Promissory Notes

**Type:** Player Components

Promissory notes assist in negotiating with other players by creating an enforceable contract

Each player begins the game with five promissory note cards in their hand; four of which are generic; matching their player color, and one faction-specific card.

* Prophecy of Kings added an additional card called 'Alliance' bringing the default number to six. In addition, The Empyrean has two faction-specific Promissory notes instead of one, giving them 7 Total.

Players may trade promissory notes as part of a transaction (one per transaction). Generally, when a player receives another player's promissory note, they place it in their hand and may use its ability as stated on the card

* Players may transact with any promissory notes in their hand (including those from other players)

* "Support for the Throne", "Alliance" and a number of faction-specific promissory notes are instead placed face up in the play area when received and thus may not be further exchanged

## General Promissory Notes

General promissory notes are assigned by the color of components used, rather than by faction

### Ceasefire

After the *(color)* player activates a system that contains 1 or more of your units:

The *(color)* player cannot move units into the active system.

Then, return this card to the *(color)* player.

### Trade Agreement

When the *(color)* player replenishes commodities:

The *(color)* player gives you all of their commodities.

Then, return this card to the *(color)* player.

### Political Secret

When an agenda is revealed:

The *(color)*player cannot vote, play action cards, or use faction abilities until after that agenda has been resolved.

Then, return this card to the *(color)* player.

### Support for the Throne

When you receive this card, if you are not the *(color)* player, you must place it face-up in your play area and gain 1 Victory Point.

If you activate a system that contains 1 or more of the *(color)* player's units, or if the *(color)* player is eliminated, lose 1 Victory Point and return this card to the *(color)* player.

### Alliance

This promissory note was introduced in the Prophecy of Kings expansion

When you receive this card, if you are not the *(color)* player, you must place it face up in your play area.

While this card is in your play area, you can use the *(color)* player's commander ability, if it is unlocked.

If you activate a system that contains 1 or more of the *(color)* player's units, return this card to the *(color)* player

## Faction-Specific Promissory Notes

### The Arborec

**Stymie:** ACTION: Place this card face up in your play area.

While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units.

If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.

**Stymie Ω:** After another player moves ships into a system that contains 1 or more of your units:

You may place 1 command token from that player's reinforcements in any non-home system

Then, return this card to the Arborec player

(**Ω**) refers to an update to an existing Promissory note released with the Codex

### The Argent Flight

**Strike Wing Ambuscade:** When 1 or more of your units make a roll for a unit ability:

Choose 1 of those units to roll 1 additional die

Then, return this card to the Argent player

### The Barony of Letnev

**War Funding:** At the start of a round of space combat:

The Letnev player loses 2 trade goods. During this combat round, reroll any number of your dice.

Then, return this card to the Letnev player.

**War Funding Ω:** After you and your opponent roll dice during space combat

You may reroll all of your opponent's dice

You may reroll any number of your dice

Then, return this card to the Letnev player

(**Ω**) refers to an update to an existing Promissory note released with the Codex

### The Clan of Saar

**Ragh's Call:** After you commit 1 or more units to land on a planet:

Remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player.

Then return this card to the Saar player.

### The Council Keleres

**Keleres Rider:** After an agenda is revealed:

You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods.

Then, return this card to the Keleres player.

### The Embers of Muaat

**Fires of the Gashlai:** *ACTION*:
Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements.

Then, gain your war sun unit upgrade technology card.

Then, return this card to the Muaat player.

### The Emirates of Hacan

**Trade Convoys:** ACTION: Place this card face-up in your play area.

While this card is in your play area, you may negotiate transactions with players who are not your neighbor.

If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.

### The Empyrean

**Dark Pact**: ACTION*:* Place this card face up in your play area.

When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good.

If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.

**Blood Pact**: ACTION*:* Place this card face up in your play area.

When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome.

If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.

### The Federation of Sol

**Military Support:** At the start of the Sol player's turn:

Remove 1 token from the Sol player's strategy pool, if able, and return it to their reinforcements.  Then, you may place 2 infantry from your reinforcements on any planet you control.

Then return this card to the Sol player.

### The Ghosts of Creuss

**Creuss Iff:** At the start of your turn during the action phase:

Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.

Then, return this card to the Creuss player.

### The L1Z1X Mindnet

**Cybernetic Enhancements:** At the start of your turn:

Remove 1 token from the L1Z1X player's strategy pool and return it to their reinforcements. Then, place 1 command token from your reinforcements in your strategy pool.

Then, return this card to the L1Z1X player.

