recursal/Fanatic-Fandom huggingface dataset:
Dameon Dobbs

## Dameon

* Casual
* Uniform

**Dameon Dobbs** is a character in the "Wayside School". He is one of the many students in Mrs. Jewls's class. He is a student that is frequently seen helping out Mrs. Jewls, and often has to run up and down Wayside School's many flights of stairs.

## Appearance

Both Rob and Dameon has fair skin and green eyes, but due of them being fraternal twins, Dameon has orange hair while Ron has red hair.

## Personality

Dameon is fun-loving like Ron, though he is shown to be careful and less rash compared to his brother, and acts as the voice of reason for him. While he cares for Ron, the two of them bicker half the time. He is also know to be a very dedicated student, willing to take whatever means it is necessary to help someone out. He especially loves Mrs. Jewls, and does whatever he can to help her, frequently passing out papers and running up and down several flights of stairs just to help her out.[1] Dameon appears to do it out of the kindness of his own heart, as he is never shown requesting a reward for his actions, despite how much he does.
Produce Units

As the final step of a Tactical Action, the active player may produce units on friendly planets with a Space Dock in the activated system.
Note that newly built Space Docks are exhausted, so cannot produce units in the same round they were built.

Each Space Dock has a production capacity, normally the resource value of the host planet plus 2. This determines how *many units* can be produced, although some units have a production capacity greater than 1 i.e. count as double or even treble towards capacity.

Of course, the units being produced have a cost which must be met, either by exhausting planets for their resource value, or with TGs, or some combination thereof.
Race, Hacan

**Emirates of Hacan**

Racial Ability

Opening your Trade Contracts do not require approval during Trade Negotiations.

You do not need to spend a Command Counter to execute the Secondary Ability of the Trade Strategy.

When adding Trade Goods on your Trade Agreements, you may place one additional on each.

During Status Phase, you may trade Action Cards with other players.

Your Trade Agreements may not be broken during the Status Phase.

Starting Techs

Enviro Compensator + Sarween Tools

or

Micro-Technology + Integrated Economy

Leaders

General, Scientist, Diplomat

Starting Units

2 Carriers

4 GF

1 Cruiser

2 Fighters

1 Space Dock

Trade Agreements

3,3

Home system

Arretze (2/0)

Hercant (1/1)

Kamdorn (0/1)

Flagship

Wrath of Kenara (10 / 7×3 / 2 / 4): When this ship is present, up to two times each combat round, you may spend 1TG to reroll one of your dice.

Race Specific Technologies

Commerce Nexus (3):

As an Action, you may spend one Command Counter from your Strategy Allocation area to gain 6 Trade Goods. You must then give 2 of your Trade Goods to one other player.

Quantum Datahub Node (5):

At the end of the Strategy Phase, you may trade one of your Strategy Cards with a Strategy Card belonging to one of your trade partners. The other player does not need to agree to the trade.

Parallax Transaction Core (2):

When researching Technology, you may ignore pre-requisites to any Technology advance held by a trade partner. At any time you may exhaust any planet to give its resource value as Trade Goods to an opponent.

Race Objectives

1VP Wheel of Civilization:

I now spend 8 Trade Goods

2VP From Sand to Gold:

I control 5 planets outside my Home Systems with resource values of 2 or more

3VP Interstellar Monopoly:

I control all Trade Stations.

I control an A- and a B- wormhole(if it exists).

I control Mercatol Rex.

I now spend 12 Trade Goods.
Unit, War Sun

**THE WAR SUN**

Units Available: 3

Cost: 12

Combat value: 3 (x3)

Movement: 1 (with both War Sun and Ion Drive technologies increases to 2)

Production capacity requirement: 3

***Transport 6***

***Sustain Damage x2***

***Bombardment x1 (with both War Sun and Graviton Negator technologies increases to x3)***

The War Sun (WS) is the most powerful unit in the game, and is subject to the following rules:

• A player may not produce a War Sun unit unless he has acquired the “War Sun” Technology advance.  (This in turn requires 1 tech of each colour as prerequisite).

• A single War Sun takes up 3 production capacity to build.

• War Suns has the Sustain Damage ability twice. It takes 3 hits to destroy a War Sun. In order to indicate damage to a War Sun, place the unit on its side after the first hit and place a Control Marker inside it after the second hit. After a third hit the War Sun is destroyed. Any damage sustained by a War Sun is automatically repaired during the Status Phase.

• Like any other unit sustaining damage, a War Sun loses a combat die each time it takes a hit. These combat dice are restored when the unit is repaired.

• Like the Dreadnought, a War Sun unit is allowed to bombard planets - and with 3 dice when unlocked by appropriate technology (War Sun and Graviton Negator).  Each PDS Unit on the planet cancels one hit, and a Scientist with a PDS cancels an additional hit. Each hit must first be applied to Mechanised Units first, and they may not use the Sustain Damage ability against bombardment. Remaining hits are applied to Ground Forces and then Shock Troops. If a planet takes more hits than it has occupying forces, the bombarding player may choose to turn the planet to neutral.

• A War Sun unit rolls three combat dice during Space Battles.

• Like the Carrier unit, a War Sun has a capacity of 6 and may transport Ground Forces, Shock Troops, Mechanised Units, PDS, and Fighter units.

