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The point was that people had to consult the flow chart on a regular basis, rather than having more than a single copy of it
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3rd Edition did not supply flow charts for every players and it wasn't really all that clunky.


** A regular tree of pre-requisites was present in the first, second and third editions. It was infamously clunky, particularly in the 3rd edition, requiring a flow chart for each player to know what and how to research.

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** A regular tree of pre-requisites was present in the first, second and third editions. It was infamously clunky, particularly in the 3rd edition, requiring a edition. A flow chart for each player to know what and how to research.was provided in the instruction book.
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* BadLuckMitigationMechanic: Certain Action cards allow players to either re-roll the combat outcome or add +1 to it.

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* BadLuckMitigationMechanic: Certain Action cards allow players to either re-roll the combat outcome or add +1 to it. Some factions even have it as part of their specialty.

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* TechTree: A non-standard one. Rather than having a direct tree with interconnected technologies, they are tiered, and players need a corresponding number of techs of a specific type to unlock stuff from the higher tier.

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* TechTree: TechTree:
**
A regular tree of pre-requisites was present in the first, second and third editions. It was infamously clunky, particularly in the 3rd edition, requiring a flow chart for each player to know what and how to research.
** 4th edition has a
non-standard one. Rather than having a direct tree with interconnected technologies, they are tiered, and players need a corresponding number of techs of a specific type to unlock stuff from the higher tier.

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* FourX:A board game example, but contains all four elements. You explore new planets, expand over them and exploit their resources, while the vast majority of interaction with other players will be trying to exterminate their fleets (and take over their planets).

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* FourX:A FourX: A board game example, but contains all four elements. You explore new planets, expand over them and exploit their resources, while the vast majority of interaction with other players will be trying to exterminate their fleets (and take over their planets).



* EmptyLevels: Without expansion, the most likely outcome of trying to research tier 3 technology will be first getting something completely useless for your faction, just to qualify for the quota to unlock tier 3 technology.



* MagikarpPower: Faction technologies tend to have pretty steep requirements that are rarely combined with starting technology (meaning additional research to unlock them), but offer ''very'' powerful options in return.
* MassiveRaceSelection: Ten in the regular game, four more in the first expansion, and four more in the second (one of which is only playable in a single scenario, but that's still ''seventeen'' races in the regular game). The fourth edition has all seventeen of the third edition's races in the core box.

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* MagikarpPower: Faction technologies tend to have pretty steep requirements that are rarely combined with starting technology (meaning additional research to unlock them), but offer ''very'' powerful options in return.
return. This might even involve researching EmptyLevels of technology, just to qualify for the faction tech.
* MassiveRaceSelection: Ten in the regular game, four more in the first expansion, and four more in the second (one of which is only playable in a single scenario, but that's still ''seventeen'' races in the regular game). The fourth edition has all seventeen of the third edition's races in the core box.box, and with all of the expansions, there are ''twenty five'' to pick from.



** The Naalu Collective default Fighters, Hybrid Crystal Fighters, have stats of the upgraded version, and their upgrade offers them ''stats on par with default Cruisers''. Since they are just as cheap as the regular variant, Naalu can spam the hell out of them (you get 4 Fighters at a price of a single Cruiser). Those fighters ''still'' can be squashed by the anti-fighter barrage of Destroyers, but once said barrage is over, whatever fighters are left can decimate the fleet they are facing.

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** The Naalu Collective default Fighters, Hybrid Crystal Fighters, have stats of the upgraded version, and their upgrade offers them ''stats on par with default Cruisers''. Since they are just as cheap as the regular variant, Naalu can spam the hell out of them (you get 4 Fighters at a price of a single Cruiser). Cruiser or, in a more extreme situation 2 Fighters ''for free'' vs. a single Cruiser that costs 2). Those fighters ''still'' can be squashed by the anti-fighter barrage Anti-Fighter Barrage of Destroyers, but once said barrage is over, whatever fighters are left can decimate the fleet they are facing.
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* TacticalRockPaperScissors: Fighters are your CannonFodder, good mostly at taking hits for other units. Destroyers are dedicated anti-fighter units that're really good at clearning swarms of them before the combat even happens, but otherwise are just as bad as fighters. Cruisers are the backbone of your fleet due to being [[MasterOfNone good at nothing in particular]], but relatively cheap and numerous. Dreadnoughts are the powerful heavy-hitters, particularly useful for taking over planets due to their bombardment ability, but there are only 5 of them in your pool. You need a healthy mix of those to make your fleet work (usually 2-3 cruisers and 1-2 dreadnoughts with some fighters and a token destroyer), and at the very least you want to carry a token screening force of fighters to die instead of your battleships.

