This handbook provides Alliance Variant rulings and clarifications for reference during the TI Junkies Alliance Tournament and beyond.
Last Updated: 10/24/25.
Table of Contents
- Transactions
- Movement and Control
- Simultaneous Tactical Actions
- Control
- Combat and Unit Abilities
- Retreats
- Winning a Combat
- Structures
- Abilities and Effects
- Strategy Cards
- Action Cards
- Technology
- Objectives
- Exploration
- Relics
- Faction Specific
TRANSACTIONS
- You must be neighbors with your ally to resolve a transaction with one another.
- Commodities do not turn into trade goods when passed between allies.
MOVEMENT & CONTROL
- Simultaneous Tactical Actions
- You may perform simultaneous tactical actions on your ally’s turn even if you have already passed.
- Fleet Logistics does not allow you to perform a second action if it’s not your turn.
- While performing simultaneous tactical actions on your ally’s turn, you may use the abilities of Dominus Orb and Crown of Emphydia.
- While performing simultaneous tactical actions on your ally’s turn, you may use Master Plan or Minister of War to perform additional actions.
- Control
- When you exchange a legendary or home system planet card with your ally and your ally has Shard of the Throne, you do not gain Shard of the Throne.
- Exchanging planet cards does not mean you lost or gained control of planets.
- You must have one or more ground forces remaining at the end of a ground combat to gain control of the planet.
- When you would gain control of a planet as the result of a ground combat, if only your ally has ground forces remaining, your ally gains the planet even if it is your turn and they did not perform a simultaneous tactical action.
- If both you and your ally have ground forces remaining, you may choose which player gains control, regardless of who is the active player. If you can’t agree on who gains control, the active player decides.
COMBAT & UNIT ABILITIES
- If you initiate combat in a system or on a planet where both members of an alliance team have units, both players are considered your opponent.
- During a combat in which both alliance teammates participate, rolls are combined, therefore you may play action cards such as Direct Hit, even if your units specifically did not land any hits.
- Retreats
- Alliance teammates declare retreats separately.
- You may not retreat to a system that contains only your ally’s units and planet, unless you research Dark Energy Tap.
- If both you and your ally declare a retreat, you may retreat to different systems.
- If you retreat while your ally continues fighting, you lose the combat at the time of retreat, even if your ally manages to win the combat.
- If one of your units with capacity transports your ally’s units to another system during a retreat, both you and your ally place tokens in the system to which you retreated.
- Winning a Combat
- To win a combat, you must have one or more units remaining at the end of the combat.
- If your ally has units remaining, but you do not, your ally won the combat, but for you it ends in a draw.
- If your ally has units remaining, but you do not, your ally won the combat, but for you it ends in a draw.
- Structures
- You may place structures on your ally’s planets.
- Limit of 2 PDS and 1 Space dock per planet still applies, not per player.
- Space Cannon
- During your tactical actions, if your ally does not perform a simultaneous tactical action, they may not use the space cannon offense abilities of their units.
- During your tactical actions, if your ally does not perform a simultaneous tactical action, other players may not use the space cannon offense abilities of their units to destroy your ally’s units, unless those units were transported by 1 or more of your units with capacity.
- If you and your ally perform a simultaneous tactical action, you may both use the space cannon offense abilities of your units to target players who have ships in the active system.
- The defending players decide how to assign any produced hits.
ABILITIES & EFFECTS
STRATEGY CARDS
- Leadership
- You may not spend your ally’s planets to gain command tokens.
- You may not spend your ally’s planets to gain command tokens.
- Diplomacy
- When performing the primary ability, your ally places a command token in the chosen system.
- When performing the primary ability, you may choose 1 system that contains a planet your ally controls. Your ally still places a command token in the chosen system.
- When performing the primary or secondary ability, you may ready your planets, your ally’s planets or a combination.
- Politics
- You may not show your ally the agenda cards, but you may tell them what they are.
- You may not show your ally the agenda cards, but you may tell them what they are.
- Construction
- You may place structures on your ally’s planet.
- You may place structures on your ally’s planet.
- Trade
- When you and your partner exchange commodities, they do not convert into trade goods.
- When you and your partner exchange commodities, they do not convert into trade goods.
- Warfare
- When redistributing command tokens as a result of the primary ability, you and your ally may exchange planet cards.
- When redistributing command tokens as a result of the primary ability, you and your ally may exchange planet cards.
- Technology
- Imperial
- When performing the primary ability, you do not gain 1 victory point if your ally controls Mecatol Rex.
TECHNOLOGY
- Antimass Deflectors: Other players get -2 if both alliance partners have AMD and are in the targeted system. You may transport your ally’s units into and through asteroid fields, even if they do not own AMD.