### TECHNOLOGY ADVANCES FOR WAR SUNS

*War Sun*

*Graviton Negator*

*Ion Drive*

*Nanotech Replicators*
Letter to Miss Zarves

{{#arraydefine: episodeLinks|Letter to Miss Zarves;"Bebe Gunn the Artist";"Myron as Class President"|;}}

## Letter to Miss Zarves

**Letter to Miss Zarve** is the seventh episode of the first season of Wayside School.

## Synopsis

Calvin must deliver a note that doesn't exist to a floor that also doesn't exist.

## Plot

The episode begin with Calvin is asked by Mrs. Jewls to take a note to Miss Zarves. Calvin is confused, trying to point out the issue with Mrs. Jewls's statement, but Mrs. Jewls doesn't seem to realize what is wrong. She sends Calvin off to the nineteenth story to deliver the note, while everyone else mocks him. As Calvin exits the room, it is revealed that the nineteenth story doesn't actually exist, because when the school was built, the builder forgot to build it. He remembered the eighteenth and twentieth stories, but not the nineteenth. As such, there is also no such thing as Miss Zarves. Because she teaches the nonexistent nineteenth story, she doesn't exist either. Aside from that, Mrs. Jewls seems to have forgotten to give Calvin the note.

Calvin is befuddled. Knowing he can't take a note that doesn't exist to a teacher that doesn't exist on a floor that was never built, he just walks up and down the eighteenth and twentieth story stairs, wondering what to do. Eventually he decides to put the note in Miss Zarves's mailbox, and walks down to the first story. However, there is no mailbox for Miss Zarves, but Calvin decides it doesn't matter too much, because there is no Miss Zarves and he doesn't have a note.

Outside, Louis is playing basketball, and Calvin decides to ask him for help. Calvin explains his issue, and Louis remarks that it's not worth trying to deliver a note that doesn't exist to a teacher that doesn't exist. Calvin has no clue what Louis said, but Louis is okay with it, because he didn't understand what he said either. When a dumbstruck Calvin enters Mrs. Jewls's class, Mrs. Jewls thanks him for taking the note to Miss Zarves. The note apparently told Miss Zarves not to meet Mrs. Jewls for lunch, which Calvin assures won't happen. Mrs. Jewls rewards Calvin with a Fruity Pop from the can on her desk, and Calvin remarks it was nothing.

## Casts

* Andrew Francis as Calvin
* Britt McKillip as Mrs. Jewls
* Michael Adamthwaite as Terrence
* Scott McCord as Myron
* Pamela Adlon as Benjamin Nushmutt
* Cathy Weseluck as Jason
* Avi Roque as Louis

### Non Speaking cameo

* D.J.
* Dameon
* Deedee
* Joy
* Kathy
* Mac
* Paul
* Ron
* Todd
* Maurecia
* Dana
* Stephen
* Jenny
* Eric Fry
* Eric Bacon
* Eric Ovens
* Sharie
* John
* Joe
* Bebe Gunn
* Rondi
* Leslie
* Allison
Order of play

ORDER OF PLAY

Each Strategy Card has an Initiative Number printed near its top. This number represents what place in the order of play its owner will be. Thus, the player who has the Leadership Strategy card is always first, followed by the player who controls the Diplomacy Strategy card, etc.

The order of play, as dictated by the Strategy Cards, is as follows:

1. Leadership Strategy

2. Diplomacy Strategy

3. Assembly Strategy

4. Production Strategy

5. Trade Strategy

6. Warfare Strategy

7. Technology Strategy

8. Bureaucracy Strategy

9. Prospect Strategy

When the turn order advances to an unchosen Strategy Card in the common play area, simply skip it and proceed to the next number. If, for example, no player picked the Leadership Strategy card during the Strategy Phase, the first player in the turn order would be the player who selected the Diplomacy Strategy.

In 3-4 player games, players will have 2 SCs each: use their lower numbered SC to determine their order of play.
The Status Phase

1. Claim Objectives. Each player, simultaneously may:
	1. claim one Public Objective
	2. claim one Preliminary Objective
	3. claim either a Racial Objective or a Secret Objective
	4. reassign VPs associated with Artefacts and/or Voice of the Council (mandatory)
	5. assign VPs associated with the Magisterial Objective (8 planets outside your HS)
	6. assign VPs associated with the Imperial Objective (12 planets outside your HS)
2. End the game if at least one player has 10+VPs. Ties are broken by whoever controls most planets outside his HS.
3. The player with most VPs receives a number of TGs equal to the difference in VPs to the player in 2nd place.
4. Players may scuttle any of their own units. Scuttled units are simply returned to the player’s reinforcement pile and become available for production during the next Action Phase.
5. Players may purchase a single Racial Technology.
6. Players may exhaust available planets, producing 1 TG per 2 Resources thus spent. Any player with the Micro Technology Technology Advance may also use Influence, with the same ratio.
7. Refresh all planets and space docks. Use planetary Refresh abilities.
8. Repair all damaged units to full strength.
9. Remove all CCs from the game board.
10. Players each receive 1 AC, 1 PC, and 2 CCs.
11. Players may redistribute their command areas. Check fleet sizes against Fleet Supply.
12. Return Strategy Cards.
Move ships into the system

After you have activated a system, you may move friendly ships (within movement range) into the activated system.
Any ship moving must always end its movement in the system that was just activated.