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* TacticalRockPaperScissors: Fighters are your CannonFodder, good mostly at taking hits for other units. Destroyers are dedicated anti-fighter units that're that are really good at clearning swarms of them before the combat even happens, but otherwise are just as bad as fighters. Cruisers are the backbone of your fleet due to being [[MasterOfNone good at nothing in particular]], but relatively cheap and numerous. Dreadnoughts are the powerful heavy-hitters, particularly useful for taking over planets due to their bombardment ability, but there are only 5 of them in your pool. You need a healthy mix of those to make your fleet work (usually 2-3 cruisers and 1-2 dreadnoughts with some fighters and a token destroyer), and at the very least you want to carry a token screening force of fighters to die instead of your battleships.
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** The Naalu Collective default Fighters, Hybrid Crystal Fighters, have stats of the upgraded version, and their upgrade offers them ''stats on par with default Cruisers''. Since they are just as cheap as the regular variant, Naalu can spam the hell out of them (they get 4 of them at a price of a single Cruiser). Those fighters ''still'' can be squashed by the anti-fighter barrage of Destroyers, but once said barrage is over, whatever fighters are left can decimate the fleet they are facing.

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** The Naalu Collective default Fighters, Hybrid Crystal Fighters, have stats of the upgraded version, and their upgrade offers them ''stats on par with default Cruisers''. Since they are just as cheap as the regular variant, Naalu can spam the hell out of them (they (you get 4 of them Fighters at a price of a single Cruiser). Those fighters ''still'' can be squashed by the anti-fighter barrage of Destroyers, but once said barrage is over, whatever fighters are left can decimate the fleet they are facing.
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* FourX:A board game example, but contains all four elements. You explore new planets, expand over them and exploit their resources, while the vast majority of interaction with other players will be trying to exterminate their fleets (and that over their planets).

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* FourX:A board game example, but contains all four elements. You explore new planets, expand over them and exploit their resources, while the vast majority of interaction with other players will be trying to exterminate their fleets (and that take over their planets).
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* TwentyBearAsses: The vast majority of objectives is about having or doing X of Y, like controlling 6 planets, having 2 upgrade unit techs or winning a battle involving a specific unit.
* FourX:A board game example, but contains all four elements. You explore new planets, expand over them and exploit their resources, while the vast majority of interaction with other players will be trying to exterminate their fleets (and that over their planets).


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* AntiHoarding: At least when it comes to fleets and ships in them. You can only have as many battleships per hex as your Fleet counter (Fighters don't count towards it, as long as you can get them within the transport Capacity of units of the fleet and[=/=]or the space dock). Any single ship above the counter will be ''instantly'' destroyed.


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* BadLuckMitigationMechanic: Certain Action cards allow players to either re-roll the combat outcome or add +1 to it.


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* ChangingGameplayPriorities: The objectives are revealed one-by-one each turn, which adds new goals each round. Secret goals, depending on edition, are either assigned at random at the start of the game or can be drawn later on. Since the only way to win is to score 10 objective points, this might force people to radically change whatever they were doing (or even break their alliances) just to score points.


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* DigitalTabletopGameAdaptation: There is no official version, but there is a 4th edition mod for ''Tabletop Simulator''.
* DiscOneNuke:
** Players are given tiles to build the universe the game will be set in. It is entirely possible - if unlikely - to get a legendary planet and some solid systems with technology bonuses, and then simply put them right next to your homeworld system.
** Certain Action cards and Exploration results offer massive early game advantages. Highlights include: the ability to Ready just colonised planets (or re-Ready them after they were Exhausted), the extra research option ''without'' Technology strategic card being played or downright ''stealing'' tech from other players, free trade goods and commodities, free units, forcing players to give away their promissory notes and attaching a wide plethora of bonuses to planets, or even free Command tokens. Particularly, the option to Ready new planets and access trade goods massively increases starting resources.


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* DraftingMechanic:
** The universe is constructed by players being dealt tiles from the common pool and then adding them one by one, starting from a ring around Mecatol Rex and expanding further.
** Strategic cards are a shared pool, where players start with the Speaker and then pick them one by one until everyone gets one.
** Action and Exploration cards are drafted from a shared pool during the game.
* DrawExtraCards: Certain Exploration outcomes and the Neural Motivator tech offer the option to draw additional Action cards, either right here and now or during the action phase.


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* AnEconomyIsYou: PlayedWith. Trade only happens when players engage in it, and it requires first having commodities. Normally, it takes to play Trade strategic card, but there are exceptions to this. However, controlled planets work as a source of resources without engaging with other players and it is entirely possible to win the game despite never trading with others and sticking to yourself.
* EveryManHasHisPrice:
** Bribery, an Action card, and Gila the Silvertongue, the Hacan Commander, allow players to cast additional votes by paying trade goods for those: 1 with Bribery and 2 with Hacan.
** On a meta-level, it is entirely possible to simply ''pay people off'' in a binding contract to do something for you here and now.
* ExpansionPack: Each edition came with its own expansions. The current, 4th edition came out with four so far: ''Prophecy of Kings'' and three Volumes of ''Codex'', while at least one more ''Codex'' is expected to arrive.
* ExtraTurn: Normally, players have only one action per their action phase, and it goes around the table until players pass (either because they run out of Command tokens or simply decided to do so), concluding the turn itself when everyone has passed. Fleet Logistics tech allows for two actions per move, which can be handy.


