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This page lists all Political Cards in Twilight Imperium Third Edition, including both expansions


Setup and Gameplay[]

Setting up the Political Deck[]

All Political Cards are shuffled together to form the Political Deck

When playing with the Assembly or Assembly II Strategy Cards, each player receives 2 Political Cards from the Political Deck

During Game Play[]

Each Political Card is an Agenda which represents an issue facing the galaxy that must be resolved by each faction playing the game.

  • Agendas either have effects resolved immediately or are Laws (Meaning they have a permanent effect on the rules of the game)

Agendas are resolved during the Action Phase, when players use the Primary abilities of the Political, Assembly or Assembly II Strategy Cards.

Using the Political Strategy Card resolves an agenda drawn from the Agenda Deck, whereas using the Assembly/Assembly II Strategy Cards resolves an agenda from the player's hand.

When playing with the Assembly or Assembly II Strategy Cards, players may not have more than 5 Political Cards in their hand at any time. If they obtain more, they must discard down to hand limit.


Base Game[]

There are 60 Political Cards in the base game of Twilight Imperium Third Edition

Card Status Text
Aggressive Strategy For: Each player may immediately (in Initiative Order) perform the Secondary Ability of their own Strategy Card without spending a Command Counter from their Strategic Allocation area

Against: No player can perform the Secondary ability of any Strategy Card this round

Ancient Artifact For: Roll a die.

- On a 1-5, all units and ships in the Mecatol Rex system are destroyed and every fleet and planetary (Ground) unit in systems adjacent to the Mecatol Rex system immediately sustain 3 Combat rolls (hits occur on rolls of 5 or higher)

  • Note: This is 3 dice for all the space ships in each system (not 3 for each ship) and 3 dice for each planet with Ground Forces on it (not 3 for each unit)

- On a 6-10, all players immediately gain 2 Technology advances of their choice (provided they have the prerequisites)

Against: Discard this card

Arms Reduction For: Each player must destroy all but 2 of their Dreadnoughts and all but 4 of their Cruisers

Against: Players must exhaust their planets that have a red technology specialty

Checks and Balances LAW For: When a player chooses a Strategy Card during the Strategy Phase, they must give the chosen card to another player (who does not currently have a strategy card)

Against: Each player must immediately pass their current Strategy Card to the player on their left

Closing the Wormholes
LAW For: Fleets may no longer move through wormholes

Against: If a player has a fleet in a system that contains a wormhole, that player must discard 1 non-Fighter ship in that fleet

Code of Honor


LAW For: Fleets cannot retreat from Space Battles

Against: Discard this card

Colonial Redistribution


For: The player with the most Victory Points (choose randomly if tied) must choose one of their planets and destroy all Ground Forces on that planet (if any).

The player must then select a player with the least Victory Points. The selected player can immediately place 3 Ground Forces on that planet and take control of it

Against: Discard this card

Colonization Licensing


LAW For: Before executing a planetary landing on a neutral planet, players must spend resources at least equal to the resource value of the planet

Against: All players must immediately exhaust one planet of their choice for every 3 planets they control outside their Home Systems (rounded down); if able

Compensated Disarmament


Elect Planet

All Ground Forces on this planet are destroyed. The player who controls the planet gets 1 Trade Good for each unit destroyed and retains control of the planet.

Conventions of War


LAW For: Dreadnoughts and War Suns cannot Bombard planets that contain Space Docks

Against: Each player who voted "Against" must immediately choose one of their Space Docks outside their home system (if able) and return it to their reinforcements

Core Stability


LAW For: During each Status Phase, all Action Cards are drawn and placed face up on the table. The player with the highest unexhausted Influence may choose their Action Cards first, followed by the player with the second-most unexhausted Influence, etc.

Against: No Action Cards are drawn this round.

Cost Overruns


For: If possible, each player must discard 1 Trade Good from their Trade Good area for each planet they control

Against: Discard this card

Council Elder


LAW Elect Player

Give this card to the elected player. The elected player may discard this card immediately after an "Elect" agenda has been drawn. Only the votes of the elected player are counted in resolving this agenda

Council’s Censure


LAW Elect Player

The elected player must discard 2 Command Counters from their Strategy Allocation area in order to choose the Imperial Strategy Card during the Strategy Phase

Crown of Thalnos


LAW Elect Player

The elected player's Ground Force units now receive +1 on all their Combat rolls

Dispute Resolution


Elect 2 Planets that are controlled by 2 different players

Destroy all Ground Forces and PDS on both planets. The elected planets return to neutral status. Mecatol Rex and Home System planets cannot be elected

Economic Revitalization


Elect Player

The elected player receives 1 Trade Good from the Trade Goods area of each opponent (if able)

Fleet Regulations


LAW For: No player may have more than 5 Command Counters in their Fleet Supply Pool

Against: Each player takes 1 Command Counter from their reinforcements and places it in their Fleet Supply Pool

Forced Economic Independence


LAW Elect 2 Players

Place control markers of the elected players on this law. The elected players cannot have trade agreements with each other while this law is in play.