Every space ship (except for Fighter units, which move with Carriers, War Suns or Flagships) has a movement value. A movement of "1" indicates that a ship can move from its current system into an adjacent system. A movement of 2 indicates that the ship may move up to two systems from its current system, etc.
A ship may start its movement from the system that is being activated, as long as it finishes its movement in the activated system.
Any ship that can carry cargo (Ground Forces, PDS units etc.) may pick up units at any stage during the movement step (before, during, and after moving) from unactivated systems and the system just activated.
Cargo aboard a ship, however, cannot be "dropped off" by the ship until the Planetary Landing step of the Activation Sequence.
A ship is not allowed to move through a system occupied by enemy ships (except Fighters). The only way to enter a system that contains enemy ships is to activate that system itself. Exceptions: Fleets with the Light/Wave Deflector Technology Advance may move through enemy fleets, and Diplomats may also allow moving through enemy fleets.
A ship may not move if it is located in a system that already has been activated by the active player.
Ships are allowed to move through systems containing friendly Command Counters.
A ship does not need to take the shortest route possible. As long as it has sufficient movement, it may take any desired route to the destination system.
Unit Movement

After you have activated a system, you may move friendly ships (within movement range) into the activated system. Any ship moving must always end its movement in the system that was just activated.

Every space ship (except for Fighter units, which move with Carriers, War Suns or Flagships) has a movement value. A movement of "1" indicates that a ship can move from its current system into an adjacent system. A movement of 2 indicates that the ship may move up to two systems from its current system, etc. A ship may start its movement from the system that is being activated, as long as it finishes its movement in the activated system.

Any ship that can carry cargo (Ground Forces, PDS units etc.) may pick up units at any stage during the movement step (before, during, and after moving) from unactivated systems and the system just activated. Cargo aboard a ship, however, cannot be "dropped off" by the ship until the Planetary Landing step of the Activation Sequence.

A ship is not allowed to move through a system occupied by enemy ships (except Fighters). The only way to enter a system that contains enemy ships is to activate that system itself. Exceptions: Fleets with the Light/Wave Deflector Technology Advance may move through enemy fleets, and Diplomats may also allow moving through enemy fleets.

A ship may not move if it is located in a system that already has been activated by the active player. Ships are allowed to move through systems containing friendly Command Counters.

A ship does not need to take the shortest route possible. As long as it has sufficient movement, it may take any desired route to the destination system.

**Space Mines**

Immediately after moving ships across a system border that has a Space Mine token, the active player must roll dice equal to the number of non-fighter ships moving through the minefield. For each roll of 8+, he must assign a hit to the fleet. He does not need to roll for ships that are entering the target system through a border without a mine token and he may not assign any hits from the minefield to ships that did not move through the mines. After hits have been assigned and casualties removed, remove the Space Mine token from the board and resume the action. All movement during a single Tactical Action happen simultaneously. Thus, it is not possible for a player to first see which of his ships survive Space Mines and then decide whether he wants to move in more ships. Space Mines are deployed by Cruisers (given the appropriate technology).
Louis Sachar

## Louis

**Louis Sachar** is a recurring character from the 2028 series "Wayside School". They are the school's "yard teacher," meant to pass out balls during lunch and recess and make sure the students don't kill each other, though they also appears to work various other tasks at the school, like cleaning up messes in the kitchen, ridding the school of cows, and rolling out the gong for Mrs. Kidswatter to ring at the end of each day.

They were voiced by Avi Roque.
Unit, Shock Troop

**SHOCK TROOPS**

Units available: Unlimited

Cost: 3 (with either Gen Synthesis or Neural Motivator)

Combat value: 5

***Ground Unit***

***Occupying Force***

***Commando Ability***

***Hit 1st in an invasion***

Shock Troops are elite, experienced troopers.

They are treated as Ground Forces for all cards and abilities, except as noted below.

### ACQUIRING SHOCK TROOPS

• Shock Troops may be built at a Space Dock at the cost of 3 resources per unit, with either Gen Synthesis or Neural Motivator.

• When a player wins an Invasion Combat as the attacker, and he has at least one Ground Force unit surviving on the planet, he may replace one of those Ground Force units with a Shock Troop. This happens during the Production Step of the Tactical Action. There must be actual combat for the “promotion” to occur, a simple invasion of an empty planet (or invading a planet containing only planetary installations) is not enough. With Gen Synthesis Technology, two surviving Ground Forces are promoted.

• Shock Troops may also be acquired via Hope's End's refresh ability or certain Action or Political Cards.

### USING SHOCK TROOPS

• Since Shock Troops do not have their own plastic figure, if a Shock Troop is on a planet without any other units or Leaders, place the race’s Control Marker on it to indicate ownership of the unit.

• When participating in Invasion Combat, Shock Troops have a Combat Value of 5 (a significant increase over the 8 of standard Ground Forces).

• If any attacking Shock Troops survive the Invasion Combat, the invader may capture all PDS units and Space Dock on the planet.

