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
Specific units
space dock
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.
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


Breakthrough
Flagship
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
8Combat
9 (x3)Move
1Capacity
6Mech
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
2Combat
6Leaders
Agent
Commander
When you would spend relic fragments, you may spend 1 relic fragment of each color instead of 3 relic fragments of a single color.
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: 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
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
- 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