If they have a trade agreement already, it is immediately broken

Free Trade


LAW For: Each time a player receives Trade Goods from their active Trade Agreements, they receive 1 additional Trade Good

Against: If possible, all players must discard 2 Trade Goods from their Trade Good area

Holder of Mecatol Rex


For: The player who controls Mecatol Rex may immediately choose and discard 1 current law

Against: The player who controls Mecatol Rex may add 2 free Ground Forces to Mecatol Rex

Holy Planet of Ixth
LAW Elect Planet

This planet may not produce any units for the rest of the game (No planet in a Home System may be elected)

Humane Labor
LAW For: The Production limit for all Space Docks is reduced by 2

Against: Space Docks cannot produce units for the remainder of this round

Imperial Academy
LAW For: When executing the Secondary Ability of the Logistics Strategy Card, players can now purchase each Command Counter by spending 2 influence (instead of 3)

Against: Discard this card

Imperial Containment
For: The player (or players) with the most planets outside their home system must discard 1 Command Counter from their Command Pool for every Command Counter they use for Tactical Actions this round

Against: Discard this card

Imperial Mandate
For: Each player gains 2 Victory Points

Against: Each player loses 1 Victory Point

Imperial Peace


LAW For: Players cannot invade Mecatol Rex

Against: Mecatol Rex is the only planet that players can invade this round

Labor Force Politics


LAW For: The value of influence and resources of all planets are reversed

Against: Players can produce units at only one of their Space Docks for the remainder of this round

Limits to Individual Power


LAW For: All players must immediately discard all but 3 action cards. When a player draws a new Action card, they must immediately discard back down to 3

Against: All players must discard 1 random action card (if possible)

Mass Mobilization


For: Divide the total number of votes for this agenda by 5. Each player may place that number of Ground Force units on the planets they control (Total; not on each)

Against: No player may purchase Ground Forces for the remainder of this round

Minister of Commerce


LAW Elect Player

Give this card to the elected player. During each Status Phase, the elected player receives 1 Trade Good from each player who has at least 1 active Trade Agreement

Minister of Exploration


LAW Elect Player

Give this card to the elected player. The elected player receives 1 Trade Good every time another player successfully takes control of a neutral planet

Minister of Internal Security


LAW Elect Player

Give this card to the elected player. The elected player can discard this card at any time to instantly destroy up to 4 Ground Forces on Mecatol Rex

Minister of Policy


LAW Elect Player

Give this card to the elected player. During the Status Phase, the elected player receives 1 additional Action Card

Minister of War
LAW Elect Player

The elected player can spend a Command Counter from their Strategic Allocation area to deal 1 automatic hit before the first round of any Space Combat in which they participate. The casualties of this hit are destroyed immediately and cannot return fire

New Constitution
For: All current laws are discarded. If possible, each player must choose and exhaust two of their planets

Against: The player with the most unexhausted influence can discard a current law of their choice

Official Sanction
Replaced by card of the same name in the Shards of the Throne Expansion
Open The Trade Routes Replaced by card of the same name in the Shattered Empire expansion
Planetary Conscription
LAW For: Each time a player takes control of a neutral planet, they may take a Ground Force unit from their reinforcements and place it on that planet

Against: No player may land on any neutral planet for the remainder of this round

Planetary Security


LAW For: Non-Home System planets that are not garrisoned with at least 1 Ground Force are immediately returned to neutral status

Against: Discard this card

Prophecy of Ixth
Elect Player

The Elected Player gets +1 for all their Fighters' Combat rolls throughout the game. The elected player loses this ability if they do not produce at least 2 new fighters during each game round

Public Execution


Elect Player

The elected player loses all Action Cards, their planets are exhausted and their units receive -1 on all combat rolls for the remainder of this round