• Instead of using Shock Troops in combat, the active player may assign any number of invading Shock Troops as Commandos. Commandos do not roll dice in the Invasion Combat and cannot be taken as casualties. After a successful invasion, each Commando may capture 1 ***planetary installation***.  If the invasion fails all Commandos are immediately destroyed. If the attacker has reached his maximum in PDS units (9) or Space Docks (4) on the board, any capture of those units fails (the units are just destroyed instead). A captured Space Dock is exhausted.

• Shock Troops that participate in Invasion Combat (i.e. that are not assigned as Commandos) must always be taken as casualties before any other Ground Forces or Mechanized Units. This excludes any other time that a Ground Force would be taken as casualty (bombardment and PDS Fire, for example).

### TECHNOLOGY ADVANCES FOR SHOCK TROOPS

*Gen Synthesis*

*Neural Motivator*

*Magen Defence Grid*

*Dacxive Animators (Shock Troops are resurrected as Ground Forces)*

*Transit Diodes*

*Stasis Capsules*
The Strategy Phase

The following "Pre-Strategy Phase" actions are conducted in order, starting from the Speaker and going in Rotation Cycler order.

1. The Arborec, if they have Bioplasmosis, may move 1 Ground Force from a planet they control to a friendly or uncontrolled planet in an adjacent system.
2. The Arborec, if they have Ecosphere Phasing, may place 1 Colony and 1 Refinery on a planet or planets they control.
3. The Creuss, if they have Slave Wormhole Generator, may move their extra A/B wormhole token into any empty or friendly non-home system.
4. The Jol-Nar, if they have Hyperstring Focus Coupler, may nominate an unresearched technology to be in force for them this round.
5. Anyone with Deep Space Cannon may use a Space Dock to probe an adjacent system or a planet in an adjacent system.

Then the main Strategy Phase begins.

1. All players choose and simultaneously reveal a Political Card as their proposed agenda for the Galactic Council.

2. After this, they each select one Strategy Card from the common play area.

3. If any player has Fleet Supply of n>=8, they must pay an upkeep cost of (n-8) Trade Good.

Then the following "Post-Strategy Phase" actions are conducted in order, starting from the Speaker and going in Rotation Cycler order.

1. The Hacan, if they have Quantum Datahub Node, may trade one of their Strategy Cards with a Strategy Card belonging to a trade partner. The other player does not need to agree to the trade.
2. The Muaat, if they have Nova Seed, may target a system if they have not already done so.
3. The Yssaril may look at the Action Cards of one of their opponents (and take one if they have Mageon Implants).
Command Pool

After a player decides to take a Tactical or Transfer Action during the Action Phase, he must take an available Command Counter from his Command Pool in order to activate a system on the board. If a player has no Command Counters remaining in his Command Pool, he is not able to take Tactical or Transfer Actions. In other words, the number of Command Counters in a player's Command Pool dictates the amount of activity he can initiate on the board.
Tara Strong

**Tara Strong** is an American-Canadian voice actress. She voices Harley Quinn in numerous DC properties plus Poison Ivy in *Lego Batman 3: Beyond Gotham*, Batgirl in *The New Batman Adventures*, *Gotham Girls* and DC Nation's *Super Best Friends Forever* shorts, Raven in *Teen Titans* and *Teen Titans Go!* along with other DC Comics roles.

She reprises her roles as Harley Quinn, Poison Ivy and Raven in the *DC Super Hero Girls* web series in addition to voicing Principal Taller in the LEGO film *Super-Villain High*.

As well as reprising the role of Harley Quinn & Batgirl in the  *DC Super Hero Girls* TV series, she also voices Cheetah with her British accent.

Outside the DC universe, she is known for her voice roles such as Timmy Turner in *The Fairly OddParents*, Ben Tennyson in *Ben 10*, Twilight Sparkle in *My Little Pony* (which Lauren Faust created), Bubbles in the *1998 Powerpuff Girls*, Truffles in *Chowder*, Dil Pickles in *Rugrats* and *All Grown Up*, and more. She also provided live action roles, including Miss Collins in 5 episodes of *Big Time Rush*, and Tiggy Sullivan in *Pretty Hard Cases*.

## Trivia

* According to IMDb, she has the most appearances in the show to date with 43 appearances out of 52, both as Batgirl and Harley Quinn.

1. ↑ https://www.imdb.com/title/tt9628244/
Objective Card

## Victory Points

The primary way to accumulate victory points is to qualify for the requirements of an Objective Card.

###

### Imperial Objective Card

Grants 1 VP to any player with 12+ planets outside their HS.

Any number of players may qualify for this, restricted only by the number of planets available.

Claimed in the status phase.

### Magisterial Objective Card

Grants 1 VP to any player with 8+ planets outside their HS.

Any number of players may qualify for this, restricted only by the number of planets available.

Claimed in the status phase.

### Preliminary Objective Card

Attainable by all players (1 only in any given round), but once any given Preliminary Objective has been claimed by one or more players it is no longer available.

Claimed in the status phase.

### Public Objective Card

Attainable by all players. Once 8 Stage I objectives have been revealed, new objectives will be Stage II.

Claimed in the status phase (1 only in any given round).  Additional objectives may be claimed using the Bureaucracy Strategy Card's Primary Ability.