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* FlavorText: Omnipresent. All the cards have some flavour text, and then there is the backside of faction cards, covering their lore.


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* ILied: Contracts are binding, when they happen instantly on declared conditions, and non-binding, when players aren't obligated in ''any'' way to fulfil their side of the bargain. Of course, usually ItOnlyWorksOnce, since lying to another player is a great way to lose trust from everyone at the table.


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* LiteralWildCard: Trade goods can be used instead of resources to get things done. With the right cards (or faction), they can even replace influence.


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* LuckBasedMission: Public and secret missions are randomly assigned. If you are lucky, you might have the objective already fulfilled or within hand's reach. If you are unlucky, it might be downright impossible to finish.
* MagikarpPower: Faction technologies tend to have pretty steep requirements that are rarely combined with starting technology (meaning additional research to unlock them), but offer ''very'' powerful options in return.


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* MoneyGrinding: What trade is for: you replenish Commodities (each faction has their own pool of those, from 2 to 6, plus potentially more from planetary Attachments or Artifacts) one way or another and then exchange them at a mutually agreed rate with other players, turning them into [[LiteralWildCard trade goods]].


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* PlayerGeneratedEconomy: While there are ways to get trade goods in other ways, the most reliable one is playing Trade strategy card (netting 3 trade goods) and replenishing commodities, then exchanging them between players. Hacans are particularly good with this, as they can trade with ''everyone'', rather than just the factions they border with.


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* PowerCopying: Few of the Action cards allow players to copy technologies (including unit upgrades) from other players.


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* ReadTheFinePrint: The Confounding Legal Text series of action cards. It changes the elected player due to an implied legal loophole.


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* RefiningResources: Commodities only turn into trade goods when exchanged with other factions. Otherwise, they are useless. Commodities first have to be replenished, or at least generated, as factions start with their commodity pool empty.


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* ScoringPoints: The game is instantly resolved when any player reaches 10 points. The main source of those is fulfilling objectives, both public and secret ones, but there are a few other ways to score.


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* SurprisinglyEliteCannonFodder:
** The Naalu Collective default Fighters, Hybrid Crystal Fighters, have stats of the upgraded version, and their upgrade offers them ''stats on par with default Cruisers''. Since they are just as cheap as the regular variant, Naalu can spam the hell out of them (they get 4 of them at a price of a single Cruiser). Those fighters ''still'' can be squashed by the anti-fighter barrage of Destroyers, but once said barrage is over, whatever fighters are left can decimate the fleet they are facing.
** The Argent Flight gets significantly buffed Destroyers. They have 1 Capacity right off the bat (the only Destroyers with Capacity), allowing them to transport units, have a higher Combat rating, and also decimate enemy ''infantry'' after a successful Anti-Fighter Barrage in case of the upgraded variant. This further combines with their faction bonus, as it offers Argent the option to use SurplusDamageBonus of said Barrage to ''also'' [[DavidVersusGoliath apply damage to any unit with Sustain Damage ability]] - and they get to roll that even if the enemy has no Fighters to begin with.
* TacticalRockPaperScissors: Fighters are your CannonFodder, good mostly at taking hits for other units. Destroyers are dedicated anti-fighter units that're really good at clearning swarms of them before the combat even happens, but otherwise are just as bad as fighters. Cruisers are the backbone of your fleet due to being [[MasterOfNone good at nothing in particular]], but relatively cheap and numerous. Dreadnoughts are the powerful heavy-hitters, particularly useful for taking over planets due to their bombardment ability, but there are only 5 of them in your pool. You need a healthy mix of those to make your fleet work (usually 2-3 cruisers and 1-2 dreadnoughts with some fighters and a token destroyer), and at the very least you want to carry a token screening force of fighters to die instead of your battleships.
* TechTree: A non-standard one. Rather than having a direct tree with interconnected technologies, they are tiered, and players need a corresponding number of techs of a specific type to unlock stuff from the higher tier.


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* TierSystem:
** Public objectives are divided into two decks. The first one offers 1 point for fulfilling the objective, and the second one gives 2 points. Five from both decks are randomly assigned to the game during game prep, and revealed one by one, starting with five 1 point objectives.
** Units come with a default and an upgraded form, which even has a handy "II" to its name.
** Technologies are tiered by their requirements: default can be freely researched, then there are tiers 1, 2 and 3, for which players need a corresponding number of techs in the same colour.