Regressive Rhetoric


LAW For: The cost of all Technologies increases by 2. Players who do not execute the secondary ability of the Technology Strategy card may instead draw 1 free Action Card

Against: All players must immediately discard 1 Action Card (if able)

Regulated Conscription


LAW For: Ground Force Units now cost 1 resource each (Instead of 1/2).
  • A Sol player may only place 1 Ground Force unit for each Command Counter they consume using their Racial ability

Against: Discard this card

Repeal


Elect Current Law

Discard that law

Research Grant


LAW For: All planets that provide a technology credit (discount) now provide that credit to all technology colors

Against: General (Yellow) Technologies cannot be obtained or purchased for the remainder of this round

Resource Management


LAW For: Players may not redistribute Command Counters on their Race Sheets during the Status Phase

Against: All players with 3 or more Action Cards must immediately discard 2

Revote


Elect Current Law

Revote on its agenda (as if it were just drawn)

Science Community Speaker
LAW Elect Player

The elected player can execute the Secondary ability of the Technology Strategy Card without spending a Command Counter from their Strategic Allocation area. In addition, the cost of purchasing technology is reduced by 1

Short Term Truce


LAW For: No player may activate any systems containing enemy ships or attack a planet controlled by another player in the next (following) round. Any player can spend 10 influence at any time to discard this law

Against: Each player who voted against must exhaust 1 planet that is chosen by an opponent to their left

Subsidized Industry
Elect Player

The elected player may immediately place 1 free Space Dock on any planet they control

Subsidized Studies
LAW Elect Technology Color

The cost for all Technologies of the elected color decreases by 3. The cost of all other technologies increases by 2

Technology Buy-back
LAW For: Players may, during the Status Phase, discard 1 of their Technology advances in exchange for 6 Trade Goods. This cannot be a technology that is required for another technology they have

Against: Players cannot acquire Technological advances this round

Technology Investigation Committee
For: No Technologies may be purchased this round

Against: All players discard 1 Action Card at random, then immediately draw two new Political Cards and resolve them in the order in which they are drawn

Technology Tariffs
LAW For: All Red Technologies cost +4 Resources to purchase

Against: Green Technologies cannot be purchased or obtained from the remainder of this round

Trade Embargo


Elect Player

All trade agreements with this player are terminated and no new trade agreements can be established with that player this round or the next

Trade War


LAW For: Each time a player executes the secondary ability of the Trade Strategy Card, they may also discard 1 Trade Good from one opponent's trade good area

Against: Immediately discard 1 Trade Good from all players' Trade Good areas

Traffic Tariffs


LAW For: To activate a system containing a planet controlled by another player, a player must spend 1 Trade Good or select and exhaust 1 planet

Against: Each player must immediately discard 1 Command Counter from their Command or Strategy Pools if possible

Unconventional Weapons
LAW For: All Dreadnoughts and War Suns receive -2 on all Combat rolls

Against: All players must choose and exhaust one of their planets for each Dreadnought and War Sun they have in play (if able)

Wormhole Reconstruction LAW For: All systems containing wormholes are considered adjacent to all other systems containing wormholes

Against: Discard this card


Shattered Empire[]

The Shattered Empire Expansion released 32 new Political Cards

Card Status Text
Class Struggle
LAW For: When players receive Trade Goods from the Trade Strategy Card, all Trade Goods are added together and distributed equally to each player who will receive at least 1; Excess are lost

Against: Each player immediately loses 2 Trade Goods

Defend the Jewel
For: Immediately place 1 Space Mine (which does not belong to any player) in the Mecatol Rex system

Against: Each player can place 1 Space Mine (under their control) in their home system

Diversified Income


LAW For: Players may not have more Trade Goods than the total number of Planets they own

Against: Each player without a Trade Good immediately receives 3 Trade Goods

Emperor
LAW Elect Player

Give that player this card. The elected player immediately gains 1 Victory Point. If they lose this card (e.g. Repeal or Revote) they immediately lose 1 Victory Point

Enemy of the Throne
LAW Elect Player

If a player wins a Space Combat against that player, the attacker acquires 2 Trade Goods, 1 Command Counter and 1 Action Card. This card is then discarded

Fighter Tax


LAW For: Fighters now cost 1 resource each

Against: Each player must destroy 3 of their fighters

Fleet Restrictions
LAW For: Players may never have more than 2 ships of the same type in 1 system (excluding Fighters)

Against: For each system where a player has more than 2 ships of the same type, the owner must immediately pay 1 Trade Good or destroy all surplus ships

Forbidden Research
LAW Elect player

The elected player may not acquire any new technologies the next time the Technology Strategy is activated. Then discard this card.