### Secret Objective Card

Individual to each player, and revealed only when being claimed (in the status phase).

### Racial Objective Card

May be claimed *instead of* a Secret Objective during the status phase. Once one Racial Objective has been claimed, the other two are discarded.

### Special Objectives and Political Cards

Collectively, Artefacts and Voice of the Council, together with Imperial and Magisterial Objectives (above) are known as Special Objectives, and they are **mandatory** to score.

There are also Political Cards that grant and deduct victory points. These cards are not considered objectives, and a player may gain points from Political Cards in the same round he claims objectives.

### Losing Victory Points

When a card or rule makes players lose victory points, a player's victory point total may never be less than the number of Special Objectives he currently has claimed, nor can a player’s victory point total ever be less than zero.
Strategy Card, Trade

**5. THE TRADE STRATEGY**

This card brings more resources to the galaxy, and trading can enhance diplomatic relations between the great races. When it is activated, immediately place the indicated number of Trade Goods on each active trade agreement (3 TGs on an active agreement worth 3 etc.). These Trade Goods are not yet available for use!

Then the active player ("the trade master") has a choice: he may either gain 3TG and collect all Trade Goods from his agreements for free, or cancel all Trade Agreements in play (even Hacan's). If he chooses option b), all players may immediately collect half of the TGs on their agreements for free, while the rest are discarded.

Regardless of the active player's choice, new Trade Agreements may then be formed. The trade master must approve each new agreement, or it cannot be formed. Hacan's agreements need no approval.

The secondary ability of Trade allows each player to collect TGs from all of their active Trade Agreements by using one Command Counter from Strategy Allocation.
The Action Phase

### THE PLAYER ACTION

When it is a player's turn to take an action, he must execute one of the following:

• Strategic Action

• Tactical Action

• Transfer Action

• Play an Action Card playable “As an Action”

• Use a racial ability playable “As an Action”

• Pass

A player can only take one action at a time.

A player must have taken a Strategic Action for every Strategy Card in his hand before being permitted to Pass.
Card, Unit and Token Limits

**CARD, UNIT AND TOKEN LIMITS**

ACTION CARD HAND LIMIT

A player may never have more than 7 Action Cards at any one time. If, after receiving additional cards, a player has more than 7 Action Cards in his hand, he must immediately choose and discard cards until he has 7. If a player at 7 cards is about to draw additional cards, he should draw and discard one Action Card at a time.

POLITICAL CARD HAND LIMIT

A player may never have more than 10 Political Cards at any one time. If, after receiving additional cards, a player has more than 10 Political Cards in his hand, he must immediately choose and discard cards until he has 10. If a player at 10 cards is about to draw additional cards, he should draw and discard one Political Card at a time.

FLEET SUPPLY

A player may not have more capital ships in any one system than the number of Command Counters in the Fleet Supply area of his Race Sheet.

PRODUCTION CAPACITY

When building units at a Space Dock, the number of units produced is limited by the planet’s Production Capacity. The Production Capacity of each planet is equal to its resource value, and the Space Dock adds 2 to this value. Each unit takes as much capacity to build as it rolls dice. For example, a Dreadnought rolls 2 dice, so it takes up 2 Production Capacity to build.

The Arborec and Production Capacity

The Arborec do not necessarily need Space Docks in order to build units. Each of their Ground Forces has a Production Capacity of 1 but does not have the benefits that a Space Dock has. Thus, an Arborec planet with 4 Ground Forces and a resource value of 2 has a Production Capacity of only 4, but does not need a Dock to produce units.

PDS MAXIMUM

Each planet may only contain a maximum of 2 PDS units. If there ever is a situation in which more than 2 would be present, immediately destroy (remove) the excess ones.

FACILITY MAXIMUM

Each planet may only contain one facility. If a planet has a Colony, you may not build a Refinery (or another Colony) on the same planet.

UNIT LIMITATIONS

Except for Fighters and Ground Forces, players are limited to the number of units provided in the game. If all of a player’s units of a specific type are on the board, that player may not produce additional units of that kind until one is destroyed and returned to the player's reinforcement pile.

CARRYING CAPACITY

Carriers and War Suns may transport ground units (Ground Forces, Mechanized Units, PDS Units and Shock Troops) and Fighters. Each Carrier and War Sun has a carrying capacity of 6 units. Each unit takes up one “slot”, regardless of how many dice they roll. If a player has researched the Stasis Capsules Technology Advance, his Cruisers and Dreadnoughts may each carry one Ground Force unit (but not, for example, a Mechanized Unit).

Flagships also have varying carrying capacities.

The Carrying capacities of the various ships may be modified by Technologies, Racial Technologies and other effects.
Race, Muaat

**Embers of Muuat**

Racial Ability

Your War Suns have a Production Capacity of 2 (even in the same activation as moving), but may only produce ships.

Until you own at least one Technology of each of the 4 colours, all the advanced features remain locked (i.e. extra movement, additional 2 dice bombarding) even if you have a Technology that would normally unlock them.

Your ships may move through, but never end their movement in, Supernova systems.

Starting Techs

War Sun + Enviro Compensator

or

War Sun + Nanotech Replicators

Leaders

General, Scientist, Diplomat

Starting Units

3 GF

2 Fighters

1 War Sun

1 Space Dock

Trade Agreements

2,2

Home system

Muaat (4/1)

Flagship

The Inferno (10 / 5x3 / 1 / 4): As an action, you may spend 1 CC from SA to produce one free Cruiser in this system.

Race Specific Technologies

Magmus Reactor (5):

Your War Suns now have +1 movement and a base cost of 10 resources.

Nova Seed (4):

Once during the game, in the Strategy Phase you may spend 5 resource to target a system that is either friendly or adjacent to three systems containing your ships (you may not target Mecatol Rex or Home Systems). At the end of the status phase, replace the system with a Supernova tile and destroy all units (and planets).

Magma Obliterator (2):

Planetary Shields do not obstruct your bombardment hits. If you gain at least one hit during bombardment, the target planet is exhausted.

Race Objectives

1VP Vengeance Unchained

I have War Suns in three different systems outside my Home System. I have 4 Red Technology Advances.

2VP Of Fire and Flame

This round I bombarded a planet containing a Space Dock to neutrality. I have won two Space Battles this round.

3VP Sphere of Annihilation

This round I bombarded to neutrality either Mecatol or a planet in an opponent Home System. I control ships, including two War Suns, in 6 systems as close as possible\* to this system.

\*If fewer than six adjacent spaces can be controlled, compensate by systems one space further away.
Race, Nekro

**Nekro Virus**

Racial Ability

You always have 0 votes.

You may self-trade your Trade Agreement without permission.

For each Space Battle or Invasion Combat in which you destroy at least one enemy unit, you receive any Technology Advance the enemy player has already researched (ignore prerequisites).

You may not receive any Technology in other ways. If you would normally acquire a Technology, gain 3 Command Counters instead.

Starting Techs

Gen Synthesis + Dacxive Animators

or

Advanced Cruisers + Hylar V Assault Laser

Leaders

Agent, Admiral, General

Starting Units

3 GF

1 MU

1 Carrier

2 Cruisers

1 Space Dock

Trade Agreements

2, 1

Home system

Mordai II (4/0)

Flagship

The Alastor (9 / 9x3 / 1 / 1): If this ship is destroyed, destroy all friendly and enemy ships in the system.

Race Specific Technologies

Valefar Assimilator: x3

Gain this technology by using your racial ability to copy a racial technology an opponent has researched. You cannot copy a technology that modifies his racial ability.

Race Objectives

1 VP Eradicate

This round I destroyed 6 enemy units.

2 VP Consume

I have 8 Technology Advances. this round I attacked and destroyed 10 units in opponent Home Systems.

3 VP Devour

I eliminated an opponent this round and control a Space Dock in an opponent Home System. I have all Valefar Assimilator active and control at least 10 planets.
Role

Optionally, but especially useful with new players, each player can be assigned one or more roles.

1. The Director - manages the order of play and game flow
2. The Rules Arbitrator - knows the rules thoroughly, and looks them up where necessary
3. The Dealer - manages the various decks, CC entitlements, and VPs
4. The Building Inspector - specialises in managing builds
5. The Political and Technological Administrator - manages how politics & technology affect the game
6. The Time & Motion Expert - specialises in managing movements, especially during Tactical Actions
7. The Combat Moderator - specialises in managing combats
Race, Sardakk N'orr

**Sardakk N’orr**

Racial Ability

You receive +1 to all combat rolls.

Starting Techs

Deep Space Cannon + Magen Defense Grid

or

Advanced Cruisers + Hylar V Assault Laser

Leaders

Admiral, General, General

Starting Units

5 GF

1 Carrier

1 Cruiser

1 PDS

1 Space Dock

Trade Agreements

2,1

Home system

Tren'lak (1/0),

Quinarra (3/1)

Flagship

C'morran Norr (10 / 5x3 / 1 / 2): You receive +1 to your space combat rolls in this system.

Race Specific Technologies

Berzerker Genome (5):

At the end of any combat round in which you scored at least one hit, automatically inflict an extra hit on the opponent.

Biotic Core Cell (7):

Up to three Destroyers in each system can be supported by other ships using Ground Force capacity. Supported Destroyers does not count toward Fleet Supply.

Exo-plasmic Surge (4):

During your tactical actions, your PDS units may bombard planets during the bombardment step.

Race Objectives

1 VP Veiled Threat

I have a total of 6 PDS units adjacent to Mecatol Rex or opponent Home Systems. I have a total of 10 Ground Forces and two Generals in these systems.

2 VP Ancient Rite

I have destroyed a total of 2 War Suns or Flagships this round, or won combats against three different opponents this round

3VP Might of the Great Hive

I control 9 systems outside my Home System or a planet in two different opponent Home Systems.

I have a total of 15 ships and 6 PDS units adjacent to or on Mecatol Rex.
Strategy Card, Assembly

**3. THE ASSEMBLY STRATEGY**

The primary ability of this card provides 1 Political Card and 2 Action Cards. More importantly, it allows a player to either control what agendas will be voted on or gain the valuable Speaker token. The active player must decide either

a) immediately become Speaker, and then choose three agendas to be voted on (and he may not choose his own revealed agenda), or

b) choose any player besides himself to become (or remain) Speaker. Then the active player chooses at least one agenda up for vote, and 0-3 agendas for vote or discard.