- Dark Energy Tap: Allows you to retreat into systems that contain your ally’s units and/or planets, even if you do not have units or control planets in that system.
- Fleet Logistics: Does not allow you to perform an additional action after performing a simultaneous tactical action on your ally’s turn.
- Scanlink Drone Network: You may explore your ally’s planets that contain one of your units.
- Transit Diodes: You may place your ground forces on your ally’s planets.
- Integrated Economy: Does not trigger when exchanging planet cards.
- Magen Defense Grid ΩΩ
- Triggers when your ally activates a system with your structures.
- Triggers twice when you and your ally perform a simultaneous tactical action.
- Assault Cannon: Your ally’s ships do not count. If both you and your ally own this tech and participate in a space combat, your opponent(s) must remove 2 non-fighter ships total (not each).
- Psychoarchaeology: You may use your ally’s technology specialty planets when researching technology. You cannot exhaust your ally’s planets to gain 1 trade good.
- Biostims: You may ready your ally’s planets, but not their technologies.
- X-89 Bacterial Weapon ΩΩ: Does not apply to your ally’s rolls.
ACTION CARDS
- Ancient Burial Sites
- May be played on your ally, but does not exhaust their planets.
- May be played on your ally, but does not exhaust their planets.
- Archaeological Expedition
- You may choose an exploration deck that matches one of your ally’s planets.
- You may choose an exploration deck that matches one of your ally’s planets.
- Assassinate Representative
- May be played on your ally.
- May be played on your ally.
- Blitz
- Does not apply to your ally’s ships.
- Does not apply to your ally’s ships.
- Bunker
- You may play on behalf of your ally’s planets.
- You may play on behalf of your ally’s planets.
- Construction Rider
- You may place the space dock on your ally’s planet.
- You may place the space dock on your ally’s planet.
- Counterstroke
- Cannot be played when your ally activates one of your systems.
- Cannot be played when your ally activates one of your systems.
- Coup d’Etat
- You may target your ally.
- You may target your ally.
- Courageous to the End
- Cannot be played on behalf of your ally’s ship.
- Cannot be played on behalf of your ally’s ship.
- Decoy Operations
- Cannot be played when your ally activates one of your systems.
- You may place the ground forces on either your planet or your ally’s planet.
- Diplomacy Rider
- You may choose your ally’s planet.
- Your ally places a command token in the chosen system.
- Diplomatic Pressure
- May be played on your ally.
- May be played on your ally.
- Direct Hit
- May be played during a simultaneous tactical action even if only your ally’s units produced hits.
- May be played during a simultaneous tactical action even if only your ally’s units produced hits.
- Disable
- If both members of an alliance have PDS units in the system, both players’ PDS units lose Planetary Shield and Space Cannon.
- If both members of an alliance have PDS units in the system, both players’ PDS units lose Planetary Shield and Space Cannon.
- Economic Initiative
- Readies your and your ally’s cultural planets.
- Readies your and your ally’s cultural planets.
- Emergency Repairs
- Does not affect your ally’s units.
- Does not affect your ally’s units.
- Experimental Battlestation
- Cannot be played when your ally moves ships.
- Cannot be played when your ally moves ships.
- Fighter Prototype
- Does not apply +2 to your ally’s rolls.
- Does not apply +2 to your ally’s rolls.
- Fighter Conscription
- You do not place a fighter in systems that contain only your ally’s space docks or ships with capacity.
- You do place a fighter in systems that contain your space docks and your ships with capacity, even if the system contains your ally’s ships.
- You do not need to remove a fighter that exceeds your capacity limit if your ally has the capacity for it in that system.
- You do not need to remove a fighter that exceeds your capacity limit if your ally has the capacity for it in that system.
- Fire Team
- Cannot be used to reroll your ally’s dice.
- Cannot be used to reroll your ally’s dice.
- Flank Speed
- May be played on your ally’s turn if you are performing a simultaneous tactical action (but only affects your units).
- May be played on your ally’s turn if you are performing a simultaneous tactical action (but only affects your units).
- Forward Supply Base
- Cannot be played when your ally activates a system that contains your units.
- You may choose your ally to gain 1 trade good.
- Frontline Deployment
- You may place the infantry on your ally’s planet.
- You may place the infantry on your ally’s planet.
- Ghost Ship
- You may place the destroyer in a system that contains your ally’s units.
- You may place the destroyer in a system that contains your ally’s units.
- Ghost Squad
- May be played when your ally lands on one of your planets.
- May be played when your ally lands on one of your planets.
- In The Silence of Space
- Does not apply to your ally’s ships.
- Does not apply to your ally’s ships.
- Industrial Initiative
- Gain a trade good for your ally’s industrial planets as well.
- Gain a trade good for your ally’s industrial planets as well.