Glory of the Empire
LAW For: From now on, any player who completes their Secret Objective gains 1 extra Victory Point

Against: Any player who has already completed their Secret Objective immediately gains 1 Victory Point

Hope’s End Training Ground
For: A player controlling Hope's End may immediately place 1 Ground Force and 2 Shock Troops there

Against: All Shock Troops in the game are replaced with Ground Forces

Discard this agenda and draw a new one if the Hope's End system is not in play

Incentive Program
LAW Elect Public Objective

Each player who has already completed that objective immediately gains 1 Victory Point

Players who will meet that objective in the future receive 1 more Victory Point than indicated on that Objective card

Intergalactic Commerce


For: Any system with a wormhole that contains ships immediately gives the owner 3 Trade Goods

Against: The value of each Trade Agreement is reduced by 1 for the remainder of this round

Interstellar Arms Dealers


For: Players may pay 3 resources to immediately receive 1 Destroyer and 1 Dreadnought. These ships must be placed in any system containing a friendly Space Dock

Against: The price of all ships (except Fighters) is increased by 1 resource for the remainder of this round

Investigate Spatial Anomalies


LAW For: Ion Storms and Nebulae no longer affect the movement of Ships

Against: No special systems (red borders) can be entered until the end of this round

Minister of Peace


LAW Elect Player

Give this card to the elected player. They may discard this card at any time to cancel the movement of a fleet into a system containing an enemy fleet (as long as the elected player does not control either fleet). The target system is still activated by the attacker

Mutiny


For: Each player who voted "For" this agenda gains 1 Victory

Against: Each player who voted "Against" this agenda loses 1 Victory Point

Neutrality Pact


LAW For: No player may activate a planetless system that contains enemy ships unless they spend 3 influence

Against: Each player must place a Command Counter from their reinforcements on one of their inactivated systems containing a Space Dock

Non-Aggression Pact


LAW For: The first player to activate a system containing an enemy ship loses 1 Victory Point. Then, discard this law

Against: Draw 1 card from the top of the Objective Deck and place it face up in the Common area

Open the Trade Routes

(Replaces card of the same name in Base Game)

For: Each player receives 2 Trade Goods

Against: This game round, each player must give all of the Trade Goods they receive to the player on their left

Political Focus


LAW For: When a player chooses the Political Strategy Card, they immediately gain 1 Command Counter or 2 Trade Goods

Against: Draw the top card of the Political Deck and immediately resolve its agenda

Recognize Accomplishments


Select Public Objective

Remove all Control Markers from the Selected Public Objective. Players who have already completed that objective may fulfill it again. Those players do not lose any points and follow the usual rules when re-completing the goal

Redefining War Crimes


LAW For: When a player fires their PDS at their opponent's fleet, they must terminate any Trade Agreements with that player

Against: Players cannot use their PDS units this round except to defend during Planetary Invasions

Seed of an Empire


For: The player(s) with the most Victory Points gain 1 Victory Point

Against: The player(s) with the least Victory Points gain 1 Victory Point

Sharing of Technology


LAW For: Any player who has at least 1 Trade Agreement can immediately gain 1 Technology advance obtained by one of their trading partners (ignoring prerequisites)

Against: All Trade Agreements are terminated

Technological Jihad


LAW For: Each time a player obtains Technological advances, they must roll a dice. On a 9 or 10 they must destroy one of their Cruisers or Destroyers

Against: Each player must exhaust 1 planet for every non-starting Technology advance they have

The Crown of Emphidia


LAW Elect Player

Give this card to the elected player. That player immediately gains 1 Victory Point.

Any other player who wins an Invasion Combat against the owner of this card immediately claims this card and obtains 1 Victory Point.

