This page lists all Political Cards in Twilight Imperium Second Edition
Base Game[]
There are 34 Political Cards in the base game
Card | Special | Text |
---|---|---|
Arms Reduction | - | |
Budget Deficit | ||
Closing the Wormholes | LAW | |
Colonization Licensing | LAW | |
Cost Overruns | - | |
Crown of Thalnos | LAW | |
Dispute Resolution | - | |
Economic Revitalization | - | |
Forced Economic Independence | LAW | |
Free Trade | LAW | |
Holder of Mecatol Rex | - | |
Holy Planet of Ixth | LAW | |
Humane Labor | LAW | |
Labor Force Politics | LAW | |
Limits to Individual Power | LAW | |
Long Term Truce | LAW | |
Manifest Destiny | - | |
Mass Mobilization | - | |
Minister of Commerce | LAW | |
Minister of Exploration | LAW | |
Minister of Internal Security | LAW | |
Minister of Policy | LAW | |
Public Execution | - | |
Regressive Rhetoric | LAW | |
Revote | - | |
Science Community Speaker | - | |
Short Term Truce | LAW | |
Subsidized Studies | LAW | |
Technology Buy-back | LAW | |
Technology Investigation Committee | - | |
Technology Tariffs | LAW | |
Trade Embargo | LAW | |
Trade Restrictions | LAW | |
Unconventional Weapons | LAW |
Hope's End Expansion[]
Political Cards[]
Card | Special | Text |
---|---|---|
Ancient Artifact | - | For: Roll a die.
1-5: All units, leaders and ships in the Mecatol System are destroyed and every fleet and planetary force adjacent to the Mecatol System immediately must sustain 2 Combat rolls (resulting in hits on 5+) 6-10: All players may immediately take two technology advances of their choice (tech prerequisites still apply)
|
Brutality Backlash | - | For: All Shock Troop status counters are immediately removed from the Ground Forces on the board
|
Compensated Disarmament | - | Elect Planet
|
Core Stability | LAW | For: During each Economy Phase, all needed Action Cards are drawn and placed face up on the table. The player with the highest influence may choose their Action Cards first, followed by the player with the second most influence etc.
|
Imperial Survey | - | For: All face-down Domain Counters are revealed for the remainder of the game. The strength of all "Hostile Locals" counters are doubled.
|
Forbidden Research | - | Elect Player
|
Holder of Hope's End | LAW | The owner of Hope's End receives +10 votes
|
Minister of Peace | LAW | Elect player
|
New Constitution | - | For: All current LAWS are discarded. Pool all Deed cards and draw 15 planets. These planets are subject to Insurgence checks
|
Open the Trade Routes | - | For: Each player receives a "Trade Agreement" Action Card from the Action Card deck. If not enough such cards are present, the players with the least influence receive no cards
|
Preemptive Strike | LAW | For: All players must pay 10 credits (in Gold and/or military units of equal value) for each step they have advanced on the Progression chart. All future L1Z1X Event Cards are discarded without effect
|
Protection of our Finest | LAW | For: Dreadnoughts may not bombard a planet containing an enemy leader
|
Quarantine | - | Draw Random Neutral Planet
|
Prisoner Exchange | - | For: All leaders are immediately freed
|
Prophecy of Ixth | - | Elect Player
The elected player's fighters fight at +1 for the duration of the game
|
Research Grant | LAW | For: A planet with a Technological Specialty now receives a credit of exactly '2' but the credit counts towards purchasing all technology fields
|
Resource Management | LAW | For: During the Economy Phase, players may draw extra Action Cards by paying 5 Credits for each extra card. Players may not hold more than their limit.
|
Speaker for the Council | LAW | Elect player
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Training the Young | LAW | For: Players may spend 15 credits during the Economy Phase to return 1 of their leaders to play after it is killed. The leader is placed on a planet in the player's home system
|
Troops for the L1Z1X War | - | Each player secretly bids a number.
|
War Crimes | - | Elect Leader
|
Event Cards[]
Event Cards are not technically political cards since they cannot be affected by the Veto action card or be influenced by any Card or special ability that would otherwise affect regular Political cards. However, they are drawn during the Political phase just like agenda cards
Each event card contains an Action rather than an agenda.
When an Event card is drawn, its effect are read aloud and resolved immediately
After resolution, another political card is drawn and the Political Phase continues as normal
Card | Number | Text |
---|---|---|
Council Coup | 1 | (1) In order of highest influence, players declare either 'Loyal' or 'Rebel'. Discard this card if all players declare for either
|
L1Z1X Invasion | 1 | Place a counter on the progression chart symbolising L1Z1X advancement
|
L1Z1X Raiders | 1 | Select a random neutral planet
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Major Rebellion | 1 | (If players immediately remove a combined total of 100 credits worth of military units from the board, discard this card)
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Minor L1Z1X Invasion | 2 | (1) Draw a Neutral Planet
(2) All non-neutral planets in this planet's system and all non-neutral planets in the surrounding systems are immediately invaded by 3 L1Z1X Ground Forces (use generic counters). Resolve combat immediately. Surviving invaders will remain and defend the planet
|
Stellar Maelstrom | 1 | Draw one random Neutral planet
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Player Components | ||||||||
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Fourth Edition |
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Third Edition |
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Second Edition | ||||||||
First Edition |