- Infiltrate
- Cannot be played when you and your ally exchange planet cards.
- Cannot be played when you and your ally exchange planet cards.
- Insubordination
- May be used on your ally.
- May be used on your ally.
- Intercept
- In a combat against both members of an alliance team, both players are prevented from declaring a retreat this round.
- In a combat against both members of an alliance team, both players are prevented from declaring a retreat this round.
- Lost Star Chart
- Applies to both alliance teammates if played while performing a simultaneous tactical action.
- Applies to both alliance teammates if played while performing a simultaneous tactical action.
- Lucky Shot
- May be used on your ally.
- May be used in a system that only contains your ally’s planets.
- Maneuvering Jets
- You and your ally may both play a Maneuvering Jets.
- You and your ally may both play a Maneuvering Jets.
- Master Plan
- May be played to perform an additional action after performing a simultaneous tactical action, even if it is not your turn.
- May be played to perform an additional action after performing a simultaneous tactical action, even if it is not your turn.
- Mining Initiative
- You may gain trade goods equal to the resource value of one of your ally’s planets.
- You may gain trade goods equal to the resource value of one of your ally’s planets.
- Morale Boost
- Does not apply to your ally’s units.
- Does not apply to your ally’s units.
- Nav Suite
- Your ally’s units being transported by your ships with capacity may also ignore the effects of anomalies.
- Does not allow your ally’s other units to ignore the effects of anomalies.
- Does not allow your ally’s other units to ignore the effects of anomalies.
- Your ally’s units being transported by your ships with capacity may also ignore the effects of anomalies.
- Parley
- If two alliance teammates invade the same planet, play Parley after they both commit to return both players’ units to the space area.
- May be played after another player commits units to land on a planet controlled by your ally.
- Plagiarize
- May be played to gain a technology owned by your ally, provided you and your ally are neighbors.
- May be played to gain a technology owned by your ally, provided you and your ally are neighbors.
- Plague
- Cannot be played on your ally’s planets.
- If two players have infantry on the chosen planet, they both roll.
- Public Disgrace
- May be played on your ally.
- May be played on your ally.
- Rally
- Cannot be played after you activate a system that contains your ally’s ships.
- Cannot be played after you activate a system that contains your ally’s ships.
- Reactor Meltdown
- May be played on your ally.
- May be played on your ally.
- Reflective Shielding
- Cannot be played when one of your ally’s ships uses sustain damage.
- Your opponents choose how to assign the hits, including splitting the 2 hits between their ships.
- Reparations
- Cannot be played when you and your ally exchange planet cards.
- Cannot be played when Hacan and their ally use the Hacan mech ability to transfer a planet.
- Reverse Engineer
- May be played on your ally.
- May be played on your ally.
- Rise of a Messiah
- Place 1 of your infantry on each of your planets and your ally’s planets.
- Place 1 of your infantry on each of your planets and your ally’s planets.
- Rout
- If both players of an alliance team are attacking, both players must declare a retreat if able.
- If both players of an alliance team are attacking, both players must declare a retreat if able.
- Sabotage
- May be played on your ally.
- May be played on your ally.
- Salvage
- If both players of an alliance team are present for combat, both give their commodities.
- If one player of an alliance team retreats, both players of the alliance team give you their commodities.
- Sanction
- If your ally votes for the outcome that you predicted, they return 1 command token from fleet supply to their reinforcements.
- If your ally votes for the outcome that you predicted, they return 1 command token from fleet supply to their reinforcements.
- Scramble Frequency
- May be played on your ally.
- You do not reroll your dice even if you participated in the unit ability roll.
- Seize Artifact
- May be played on your ally.
- May be played on your ally.
- Shields Holding
- You and your ally may both play a Shields Holding.
- You and your ally may both play a Shields Holding.
- Signal Jamming
- Chosen system must be adjacent to one of your ships, not just your ally’s.
- May place your ally’s command token in the targeted system.
- Skilled Retreat
- Your ally does not move their ships.
- You may move your ships to a system that contains your ally’s ships.
- Spy
- May be played on your ally.
- May be played on your ally.
- Tactical Bombardment
- Chosen system must contain one of your units with bombardment, not just your ally’s.
- Planets in the chosen system controlled by your ally are not exhausted.
- Unstable Planet
- You may choose your ally’s planet, but the planet cannot be exhausted. You still destroy 3 infantry on it.
- You may choose your ally’s planet, but the planet cannot be exhausted. You still destroy 3 infantry on it.
- Uprising
- Cannot be played on your ally.
- Cannot be played on your ally.
- Waylay
- Hits produced by both you and your ally are combined to be applied to all ships.
