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Masons of Yore

Abilities

  • Bolster: After you gain control of a non-Legendary planet, choose resources or influence. Place a +1 modifier monument token of the chosen type on that planet card. When another player gains control of that planet, remove the monument token. That player gains 1 Trade Good. "The Masons raised worlds into monuments. Those who came after could only salvage fragments from their fallen grandeur."
  • Rule of 3: During a tactical action, you cannot move more than 3 non-fighter ships into the active system. "The cosmos is written in threes. Those who ignore the pattern invite only disorder."

Promissory Note

Touch of the Triune
At the start of your turn, choose a planet you control and choose resources or influence. That planet gains +3 of the chosen value until the end of the turn. Then return this card to the Masons of Yore player. "The master lends his craft, but never surrenders it."

Specific units

space dock
Name
Abilities
Prerequisites
Quantum Quarry 1

PRODUCTION 3

This unit's PRODUCTION value is 3. Up to 3 fighters in this system do not count against your PRODUCTION limit or your ships' capacity.

None
Quantum Quarry 2

PRODUCTION X

This unit's PRODUCTION value is equal to 3 more than the resource value of this planet. Up to 3 fighters in this system do not count against your PRODUCTION limit or your ships' capacity.

Quantum Quarry 1

PRODUCTION 3

This unit's PRODUCTION value is 3. Up to 3 fighters in this system do not count against your PRODUCTION limit or your ships' capacity.

Quantum Quarry 2

PRODUCTION X

This unit's PRODUCTION value is equal to 3 more than the resource value of this planet. Up to 3 fighters in this system do not count against your PRODUCTION limit or your ships' capacity.

Technologies

Stoneborne Conveyances

Your non-fighter ships have a minimum capacity of 3.
Prerequisites:

Breakthrough

Synergy
After you place a structure on a planet, you may ready that planet.

Flagship

Name
Cost
Combat
Move
Capacity
Abilities
Worldwright
8
9 (x3)
1
6

Space Cannon 6 (3x)

During your tactical action, if this unit is in the active system, you may spend 3 resources to place either 1 PDS or 1 Space Dock on a planet you control in the active system that does not contain a structure.

Worldwright

Space Cannon 6 (3x)

During your tactical action, if this unit is in the active system, you may spend 3 resources to place either 1 PDS or 1 Space Dock on a planet you control in the active system that does not contain a structure.

Cost

8

Combat

9 (x3)

Move

1

Capacity

6

Mech

Name
Cost
Combat
Abilities
Ore-kin
2
6

SUSTAIN DAMAGE

PLANETARY SHIELD

While this unit is on a planet you control, structures on that planet cannot be destroyed or affected by other players' action cards.

Ore-kin

SUSTAIN DAMAGE

PLANETARY SHIELD

While this unit is on a planet you control, structures on that planet cannot be destroyed or affected by other players' action cards.

Cost

2

Combat

6

Leaders

Agent

Name
Unlock
Ability
Card
Ghar
Unlock: At Game Start
Ability:
Exhaust this card to choose a planet in a non-home system that contains units of the active player. Until the end of the round, that planet's technology specialty or planet trait is treated as though it were a technology specialty or planet trait of that player's choice.
Ghar Card

Commander

Name
Unlock
Ability
Card
Thaelen
Unlock: Control 3 planets that each contain one of your structures and share a planet trait
Ability:
Assign a different planet trait to each planet in your home system. Those planets cannot be explored.
When you would spend relic fragments, you may spend 1 relic fragment of each color instead of 3 relic fragments of a single color.
Thaelen Card

Hero

Name
Unlock
Ability
Card
Thrum
Unlock: Have 3 Scored Objectives
Ability:
All planets you control gain +1 resource and +1 influence until the end of the turn. You may perform one additional action this turn. Until the end of the turn, you ignore your faction’s Rule of 3 ability. Then, purge this card.
Thrum Card

Home system

Name
Resources/Influence
Flavor Text
Resources/Influence: 1/0
Flavor Text: Cradle of their earliest stone-sentience. The birthplace of living stone and enduring purpose. Place a monument token on this planet card during setup.
Resources/Influence: 1/1
Flavor Text: The anchoring world that stabilizes the system’s gravitational architecture. Every world in the system rests upon its silent balance. Place a monument token on this planet card during setup.
Resources/Influence: 0/1
Flavor Text: Layered archives of planetary memory. Its endless strata record the wisdom of civilizations long forgotten. Place a monument token on this planet card during setup.

FAQ

Q: Does the Rule of 3 limit how many non-fighter ships I can have in a system total?

A: No. The restriction only applies to the act of moving ships into the active system during a tactical action. You can have a fleet of 5 or 6 heavy ships sitting in a system defensively, but they must have been produced there over time or moved in across multiple separate activations.