**Cybernetic Enhancements Ω:** When you gain command tokens during the status phase:

Gain 1 additional command token

Then, return this card to the L1Z1X player

(**Ω**) refers to an update to an existing Promissory note released with the Codex

### The Mahact Gene Sorcerers

**Scepter of Dominion:** At the start of the strategy phase:

Choose 1 non-home system that contains your units; each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system

Then, return this card to the Mahact player

### The Mentak Coalition

**Promise of Protection:** ACTION: Place this card face-up in your play area.

While this card is in your play area, the Mentak player cannot use their Pillage faction ability against you.

If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.

### The Naalu Collective

**Gift of Prescience:** At the end of the strategy phase:

Place this card face-up in your play area and place the Naalu "0" token on your strategy card;  you are first in the initiative order.  The Naalu player cannot use their TELEPATHIC faction ability during this game round.

Return this card to the Naalu player at the end of the status phase.

### The Naaz-Rokha Alliance

**Black Market Forgery**: ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic

Then, return this card to the Naaz-Rokha player

### The Nekro Virus

**Antivirus:** At the start of a combat:

Place this card face-up in your play area. While this card is in your play area, the Nekro player cannot use their TECHNOLOGICAL SINGULARITY faction ability against you.

If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

### The Nomad

**The Cavalry**: At the start of a space combat against a player other than the Nomad:

During this combat, treat 1 of your non-fighter ships as if it has the SUSTAIN DAMAGE ability, combat value, and ANTI-FIGHTER BARRAGE value of the Nomad's flagship

Return this card to the Nomad player at the end of this combat.

### Sardakk N'orr

**Tekklar Legion:** At the start of an invasion combat:

Apply +1 to the result of each of your unit's combat rolls during this combat.  If your opponent is the N'orr player, apply -1 to the result of each of their unit's combat rolls during this combat.

Then, return this card to the N'orr player.

### The Titans of Ul

**Terraform**: *ACTION:* Attach this card to a non-home planet you control other than Mecatol Rex.

Its resource and influence values are each increased by 1 and it is treated as having all 3 planet traits (cultural, hazardous, and industrial)

### The Universities of Jol-Nar

**Research Agreement:** After the Jol-Nar player researches a technology that is not a faction technology:

Gain that technology.

Then, return this card to the Jol-Nar player.

### The Vuil'Raith Cabal

**Crucible:** After you activate a system:

Your ships do not roll for gravity rifts during this movement; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead

Then, return this card to the Vuil'raith player

### The Winnu

**Acquiescence:** At the end of the strategy phase:

Exchange 1 of your strategy cards with a strategy card that was chosen by the Winnu player.

Then, return this card to the Winnu player.

**Acquiescence Ω:** When the Winnu player resolves a strategic action:

You do not have to spend or place a command token to resolve the secondary ability of that strategy card

Then, return this card to the Winnu player

(**Ω**) refers to an update to an existing Promissory note released with the Codex

### The Xxcha Kingdom

**Political Favor:** When an agenda is revealed:

Remove 1 token from the Xxcha player's strategy pool and return it to their reinforcements.  Then, discard the revealed agenda and reveal 1 agenda from the top of the deck.  Players vote on this agenda instead.

Then, return this card to the Xxcha player.

### The Yin Brotherhood

**Greyfire Mutagen:** After a system is activated:

The Yin player cannot use faction abilities or faction technology during this tactical action.

Then, return this card to the Yin player.

**Greyfire Mutagen Ω:** At the start of a ground combat against 2 or more ground forces that are not controlled by the Yin player:

Replace 1 of your opponent's infantry with 1 infantry from your reinforcements

Then, return this card to the Yin player

(**Ω**) refers to an update to an existing Promissory note released with the Codex

### The Yssaril Tribes

**Spy Net:** At the start of your turn:

Look at the Yssaril player's hand of action cards.  Choose 1 of those cards and add it to your hand.

Then, return this card to the Yssaril player.

## FAQ

**Q**: If a player would refresh their commodities but already has the maximum amount, can another player still play that player’s “Trade Agreement” promissory note against them?

**A**: Yes. Even if that player gains zero commodities when their commodities are refreshed, their “Trade Agreement” may still be played against them

**Q**: Does the “Political Secret” promissory note disable passive/mandatory faction abilities, such as the Barony of Letnev’s “Armada” faction ability, when it is used against that player?

**A**: No. The “Political Secret” promissory note only prevents the use of faction abilities that a player must choose to use

**Q**: Does the “Political Secret” promissory note prevent a player from using faction-specific technology?

**A**: No. The “Political Secret” promissory note does not prevent a player from using faction-specific technology, nor does it prevent the use of other abilities, such as those from agendas that a player might own

**Q:** If a player’s “Political Secret” promissory note is used against them, but that agenda is subsequently discarded by an effect such as the “Veto” action card, can that player vote and use faction abilities on the new agenda?

**A**: Yes. It is a new agenda and thus the effect of the player’s “Political Secret” is ended.