OBJECTIVES
- General Guidelines
- A player cannot score public objectives if that player does not control each planet in their home system, even if their ally controls any or all planets in that player’s home system.
- Your ally’s home system is not another player’s home system for the purposes of scoring.
- Stage I
- Amass Wealth: You cannot exhaust your ally’s planets or spend their trade goods.
- Build Defenses
- Your ally’s structures do not count.
- Your structures may be on your ally’s planet.
- Corner the Market: Your ally’s planets do not count.
- Discover Lost Outposts: Your ally’s planets do not count.
- Erect a Monument: You cannot exhaust your ally’s planets.
- Expand Borders: Your ally’s planets do not count.
- Explore Deep Space: Your ally’s units do not count.
- Found Research Outposts: Your ally’s planets do not count.
- Improve Infrastructure
- Your ally’s structures do not count.
- Your structures may be on your ally’s planet.
- Make History: Your ally’s units do not count.
- Negotiate Trade Routes: You cannot spend your ally’s trade goods.
- Populate the Outer Rim.
- Your ally’s units do not count.
- Your ally’s home system counts.
- Push Boundaries: Your ally’s planets do not count. Your ally may be 1 of the 2 neighbors.
- Raise a Fleet: Your ally’s ships do not count.
- Sway the Council: You cannot exhaust your ally’s planets.
- Stage II
- Achieve Supremacy: Your ally’s home system does not count.
- Become a Legend: Your ally’s units do not count.
- Centralize Galactic Trade: You cannot spend your ally’s trade goods.
- Command an Armada: Your ally’s ships do not count.
- Conquer the Weak: Planets in your ally’s home system do not count.
- Construct Massive Cities
- Your ally’s structure do not count.
- Your structures may be on your ally’s planets.
- Control the Borderlands
- Your ally’s units do not count.
- Your ally’s home system counts.
- Form Galactic Brain Trust: Your ally’s planets do not count.
- Found a Golden Age: You cannot exhaust your ally’s planets.
- Hold Vast Reserves: You cannot exhaust your ally’s planets or spend their trade goods.
- Manipulate Galactic Law: You cannot exhaust your ally’s planets.
- Patrol Vast Territories: Your ally’s units do not count.
- Protect the Border
- Your ally’s structures do not count.
- Your structures may be on your ally’s planets.
- Reclaim Ancient Monuments: Your ally’s planets do not count.
- Rule Distant Lands: Planets in or adjacent to only your ally’s home system do not count.
- Subdue the Galaxy: Your ally’s planets do not count.
- Unify the Colonies: Your ally’s planets do not count.
- Secret (Action Phase)
- Become a Martyr
- Cannot be scored by exchanging planet cards with your ally nor transferring a planet to your ally via the Hacan mech ability.
- May be scored if you lose control of a planet in your ally’s home system.
- Darken the Skies
- May be scored if you win a combat on your ally’s turn, even if you did not perform a simultaneous tactical action.
- You must have units remaining at the end of the combat to win (your ally’s units do not count).
- Cannot be scored in your ally’s home system.
- Demonstrate Your Power: Your ally’s ships do not count.
- Destroy Their Greatest Ship
- Cannot be scored via a combat in which only your ally participated.
- Cannot be scored if the flagship/war sun is destroyed in space combat rounds after your last ship was destroyed.
- Fight With Precision: May be scored if at least 1 of your units used their anti-fighter barrage ability, even if only your ally’s units produced hits during the anti-fighter barrage step.
- Make an Example of Their World
- You must activate a system for your units to use their bombardment ability.
- May be scored if at least 1 of your units used their bombardment ability, even if only your ally’s units produced hits during the bombardment step.
- Spark a Rebellion
- May be scored if you win a combat on your ally’s turn, even if you did not perform a simultaneous tactical action.
- You must have units remaining at the end of the combat to win (your ally’s units do not count).
- Turn Their Fleets to Dust
- If it is your ally’s turn, you must perform a simultaneous tactical action for your units to use space cannon offense.
- May be scored if at least 1 of your units used their space cannon offense ability, even if only your ally’s units produced hits during the space cannon offense step.
- May be scored if you destroy the last of another player’s non-fighter ships during the space cannon step even if their ally still has ships remaining.
- Unveil Flagship
- Your ally’s flagship unit does not count towards this objective.
- Your ally’s flagship unit does not count towards this objective.
- Become a Martyr
- Secret (Status Phase)
- Become the Gatekeeper: Your ally’s ships do not count.
- Control the Region: Your ally’s ships do not count.
- Cut Supply Lines: Your ally’s space dock does not count.
- Defy Space and Time: Your ally’s units do not count.
- Establish a Perimeter
- Your ally’s PDS units do not count.
- Your PDS units may be on your ally’s planets.
- Establish Hegemony: Your ally’s planets do not count.
- Forge an Alliance: Your ally’s planets do not count.
- Foster Cohesion: You must be neighbors with your ally.
- Fuel the War Machine
- Your ally’s space docks do not count.
- Your space docks may be on your ally’s planets.
- Gather a Mighty Fleet: Your ally’s dreadnoughts do not count.
- Hoard Raw Materials: Your ally’s planets do not count.
- Learn the Secrets of the Cosmos: Your ally’s ships do not count.
- Mechanize the Military: Your mechs may be on your ally’s planets.
- Mine Rare Metals: Your ally’s planets do not count.
- Monopolize Production: Your ally’s planets do not count.
- Occupy the Fringe
- May be scored with 9 ground forces on your or your ally’s planet that does not contain one of your space docks.
- May be scored with 9 ground forces on you or your ally’s planet that contains one of your ally’s space docks.
- Occupy the Seat of the Empire
- Your ally’s ships do not count.
- Cannot be scored if your ally controls Mecatol Rex.
- Produce En Masse: Your ally’s units with Production do not count.
- Seize an Icon: Your ally’s planets do not count.
- Stake Your Claim: Your ally’s planets do not count.
- Threaten Enemies
- Your ally’s home system does not count.
- Your ally’s ships do not count.
- Secret (Agenda Phase)
- Drive the Debate: Your ally and/or your ally’s planets do not count.
EXPLORATION
- Core Mine
- Your ally’s mech’s do not count.
- You may remove 1 of your ally’s infantry to gain 1 trade good.
- Expedition
- Your ally’s mech’s do not count.
- You may remove 1 of your ally’s infantry to ready this planet.
- Volatile Fuel Source
- Your ally’s mech’s do not count.
- You may remove 1 of your ally’s infantry to gain 1 command token.
- Mirage: If Mirage is drawn when you and your ally perform a simultaneous tactical action, the player whose turn it is gains the planet.
RELICS
- Book of Latvinia
- Your ally’s planets do not count for the purposes of purging this relic for a victory point.
- Circlet of the Void
- May be exhausted to explore a frontier token in a system that contains your ally’s ships.
- Your ally’s units being transported by your ships with capacity may ignore the effects of anomalies.
- Your ally’s other units still roll for gravity rifts and may not ignore the effects of other anomalies.
- Crown of Emphidia
- May be exhausted to explore after performing a simultaneous tactical action, even if it is not your turn.
- You cannot purge this card to gain 1 victory point if your ally controls the Tomb of Emphidia.
- Crown of Thalnos
- May not reroll your ally’s dice.
- Dominus Orb
- May be purged when performing a simultaneous tactical action, even if it is not your turn.
- You may transport your ally’s units that are in systems that do not contain one of their command tokens.
- JR-XS455-0
- May be used on your ally.
- Chosen player may place a structure on their ally’s planet.
- Maw of Worlds
- Do not exhaust your ally’s planets.
- Nano-Forge
- May be attached to a planet controlled by your ally.
- Neuroloop
- You may not purge your ally’s relics.
- Shard of the Throne
- When you and your ally exchange legendary or home system planet cards, you do not gain or lose Shard of the Throne.
- If you and your ally trade a planet via the Hacan mech ability, Shard of the Throne is not gained or lost.
- Stellar Converter
- Chosen planet must be in a system adjacent to one of your units with bombardment, not your ally’s.
- Destroy all units includes yours and your ally’s.
FACTION SPECIFICS
- Arborec
- Mitosis: You may place 1 infantry on your ally’s planet.
- Bioplasmosis: You may remove your ally’s infantry and place them on planets that you or your ally control.
- Duha Menaimon (Flagship): You may use its ability when you perform a simultaneous tactical action, even if it is not your turn.
- Dirzuga Rophal (Commander)
- Does not trigger when your ally activates a system that contains 1 or more of your units that have production.
- Letani Behemoth (Mech): Your ally is not affected by Planetary Shield.
- Argent Flight
- Zeal: Your ally is included in calculating your additional votes.
- Raid Formation
- Does not trigger if only your ally’s units use AFB.
- Combine produced AFB hits with your ally’s produced AFB hits.
- If you have multiple opponents, you may choose ships owned by either opponent with sustain damage to become damaged.
- Aerie Hololattice: Does not prevent your ally from moving ships through systems that contain your structures.
- Your ally may use the Production 1 ability of each planet that contains 1 or more of your structures.
- Strike Wing Alpha II
- Your ally’s AFB roll results of 9 or 10 do not destroy infantry in the space area.
- Quetzecoatl (Flagship)
- Other players may still use space cannon against your ally’s ships in this system.
- Aerie Sentinel (Mech)
- Does count against capacity when being transported or in the space area with your ally’s ships without 1 or more of your ships that have capacity values.
- Trillossa Aun Mirik (Agent)
- Player may place those units on any planets they or their ally control in that system and any adjacent systems.
- Trrakan Aun Zulok (Commander)
- Cannot choose your ally’s units.
- Mirik Aun Sissiri (Hero)
- You may move your ships to a system that contains 1 of your command tokens and your ally’s ships.
- Barony of Letnev
- Munitions Reserves
- Cannot be used to re-roll your ally’s dice.
- L4 Disruptors
- If multiple opponents are present for invasion, none of their units can use space cannon against your units.
- Does not prevent opponents’ units from using space cannon against your ally’s units.
- Arc Secundus (Flagship)
- If both members of an alliance team have units in the system with planetary shield, both players’ units lose planetary shield.
- Your ally’s units do not lose planetary shield.
- Munitions Reserves
- Clan of Saar
- Scavenge: You do not gain 1 trade good after exchanging planet cards with your ally.
- Chaos Mapping: Your ally cannot activate asteroid fields that contain 1 or more of your ships.
- Scavenger Zeta (Mech): Cannot use this unit’s deploy ability after exchanging planet cards with your ally.
- Gurno Aggero (Hero): Does not destroy your ally’s infantry and fighters.
- Council Keleres
- Custodia Vigilia: Gain 2 command tokens when your ally scores VP using Imperial.
- Artemiris (Flagship)
- Your ally does spend 2 influence to activate the system that contains this ship.
- When both members of an opposing alliance team perform a simultaneous tactical action into the system that contains this unit, both players must pay 2 influence to activate it.
- Omniopiares (Mech): Your ally does spend 1 influence to commit ground forces.
- Kuuasi Aun Jalatai (Hero)
- Cannot be used during a space combat in which neither you nor your ally are participants.
- Can be used during a space combat in which only your ally is participating.
- Odlynn Myrr (Hero): You do gain 1 command token and 1 trade good if your ally votes for another outcome.
- Embers of Muaat
- Gashlai Physiology: Your ally’s units transported by your units with capacity may move through supernovas.
- Magmus Reactor Ω: Your ally’s units transported by your units with capacity may move into supernovas.
- Prototype War Sun I:Your ally’s units do not lose planetary shield.
- Prototype War Sun II: Your ally’s units do not lose planetary shield.
- Adjudicator Ba’al (Hero): Cannot destroy your ally’s units.
- Emirates of Hacan
- Guild Ships: You may transact with your ally even if you are not neighbors.
- Arbiters: Action cards may be exchanged as part of transactions with your ally.
- Production Biomes: You may choose your ally to gain 2 trade goods.
- Quantum Datahub Node: May be used on your ally.
- Wrath of Kenara (Flagship): Cannot be used to apply +1 to the result of your ally’s dice.
- Pride of Kenara (Mech)
- You may move your units to a planet your ally controls.
- May be used to trade planets with your ally as a part of a transaction.
- This is not gaining or losing control of a planet.
- The planet comes exhausted.
- Cannot be used to trade planets to a player who is not your ally if your ally has units on the planet.
- Empyrean
- Voidwatch: Does not trigger if your ally moves ships into a system that contains 1 or more of your units.
- Aetherstream: May be used on your ally (if neighbors).
- Dynamo (Flagship): You may repair your ally’s units.
- Watcher (Mech): Cannot be used on your ally.
- Xuange (Commander): Does not trigger after your ally moves ships into a system that contains 1 of your command tokens.
- Federation of Sol
- Orbital Drop: Infantry may be placed on 1 planet your ally controls.
- ZS Thunderbolt M2 (Mech): May be placed on 1 planet your ally controls.
- Claire Gibson (Commander): At the start of a ground combat on one of your ally’s planets, you may place 1 infantry from your reinforcements, even if you do not already have ground forces on that planet.
- Ghosts of Creuss
- Wormhole Generator Ω
- You may place or move a wormhole token into a system that contains a planet your ally controls.
- You may place or move a wormhole token into a system that contains your ally’s ships.
- Dimensional Splicer
- If you have multiple opponents, you may produce 1 hit and assign it to 1 of either of your opponents’ ships.
- Hil Colish (Flagship): While performing a simultaneous tactical action, this ship may move before or after your and your ally’s other ships.
- Icarus Drive (Mech): May be used after your ally activates a system.
- Wormhole Generator Ω
- L1Z1X Mindnet
- Assimilate: Does not trigger when you exchange planet cards with your ally.
- Harrow
- Cannot be used on your ally’s turn if you did not perform a simultaneous tactical action.
- Cannot be used if you are not a participant in the ground combat.
- The Helmsman (Hero)
- You may choose 1 system that contains your ally’s units.
- You may transport your ally’s units from systems that do not contain 1 of their command tokens.
- Mahact Gene-Sorcerers
- Edict: When you win a combat against multiple opponents, place 1 command token from each opponents’ reinforcements in your fleet pool.
- If one of your opponents retreats, you win the combat and gain their token at the time of retreat.
- Imperia: All commanders are unlocked at the start of the game.
- Scepter of Dominion: Your ally does place a token in the chosen system, if they have a token in the Mahact fleet pool.
- Genetic Recombination: May be used on your ally.
- Arvicon Rex (Flagship): During a combat against multiple opponents but only one opponent’s command token is not in your fleet pool, still apply +2 to the results of this unit’s combat rolls.
- Starlancer (Mech): Cannot be used on your ally.
- Il Na Viroset (Commander)
- Cannot be used to lift your ally’s tokens.
- May be used when performing a simultaneous tactical action, even if it is not your turn.
- If you do, return both command tokens to your reinforcements. Your ally’s turn does not end, but your tactical action does.
- Airo Shir Aur (Hero)
- If you move all of a player’s units in the space area to an adjacent system that contains their ally’s ships, no space combat is resolved.
- If the combat to be resolved includes 3 or more players, none of those players can retreat or resolve abilities that would move their ships.
- Edict: When you win a combat against multiple opponents, place 1 command token from each opponents’ reinforcements in your fleet pool.
- Mentak Coalition
- Ambush
- Your ally may not roll die for their cruisers or destroyers.
- During a combat against multiple opponents, your opponents may assign the hits to either of their ships.
- Pillage
- You can only pillage neighbors, and your ally’s neighbors are not automatically your neighbors.
- You may pillage your ally.
- Fourth Moon (Flagship): Text ability does not affect your ally.
- Moll Terminus (Mech): Does not affect your ally.
- S’Ula Mentarion (Commander): After winning a space combat against multiple opponents, you may force each of your opponents to give you 1 promissory note.
- If one of your opponents retreats, you may force them to give you 1 promissory note at the time of retreat.
- Ipswitch, Loose Cannon (Hero): Do not place 1 ship for each of your ally’s ships destroyed during this combat.
- Ambush
- Naalu Collective
- Foresight: Does not trigger after your ally moves ships into a system that contains 1 or more of your ships.
- Neuroglaive: Does not trigger after your ally activates a system that contains 1 or more of your ships.
- Matriarch (Flagship)
- You may commit your ally’s fighters in this system as if they were ground forces.
- Cannot participate in an invasion on your ally’s turn if you did not perform a simultaneous tactical action.
- Iconoclast Ω (Mech): Does not prevent other players from using anti-fighter barrage against your ally’s units in this system.
- Z’eu Ω (Agent): When the player chosen to perform a tactical action is your ally, you may perform a simultaneous tactical action.
- M’aban Ω: May be used on your ally.
- The Oracle (Hero): You are not required to force your ally to give you 1 promissory note, but you may.
- Naaz-Rokha Alliance
- Distant Suns: Triggers when you explore one of your ally’s planets that contains 1 of your mechs.
- Supercharge: Does not affect ally.
- Pre-Fab Arcologies: Triggers after you explore one of your ally’s planets.
- Dart and Tai (Commander): Does not trigger when you exchange planet cards with your ally.
- Nekro Virus
- Galactic Threat: If your prediction is correct and your ally voted how you predict, you may choose to gain 1 of their technologies.
- Technological Singularity
- You may gain only one technology per combat, even if you destroy units of both players of an alliance team.
- If only one alliance team player’s units are destroyed, you can only gain one of that player’s technologies.
- The Alastor (Flagship): Your ally’s ground forces may not participate.
- UNIT.DSGN.FLAYESH (Hero)
- You may choose a planet controlled by your ally with a tech specialty in a system that contains your units.
- Do not destroy your ally’s units.
- Nomad
- Temporal Command Suite: May be used on your ally.
- Quantum Manipulator (Mech): You must have ships in this system to use this mech’s ability in a space combat.
- Field Marshal Mercer (Agent)
- Ground forces may be placed on planets you or your ally control in the active system.
- Cannot be used on a player who performed a simultaneous tactical action if it is not their turn.
- Ahk-Syl Siven (Hero)
- You may transport your ally’s units.
- You cannot transport your ally’s units out of systems that contain your ally’s command tokens.
- You may transport your ally’s units.
- Sardakk N’Orr
- Valkyrie Particle Weave
- During a ground combat against multiple opponents, if either of your opponents produced 1 or more hits, you produce 1 additional hit.
- Exotrireme II
- May be used on your ally.
