Factions/Yengii Society

Yengii require a nearly preternatural understanding of the game’s state and to know the other player’s desires even better than they do. Recommended for very experienced players who enjoy paying attention to many things at once.

## Background

Yengii are four unrelated crystalline species that work together to have a civilization. Each species has abilities that the others lack. Only the Mules can move heavy objects. Only the Hands can interact with technology. Only the Paths can think logically and make long term plans. Only the Words can see, hear, and communicate. Individual Yengii can't easily act in an evil manner, as they would need to convince several others to help them. This forms the core of Yengii ethics.

## The Confluence

The galaxy is populated by monsters. Those aliens can act freely in any way they choose, and are individually much more powerful than any of the Yengii. This is utterly terrifying. In order to convince the Yengii to work with such people, the Faderan gave them a weaker version of the agreement: the Yengii could keep their new inventions to themselves if they so chose. Thus, the Yengii only share their technology with species that they feel will use properly.

## Gameplay Information

* Does not share technologies.
* Reduced sharing bonus.
* May license technologies.

### Secretive

When the Yengii invent a technology, they do not share it. The other players cannot use the technology to play cards. When other players invent technologies, the Yengil benefit as normal.

Since the Yengii aren't using their technologies to lay the foundation of the Confluence, they gain a reduced Sharing Bonus.

When the Yengii invent a technology, they should flip it as normal, but not place it in the center of the play area with the other invented technologies. Instead, they should keep them splayed in front of themselves. Invented technologies do not count against the Yengii for determining their research team bid tiebreaking.

### Licensing

The Yengii may, as part of a trade, license a technology by allowing another player to play a card as if they had a technology the Yengii invented. The recipient finds their matching card and puts it into play permanently. The Yengii can license a technology during the same Trade Phase they invented it, effectively "sharing" it faster than is possible for the other species.

This ability cannot be used to bring back a card that was hidden under another card.

## Advice

Starting on turn two or so, invent one to three technologies that consume resources that are generally plentiful in the game, produce resources that are generally in demand, or can be used to upgrade the other players' starting cards. Ideally all three. Then, try to license those technologies to as many players as possible, in as few turns as possible. In general, if you license each technology to at least three players for about two small cubes apiece, you are doing well.

You may be able to convince people to help you invent a technology in exchange for the license of that technology. For example, if you can convince four players to each give you two small cubes towards inventing an era I technology (in exchange for the license), you'll make a net profit of two small cubes, in addition to the few points for inventing it.

Once you enter the mid game, start saving up resources and improving your economy until you can invent a few really expensive technologies on the last turn. At the same time, run converters that produce victory points as frequently as possible. Yengil are wealthier than most of the other species, but have a hard time turning that wealth into points.

## Rules Clarification

### Society of Falling Light

The Yengii can license technology to the Society of Falling Light