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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


Randomchart
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