- If used to destroy your ally’s war sun or flagship, you cannot score Destroy Their Greatest Ship.
- C’Morran N’orr (Flagship): Does not apply +1 to your ally’s ship’s combat rolls.
- T’ro (Agent): May place the 2 infantry on a planet your ally controls in the active system.
- G’hom Sek’kus (Commander)
- You may commit ground forces from planets controlled by your ally.
- You may not commit ground forces on your ally’s turn if you do not perform a simultaneous tactical action.
- Sh’val, Harbinger (Hero)
- May be used while performing a simultaneous tactical action, even if it is not your turn.
- If your ally performs a simultaneous tactical action, they proceed through each step of the action as normal, including resolving space combat if necessary and checking for capacity.
- Valkyrie Particle Weave
- Titans of Ul
- Terragenesis: You may place sleeper tokens onto your ally’s planets.
- Awaken
- May be used when performing a simultaneous tactical action, even if it is not your turn.
- Sleeper tokens on your ally’s planets may be replaced with PDS.
- Coalescence: Your flagship and Awaken abilities may place your units into the same space area or onto the same planet as your ally’s units without triggering space combat.
- Terraform
- The player who uses this card may choose to attach it to one of their ally’s planets.
- If your ally controls the planet to which Terraform is attached, they may score Strengthen Bonds and/or count the planet towards scoring attachment objectives.
- Duranos (Mech): May be deployed when performing a simultaneous tactical action, even if it is not your turn.
- Universities of Jol-Nar
- Fragile: Do not apply -1 to each of your ally’s combat rolls.
- E-Res Siphons: Does not trigger when your ally activates a system that contains 1 or more of your ships.
- Vuil’Raith Cabal
- Vortex: You may not choose your ally’s unit.
- Dimensional Tear
- Your ally rolls for this gravity rift.
- Your ally’s fighters may count towards the 6/12 that do not count against your ship’s capacity.
- The Terror Between (Flagship): Capture your ally’s non-structure units that are destroyed in this system.
- It Feeds on Carrion (Hero): Your ally does not roll.
- Winnu
- Reclamation
- Does not trigger when you and your ally exchange the Mecatol Rex planet card.
- Does not trigger when you gain control of Mecatol Rex on your ally’s turn unless you perform a simultaneous tactical action.
- Lazax Gate Folding
- Applies when performing simultaneous tactical actions, even if it is not your turn.
- May be used to place 1 infantry on Mecatol Rex if your ally controls Mecatol Rex.
- Hegemonic Trade Policy
- Applies only during the use of production of your unit’s, not your ally’s.
- Reclaimer (Mech): Does not trigger when you gain control of a planet on your ally’s turn unless you perform a simultaneous tactical action.
- Rickar Rickani (Commander): Does not apply +2 to your rolls in your ally’s home system.
- Mathis Mathinus (Hero): You may choose your ally to perform the secondary ability of the strategy card.
- Reclamation
- Xxcha Kingdom
- Peace Accords
- May be used on your ally. The planet must not contain any units.
- May be used to gain control of 1 planet adjacent to one of your ally’s planets.
- Nullification Field
- Cannot be used on your ally.
- The window to exhaust this card occurs after the active player’s ally decides to perform a simultaneous tactical action.
- If both members of an attacking alliance team placed a token, the active player’s turn ends. Neither the active player nor their ally proceeds with their tactical action.
- Instinct Training: May be used on your ally.
- Loncara Ssudu (Flagship): Cannot use space cannon on your ally.
- Indomitus (Mech): Cannot use space cannon on your ally.
- Ggrocuto Rinn (Agent): You may exhaust to ready one of your ally’s planets.
- Peace Accords
- Yin Brotherhood
- Indoctrination
- At the start of a ground combat against multiple opponents, choose one of your opponents’ infantry to replace with 1 infantry from your reinforcements.
- Cannot be used if you are not a participant in the ground combat.
- Devotion: After each space battle round against multiple opponents, you may assign the hit to either of your opponent’s ships.
- Impulse Core: At the start of a space combat against multiple opponents, your opponents decide to which ship the hit is assigned.
- Yin Spinner Ω: You may place the 2 infantry on your ally’s planet.
- Van Hauge (Flagship): When destroyed, destroys your ally’s ships, too.
- Brother Omar Ω (Commander): You may use to ignore prerequisites when you research a technology owned by your ally.
- Indoctrination
- Yssaril Tribes
- Transparasteel Plating: If your ally has passed, they cannot play action cards.
- Mageon Implants: May be used on your ally.
- Blackshade Infiltrator (Mech): You may place the mech on one of your ally’s planets.
- So Ata (Commander): Cannot be used on your ally.
- Kyver, Blade and Key (Hero): Your ally also shows/gives you an action card from their hand.