The Speaker token does not have to move, it may remain with the current holder. However, the active player may not choose option a) if he himself is the Speaker.

The secondary ability of the Assembly Strategy Card allows each other player to spend a Command Counter from Strategy Allocation in order to refresh any number of planet cards (even including a Home System), so long as the combined total of all these planets’ influence and resource values is 6 or less.

Example: The Yssaril player is executing the Assembly Strategy secondary ability. He decides to refresh the planet cards for Arretze (2 resources, 0 influence), Dal Bootha (0 resources, 2 influence), and Gral (1 resource, 1 influence).

The Xxcha and the Assembly

The Xxcha player can use his special ability (spending a Command Counter from his Strategy Allocation area) to discard a Political Card after it is has been chosen to be voted on. It is simply removed from the “docket” and placed in the discard pile.
Race, Naalu

**Naalu Collective**

Racial Ability

Each round, just before the Action Phase begins, you may conduct one Tactical Action.

If attacked, your fleets may retreat (or tactical retreat) before the Space Battle begins.

Your Fighters receive +1 on combat rolls during Space Battles.

Starting Techs

Fleet Logistics

or

XRD Transports

Leaders

Agent, Diplomat, Admiral

Starting Units:

4 GF

1 PDS

1 Carrier

1 Destroyer

4 Fighters

1 Space Dock

Trade Agreements

2,1

Home system

Maaluuk (0/2),

Druaa (3/1)

Flagship

Matriarch (10 / 8×2 / 2 / 6): Your Fleet Supply Limit in this system is increased by three.

Race Specific Technologies

Telepathic Mind Weapon (5):

When another player activates a system containing one of your planets, they immediately lose one CC from the Fleet Supply Area.

Psionic Relays (5):

Before a Space Battle in which you are the defender, you may move in units from adjacent systems to participate in the battle. If any ship comes from an activated system, also activate the target system. You may not exceed your Fleet Supply using this ability.

Hybrid Crystal Drives (4):

Your Carriers may support Fighters in adjacent systems. When moving a Carrier, supported Fighters may move along to the destination system. Your Fighters receive independent movement of 1, and may block enemy movement.

Race Objectives

1VP Siren Call

Fulfil one:

a) This round I destroyed a fleet I retreated from earlier this round or the previous round.

b) This round my agenda in the Twilight Council was enforced as I voted. I now spend 6 influence.

2 VP Harmony

There are 12 systems not further away from my Home System than the distance to the closest enemy unit\*.

I have 2 Green Technology Advances.

\*Enemy units in Home Systems do not count.

3 VP Trinity

I control Mecatol Rex, Mallice and Hope's End\*. I have at least 6 Fighters in each of these systems. I now spend 3 Command Counters.

\*If Hope’s End is not in play, control planet in an opponent Home System instead.
Strategy Card, Diplomacy

**2. THE DIPLOMACY STRATEGY**

The Diplomacy Strategy can provide some protection from aggressive enemies. It is different in relation to other Strategy Cards in that it provides a benefit even before it is activated. If an enemy commits a hostile action against the player holding the Diplomacy Strategy, the offender must exhaust one of his planets. A hostile action is one that would normally break a Trade Agreement (typically, initiating a Space Battle or Invasion Combat). This effect does not apply after the card's holder commits a hostile action himself.

Option “a” of the primary ability allows the active player to choose one system and place one Command Counter from each other player’s reinforcements in the system. This will make it impossible for players to activate the system during their turns. If any player does not have any Command Counters left in his reinforcements, that player must choose a Command Counter from any area of his race card and place it in the system.

Option “b” allows the active player to immediately use the secondary ability without paying any influence or Command Counters.

Regardless of which option the active player chooses, the other players may then use the secondary ability on this card. This ability allows players to spend a Command Counter from Strategy Allocation and 2 influence in order to claim one empty planet (one without any Ground Forces, Mechanized Units, Leaders, PDSs, or Space Docks on it) adjacent to or inside a system in which they control planets or units, even if another player controls the target planet. Once a player executes this ability, he or she immediately places a Control Marker on the planet and claims the corresponding planet card (which the player receives in its exhausted state).

Important: A player may not annex

• a planet that another player annexed this turn,

• Mecatol Rex

• a planet in another player's Home System

• a planet in a system protected by option “a” of the primary ability.

The Xxcha and Diplomacy

When the Xxcha player uses his special ability to execute the primary ability of the Diplomacy card, he must spend a Command Counter from his Strategy Allocation area. (If he chooses option “b” of the primary ability, the only net benefit is that he does not need to pay influence.)
Tactical Action

The Tactical Action is the primary function for engagement on the game board. It is during a Tactical Action that you will move your fleets on the board, engage in space battles, transport your Ground Forces to new planets, build new units, etc.

The process of taking a Tactical Action always follows the "Activation Sequence" below:

THE ACTIVATION SEQUENCE

1) Activate a system

2) Move ships into the system & trigger Space Mines

3) PDS fire

4) Space Battle

5) Planetary Landings

6) Invasion Combat

7) Produce Units, Space Mines, Space Docks and Facilities

Except for the activation itself, each individual step of the Activation Sequence is only resolved if necessary.

