAW 	For: PDS may not fire when a fleet enters its system 
Against: This card is discarded
Free Speech 	LAW 	For: The “Martial Law” segment is skipped entirely
Against: All civilizations drop 1 Status (“D” goes to rebellion)
Internal Affairs 	- 	Elect player 
The Mecatol Bureaucrat of 1 race is under investigation for misconduct. That player’s Influence is reduced to “0” for the next 2 turns
Neutral Zone 	- 	Elect Empty System 
No combat may take place here, fleets cannot be interdicted here. Fleets of different races can co-exist here
Parker Convention	LAW 	For: Dreadnoughts may no longer bombard
Against: PDS now cost only 6 credits to produce
P.O.W 	LAW 	For: Defending Ground Forces may surrender to an invading force before invasion combat begins. The attacker must pay 2 credits per surrendering unit and then removes them from play or immediately must place them upon any planet in their home system 
Against: This card is discarded
Revotes 	- 	Elect 2 current laws 
After the laws have been elected, revote on their policies
S.A.L.T 2000 	LAW 	For: Players may only advance to Tech level 4 in any category 
Against: Roll a die for every discontent planet; on an odd result that planet goes into rebellion. Then, discard this card
=== Event Cards ===
The Distant Suns expansion also introduced 12 event cards
Event Cards are placed in the Political Deck at game setup. If drawn during the Political Phase, their effects are applied immediately 
Event cards usually begins by asking players to 'roll' for a number of random planets
A roll for a planet involves the following: 
(1) Roll two 10-sided dice, letting 1 die represent the first digit and the second die represent the second digit (e.g. a roll of 3 and 5 represents the number 35) 
(2) Use the following list to see which planet is selected to be affected by the event (SEE NOTE BELOW): 
* 1-10: Bereg
* 11-20: Centauri
* 21-24: Fria
* 25-28: Mehar Xull 
* 29-32: Mellon
* 33-36: Riescue
* 37-40: Torkan
* 41-44: Abyz
* 45-48: Emelpar
* 49-52: Coorneq 
* 53-56: Sacul G 
* 57-60: Starpoint
* 61-64: Cronos
* 65-68: Lort IV
* 69-72: Olergodt
* 73-76: Tequ'Ran
* 77-80: Vefut
* 81-82: Gral
* 82-84: Lazar
* 85-86: Lodor
* 87-88: New Albion
* 89-90: Quann
* 91-92: Saudor
* 93-94: Tallin
* 95-96: Tar'Mann
* 97-98: Thiban
* 99-00: Wellon 
After applying the event card effects, another Political Card is drawn and the game continues as normal
* If another event card is drawn instead, its effect is applied and the next card is drawn
* This continues until a Political card is reached 
Card 	Text
Community Service 	Roll 3 random planets
Owners receive 3 credits per Ground Force unit stationed there
Coup Attempt 	Roll 4 random planets 
The owner of these planets must face 1 assassination attempt for each planet rolled that is “Discontent” or 'Rebellion'
Environmental Upheaval	Roll 2 random planets
These planets cannot be invaded this turn. Any PDS on these planets will not function this turn
Hail 	Owners may place a free Ground Force Unit on all “Content” planets (Ignore this effect on unoccupied planets)
Hazardous Duty 	Roll 2 random planets 
Owners must pay 2 credits for each Ground Force present if “Discontent” or in rebellion
Ion Storms 	Roll 2 random planets
No fleet may exit these systems this turn (Invasions and Space Battles proceed as normal)
Liquidity 	Roll 4 random planets 
The owners of these planets may immediately collect credits equal to the planet’s basic resource value
Meteor Storm 	Roll 2 random planets 
The Resource Value of these planets is reduced to “0” for this turn
Pollution 	Roll 2 random planets 
These planets may not produce anything. Owners may resume production on polluted planets at any time by spending 5 credits per planet
Science Convention 	Roll 1 random planet 
The owner of this planet receives 10 credits towards any Tech Advance purchased this turn
The Hand of God 	Roll 1 random planet 
Systems surrounding that planet are shifted 1 step counter-clockwise
Winnaran Expansion 	Roll 1 random planet
Place 1 neutral Ground Force Unit on each unoccupied planet in this and adjacent systems
Note: If also playing with The Outer Rim Expansion, the following chart is used for 'Rolls' instead of the list above. This incorporates the new system tiles