If a player ever loses this card, they lose 1 Victory Point

Unconventional Measures


For: Each player may draw 1 Action Card

Against: All players must immediately discard all their Action Cards

Veto Power
LAW Elect player

Give this card to the elected player. That player may discard this card at any time to discard any law immediately after it has been voted on. The law is discarded without effect

Vorhal Peace Prize


LAW For: The player(s) with the smallest fleet supply acquire 1 additional Command Counter during each Status Phase

Against: The player(s) with the smallest fleet supply immediately acquire 3 Trade Goods

War Funding
LAW For: Players do not have to adhere to Fleet Supply restrictions during the Action Phase. At the start of the Status Phase, players must remove all ships that exceed capacity in all systems

Against: Each player must immediately remove 1 Command Counter from their Fleet Supply Pool and place it in their reinforcements

Warship Commission For: Each player may immediately build (for free) 1 Dreadnought unit at 1 of their Space Docks

Against: The cost of each Cruiser, Dreadnought and War Sun is increased by 2 resources for the remainder of this round

Wormhole Research For: Roll a die

- 1-3: Every ship in a wormhole system is destroyed

- 4-7: Each player who controls at least 1 wormhole system gains 2 Trade Goods

- 8-10: Each player who voted for this agenda receives 1 Blue Technology advance (Must have prerequisites)

Against: Wormholes may not be used for the remainder of this round


Shards of the Throne[]

The Shards of the Throne Expansion released 19 new Political Cards

Card Status Text
Archived Secret Elect Player

The Elected Player draws 1 Secret Objective. When an ability affects 1 of their Secret objectives, they choose which one is affected

Build Monuments LAW Elect Planet

The player controlling this planet needs 1 less Victory Point to win the game. Place this card on the Planet's tile to remember this

Centrillic Gas For: Roll a die

- 1-3: Destroy all units in Nebula and Ion storm systems

- 4+: Each player receives 5 Trade Goods for each Nebula and/or Ion Storm they control

Against: Discard this card

Corrupt Empire LAW Elect Player

Give this card to the elected player. When another player attacks the elected player, the attacking player gains 1 Victory Point and then discards this card

Defense Mobilizations For: Each player may take any number of friendly units from any 1 system and place them in their home system

Against: Each player may take any number of friendly units from their home system and place them in 1 other friendly system they control

Documenting Research LAW For: When a player uses the Secondary ability of the Technology Strategy Card, reduce the cost to 0 if they buy the same Technology that was acquired by the player that used the Primary ability

Against: Exhaust all planets that have a technology Specialty

Equal Threats Elect 2 Players

Each elected player must give their Secret Objective Card to the other elected player. If 1 of the players does not have a Secret Objective, they instead take the other player's card (and keep it)

Flawed Planning For: Each player mixes their Preliminary and Secret Objectives to form a deck. Then, each player is dealt a Secret Objective (even if one has already been completed)

Against: Each player who has already fulfilled their Secret Objective immediately gains 1 Victory Point

Fund Research Complex LAW Elect Planet

The player controlling this planet has their cost to purchase technologies reduced by 2.

Place this card on the planet's card to remember this

Lord of Mecatol Rex If no player controls Mecatol Rex when this card is drawn, discard this card and draw another


For: The player who controls Mecatol Rex gains 1 Victory Point

Against: Discard this card

Mining Operations For: Each player acquires 4 Trade Goods for each system they control that is adjacent to one or more Asteroid Fields

Against: Each player loses 2 Trade Goods

Necessary Bureaucracy LAW For: After voting for an agenda during each future game round, players vote on the next card of the Political deck. Once per agenda.

Against: Draw the top card of the Political Deck. If it has a "For" effect, resolve it immediately. Otherwise, discard the card without effect

Official Sanction

(Replaces Card of the same name from the base game)

Elect Player

The elected player cannot invade a neutral planet or a planet controlled by an opponent until the end of this round

On Observation LAW If you are not playing with the Galactic Council option, discard this card and draw a new one

Elect Player

If the elected player has ever selected a Spy Representative, their spy is killed at the end of this Council

Publicize Weapon Schematics LAW For: Each player acquires War Sun Technology (free; even without prerequisites). When a player rolls two 10s for their Fighters during the same round of battle, those hits must be assigned to an enemy War Sun (if able)

Against: Discard this card

Repeal Labor Laws LAW For: Players may build Space Docks on planets they have acquired during the same round of play

Against: Each player must lose 3 Trade Goods or destroy 1 of their Space Docks

Sanctuary Shield LAW Select a Special (Red border) System

The special feature of this system is now ignored. Players can activate and travel to/through this system as if it were an empty system

Shard of the Throne LAW Elect Player

Give this card to the elected player. That player needs 1 less Victory Point to win the game. When another player destroys 1 unit belonging to the card's owner during battler, the attacker receives this card

Supported Expansion For: Starting with the Speaker, each player may place 1 free Ground Force on 1 uncontrolled planet of their choice

Against: Each player loses control of each planet in a non-Home system that does not have at least 1 unit

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