When the cards and rules of TI3 refer to a “friendly” unit or planet, it refers to a unit or planet belonging to you (i.e., a single player).

When the rules refer to an “enemy” planet or unit, it refers to any unit or planet controlled by another player. Neutral units (the Custodians of Mecatol Rex and units from Distant Suns tokens) are NOT considered “enemy”.
Unit, Cruiser

**THE CRUISER UNIT**

Units Available: 12

Cost: 2

Combat value: 7

The Cruiser is a fairly simple unit, but versatile, because it can be upgraded with many different Technologies and it is the subject of some powerful Action Cards.

### SPACE MINES

Cruisers (with the Advanced Cruisers technology) have the ability to deploy space mines.

Ships moving into a system through a minefield could be destroyed before combat.

### DEPLOYING SPACE MINES

During the Production step of a Tactical or Transfer Action in a system containing a friendly Cruiser, the active player may build up to 2 Space Mines on the borders of the system. Each Space Mine costs 2 resources.

### TECHNOLOGY ADVANCES FOR CRUISERS

*Advanced Cruisers*

*Stasis Capsules*

*Type IV Drive*

*Hylar V Assault Laser*

*Assault Cannon*

*Graviton Negator*
Fleet Supply

This area determines the maximum fleet size of (non-Fighter) ships.  Should the number of ships ever exceed this, except *during* a space battle, ships must be discarded down to the fleet supply limit.

### Fleet Supply Upkeep

In the Strategy Phase, any player with a Fleet Supply in excess of 8 must spend resources equal to the excess.  Lower the Fleet Supply accordingly if part or all of the excess cannot be paid.

### Fleet

A fleet is defined as all spaceships (Fighters, Cruisers, Carriers, Dreadnoughts, Destroyers, War Suns and Flagships) controlled by one player in one system at any given time.

Fighters do not count towards Fleet Supply, unless they are Advanced Fighters **and** are not supported by a Carrier, War Sun, or Space Dock (or Domain Counter effect).
Race, Yin

**Yin Brotherhood**

Racial Ability

Before any Invasion Combat in which you are the invader, you may roll one die. On a roll of 5+ the opponent loses 1 Ground Force and you gain 1 Ground Force.

Before the second round of a Space Battle, you may destroy one of your participating Destroyers or Cruisers to inflict a hit on an opponent ship of your choice.

Once per round, as an action, you may choose one of your planets and reverse (swap) its influence and resource values.

Starting Techs

Automated Turrets

or

Cybernetics

Leaders

Agent, General, Diplomat

Starting Units

4 GF

2 Carriers

1 Destroyer

4 Fighters

1 Space Dock

Trade Agreements

1,1

Home system

Darien (2/4)

Flagship

Van Hauge (10 / 5x2 / 1 / 4): Your GF units in this system may participate in Space Battles as if they were Fighters.

Race Specific Technologies

Subliminal Command (4):

You may use your race’s special ability twice at the start of each Invasion Combat.

Moyin's GenII Elite (5):

Your Shock Troops now cost 1 resource. You gain an additional Ground Force when you build at a space dock.

Blade of Zeal (7):

Any kind of ship (including Fighters) may be sacrificed using your race specific ability, yielding an additional hit for each sustain damage the sacrificed unit has. You may also use this ability as part of bombardment.

Race Objectives

1 VP The Greater Good

I killed or converted at least 8 Ground Forces this round, or at least 5 during a single turn.

2VP Sword of Salvation

I have killed or executed two opponent Leaders

3VP Eternal Utopia

I control Mercatol Rex or an opponent’s Home Systen and have 12 Ground Forces here.

I control the Green Artifact and have 2 green Tech Specialities
Strategy Card, Production

**4. THE PRODUCTION STRATEGY**

The Production Strategy Card allows the active player to produce units at one or more of his or her Space Docks without activating the system. In addition, the player receives two additional resources with which to build. The active player may even produce units at a Space Dock in an activated system. This is extremely useful in both offensive and defensive situations. A player could, for example, build ships and move with them later in the same round.

The secondary ability allows the other players, by spending a Command Counter from Strategy Allocation, to produce units at one of their Space Docks (not several Space Docks even if in the same system), but with a limited production capacity of 3 units. As with the Primary ability, this does not activate the system, and is allowed even if the system is already activated.

Important: Whether executing the primary or secondary ability of the Production Strategy, a player may not exceed the production capacity of the planet where he produces units.

This card can only be used to build units other than Space Docks themselves. You may not build Space Mines or Facilities using the Production Strategy Card.
Activate a system

Take an available Command Counter (CC) from your Command Pool and place the CC directly on a system (place the counter face up so that your race’s insignia is showing).

You cannot activate a system if one of your CCs is already present.

It is never possible for any race to have more than one of their CCs in the same system.

You can, however, activate a system that contains CCs belonging to other races.

Players may not activate another player's Home System during the first game round.
Also, players may not activate Supernovas or Asteroid Fields.
When the TI3 rules and cards refer to an "activated" system, this means a system that contains a CC of the player in question.