Masons of Yore
Faction abilities
- Bolster: After you gain control of a non-Legendary planet, choose resources or influence. Place a +1 modifier token of the chosen type on that planet.
- Rule of 3: During a tactical action, you cannot move more than 3 non-fighter ships into the active system.
Faction Promissory Note
Rush of Knowledge
Faction specific units
space dock
PRODUCTION 3
This unit's PRODUCTION value is equal to 3. Up to 3 fighters in this system do not count against your ships' capacity.
PRODUCTION X
This unit's PRODUCTION value is equal to 3 more than the resource value of this planet. Up to 6 fighters in this system do not count against your ships' capacity.
Quantum Quarry 1
PRODUCTION 3
This unit's PRODUCTION value is equal to 3. Up to 3 fighters in this system do not count against 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 6 fighters in this system do not count against your ships' capacity.
Breakthrough
Flagship
Production 3
Space Cannon 6 (3x)
When you activate a system and move your flagship into that system, if that system contains a structure on a planet you control, you may explore that planet.
Worldwright
Production 3
Space Cannon 6 (3x)
When you activate a system and move your flagship into that system, if that system contains a structure on a planet you control, you may explore that planet.
Cost
8Combat
9 (x3)Move
1Capacity
9Mech
Your mechs gain PLANETARY SHIELD.
Kin of Ore
Your mechs gain PLANETARY SHIELD.
Cost
2Combat
6Leaders
Agent
Commander
Once per round, you may exhaust 1 Industrial, 1 Cultural, and 1 Hazardous planet you control. If you do, gain 1 relic fragment of your choice.
Your home system cannot be explored.
Hero
Home system
Gallery
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: The token remains on the planet. The Bolster modifier alters the physical architecture of the world itself. If an opponent captures your planet, they inherit your masterwork and get to utilize that +1 resource or influence value until you take it back!
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 7 (4 + 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.
Custom components
Faction Sheet
Lore
Starting Units
2 destroyers
1 carrier
2 infantry
1 space dock
2 fighters
1 PDS
Starting Technologies
Commodities
3
Complexity
High
Faction colors
Yellow
Orange
Green
Discussion
- 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
- 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
- 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
- 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
- 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