Q: Can I use Bolster to place a modifier token on Mecatol Rex or Mallice?

A: No. Bolster explicitly states it triggers after gaining control of a non-Legendary planet. Legendary planets cannot receive these tokens via the Bolster ability.

Q: If a planet with a Resource modifier token is captured by another player, what happens to the token?

A: Remove the Resource modifier token from that planet. The player who gained control of the planet gains 1 Trade Good.

Q: For Quantum Quarry 2, does the production value scale with the Bolster tokens?

A: Yes. Quantum Quarry 2 calculates its production value based on the total resource value of the planet. If a planet naturally has 2 Resources and features a +1 Resource Bolster token, its resource value is 3, making the Space Dock's PRODUCTION value 6 (3 + 3).

Q: For the Commander's ability, do I have to exhaust a Cultural, Industrial, and Hazardous planet from my home system?

A: No. Your Commander permanently grants those three traits to the three planets in your home system (Bedrock Prime, Keystone Verge, Stratum Deep), but you can exhaust any three matching planets across your entire empire to forge your free relic fragment.

Q: During setup, do my home system planets start with modifier tokens?

A: Yes. These tokens are placed at the start of the game and remain on those planets unless removed or altered by a game effect.

Q: Are modifier tokens considered attachments?

A: No. Modifier tokens (such as the Bolster tokens placed by the Masons of Yore) are distinct, faction-specific infrastructure markers. They alter or upgrade the intrinsic value of a planet for the faction controlling it, but they do not follow the game rules governing standard attachment cards (which permanently physically alter a planet card's base stats for any player who captures it).

Q: Can the Agent choose a planet that has no base technology specialty or planet trait and grant it one?

A: No. The Agent's ability specifies that it alters an existing technology specialty or planet trait already present on the card. It cannot be used to manifest a specialty or trait on a planet that naturally possesses neither.

Q: How does "Your non-fighter ships have a minimum capacity of 3" work?

A: Each of your non-fighter ships is treated as having a capacity value of at least 3. If a non-fighter ship already has a capacity of 3 or more, its capacity is unchanged. This affects a ship's total capacity for transporting fighters and ground forces and does not increase the capacity of fighter units themselves.

Custom components

Name
Type
Amount
Images
Monument
Type: +1 Modifier Token - (Resources/Influence) FLIPPABLE
Amount: 18
Trait
Type: Planet Trait Token - (Industrious/Cultural, Hazardous, I/C, I/C, H) FLIPPABLE
Amount: 5
Technology Speciality
Type: Technology Specialty Token - (Biotic/Economic, Propulsion/Warfare) FLIPPABLE
Amount: 2

Faction Sheet

Lore

Starting Units

1 carrier

1 dreadnought

1 destroyer

3 infantry

1 PDS

1 space dock

Starting Technologies

Commodities

3

Complexity

High

Faction colors

Yellow

Orange

Green

Discussion

Plasma Scoring
When 1 or more of your units use Bombardment or Space Cannon, 1 of those units may roll 1 additional die
Magen Defense Grid
At the start of ground combat on a planet that contains 1 or more of your structures, you may produce 1 hit and assign it to 1 of your opponent's ground forces.
Duranium Armor
During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use Sustain Damage during this combat round
Assault Cannon
At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of their non-fighter ships
AI Development Algorithm
  • When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite
  • When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own
Self Assembly Routines
  • After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system
  • After 1 of your mechs is destroyed, gain 1 trade good
Neural Motivator
During the status phase, draw 2 action cards instead of 1.
Dacxive Animators
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet
Hyper Metabolism
During the status phase, gain 3 command tokens instead of 2
X-89 Bacterial Weapon
After 1 or more of your units use BOMBARDMENT against a planet, if at least 1 of your opponent's infantry was destroyed, you may destroy all of your opponent's infantry on that planet.
Psychoarchaeology
  • You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted
  • During the Action Phase, you can exhaust planets you control that have technology specialties to gain 1 Trade Good
Bio-Stims
You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies
Sarween Tools
When 1 or more of your units use Production, reduce the combined cost of the produced units by 1
Graviton Laser System
You may exhaust this card before 1 or more of your units uses Space Cannon; hits produced by those units must be assigned to non-fighter ships if able
Transit Diodes
You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
Integrated Economy
After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet’s resource value.
Scanlink Drone Network
When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units
Predictive Intelligence
  • At the end of your turn, you may exhaust this card to redistribute your command tokens
  • When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card
Antimass Deflectors
  • Your ships can move into and through asteroid fields
  • When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll
Gravity Drive
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
Fleet Logistics
During each of your turns of the action phase, you may perform 2 actions instead of 1
Light/Wave Deflector
Your ships can move through systems that contain other players' ships
Dark Energy Tap
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
Sling Relay
ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks