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 |
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Arms Reduction | LAW | For: All units cost an additional 2 credits and all players must remove all but 2 Dreadnoughts
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Conventions of Nxill | LAW | For: All space battles last for only one round. After the first round, the attacker must withdraw their forces
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Council Empowered | LAW | For: The “Progression Phase” is taken every second turn rather than every turn
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Crown of Thalnos | LAW | Elect player
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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
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Free Trade | LAW | For: During the Collect Trade Income Phase, players receive an additional 5 credits for each Trade Agreement they have active
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Holder of Mecatol Rex | LAW | For: Whoever controls Mecatol Rex may always cast their vote last during the “Political Phase”
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Holy Planet of Ixth | LAW | Elect Planet
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Humane Labor | LAW | For: The Production limit of all Spacedocks is lowered to 2
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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
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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
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Public Execution | - | Elect player
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Revote | 2 in deck | Elect Current law
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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
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Support for Development | - | For: During the next “Place New Units Phase”, all players receive a free Spacedock
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The Book of Latvina | LAW | For: All players advance to Tech level 3 in all fields
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Trade Embargo | LAW | Elect player
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Trade Restrictions | LAW | For: Partners in Trade Agreements now receive 1 credit for each planet controlled by the player with fewer planets
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Unconventional Weapons | LAW | For: All Dreadnoughts receive a -1 to all combat and bombardment rolls
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Borderlands Expansion[]
The Borderlands Expansion introduced 16 new Political Cards
Card | Special | Text |
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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.
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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
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Convention of Sacul | LAW | For: The invader may withdraw their Ground Forces to their Carriers after any round of Invasion Combat Segment
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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
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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
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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
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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
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Quarantine | LAW | Elect Planet
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Repeal | - | Elect current law
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Revote | - | Identical to cards of same name in Base Game |
Stellar Olympics | - | Elect player
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The Phrelmanx Effect | LAW | For: No fleet may move more than 1 hex per turn
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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
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Trade Tax | LAW | For: Whenever a new Trade Agreement is established, both partners must pay the bank 5 credits
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University of Mecatol | LAW | For: The cost of tech advances is reduced by 5 credits
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Wormhole Freeze | LAW | For: All wormhole travel is banned. No ship may enter a wormhole
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Distant Suns Expansion[]
Political Cards[]
The Distant Suns Expansion introduced 8 new political cards
Card | Special | Text |
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Free Space | LAW | For: PDS may not fire when a fleet enters its system
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Free Speech | LAW | For: The “Martial Law” segment is skipped entirely
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Internal Affairs | - | Elect player
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Neutral Zone | - | Elect Empty System
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Parker Convention | LAW | For: Dreadnoughts may no longer bombard
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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
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Revotes | - | Elect 2 current laws
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S.A.L.T 2000 | LAW | For: Players may only advance to Tech level 4 in any category
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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 |
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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
Player Components | ||||||||
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Fourth Edition |
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Third Edition |
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Second Edition | ||||||||
First Edition | Action Cards ● Political Cards |