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* UnstableEquilibrium: Once some player gets the ball rolling with either trade goods or Command tokens (and it's possible to get both in order), short of a long string of particularly bad luck, it's very hard to catch up with such a player.


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* YouRequireMoreVespeneGas: Everything has its pricetag in ubiquitous resources that can be replaced with just as ubiquitous [[LiteralWildCard trade goods]]. Once you run out of both given turns, you can no longer produce new stuff.
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Spelling/grammar fix(es)


** The Hacan often have absurdly large ''money'' reserves that allow them to effortlessly rebuild an entire fleet from a scratch as if nothing happened.

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** The Hacan often have absurdly large ''money'' reserves that allow them to effortlessly rebuild an entire fleet from a scratch as if nothing happened.
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* DefenselessTransports: Nope. Carriers share their Combat rating with Fighters an Destroyers and while obviously not intended to fight, they ''still roll for attack'' whenever in combat, and can take down units like every other ship, even if they need to roll 9 or 10 to do so.

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* DefenselessTransports: Nope. Carriers share their Combat rating with Fighters an and Destroyers and while obviously not intended to fight, they ''still roll for attack'' whenever in combat, and can take down units like every other ship, even if they need to roll 9 or 10 to do so.

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Broke several examples into sub-points


* WeHaveReserves: If you have sufficient resources, you may be tempted to use this as a tactic. Two races also have a shade of this in their special rules: Humans can raise additional ground troops, and the Yin Brotherhood can employ suicide tactics in space battles. Hacan are an atypical example, since they tend to have absurd ''money'' reserves that allow them to effortlessly rebuild an entire fleet from a scratch as if noting happened.

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* WeHaveReserves: If you have sufficient resources, you may be tempted to use this as a tactic. Two Several races also have a shade of this in their receive special rules: rules that can help this.
** The Arborec receive free ground units every turn.
**
Humans can raise additional ground troops, and the troops.
** The
Yin Brotherhood can employ suicide tactics in space battles. battles, crashing their destroyers or cruisers into enemy ships.
** The
Hacan are an atypical example, since they tend to often have absurd absurdly large ''money'' reserves that allow them to effortlessly rebuild an entire fleet from a scratch as if noting nothing happened.
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* MightyGlacier: For all their firepower, unupgraded Dreadnoughts have Move rating of 1. In fact, their upgrade doesn't increase their Combat rating - it solves the issue of how slow they are while making them ''also'' even more resilient.

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* MightyGlacier: For all of their firepower, unupgraded un-upgraded Dreadnoughts have a Move rating of 1. In fact, their upgrade doesn't increase their Combat rating - it solves the issue of how slow they are while making them ''also'' even more resilient.
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Spelling/grammar fix(es)


* MasterOfNone: Cruisers, especially without the upgrade technology. They have no special abilities, they aren't particularly cheap, fast or combat-worthy, but after fighters, they are doing to make the backbone of your fleets, specifically due to how crap they are - there is a ''lot'' of them in each player's pool in exchange for their lackluster stats. Even the requirements for their upgrade are all over the place. However, once they ''do'' upgrade, they turn into {{Lightning Bruiser}}s.

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* MasterOfNone: Cruisers, especially without the upgrade technology. in their vanilla form. They have no special abilities, they aren't particularly cheap, fast or combat-worthy, combat-worthy; but after fighters, they are doing going to make be the backbone workhorse of your fleets, specifically due to how crap precisely because they are so average - and there is are a ''lot'' of them in each player's pool in exchange for their lackluster stats. pool. Even the tech requirements for their upgrade upgrades are all over the place. However, once Once they ''do'' upgrade, get upgraded they turn into {{Lightning Bruiser}}s.
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* SeriesMascot: Hacans are present on every box art, poster and marketing material. This works on a meta-level, too: The Emirate is an excellent faction for people completely new to the game, as their faction bonus operates as a set of training wheels, offering near-limitless funding for everything, allowing such players to focus on the rules of the game, rather than ''also'' having to juggle very limited resources, which is always tough to greenhorns.

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* MasterOfNone: Cruisers, especially without the upgrade technology. They have no special abilities, they aren't particularly cheap, fast or combat-worthy, but after fighters, they are doing to make the backbone of your fleets, specifically due to how crap they are - there is a ''lot'' of them in each player's pool in exchange for their lackluster stats. Even the requirements for their upgrade are all over the place. However, once they ''do'' upgrade, they turn into {{Lighting Bruiser}}s.

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* MasterOfNone: Cruisers, especially without the upgrade technology. They have no special abilities, they aren't particularly cheap, fast or combat-worthy, but after fighters, they are doing to make the backbone of your fleets, specifically due to how crap they are - there is a ''lot'' of them in each player's pool in exchange for their lackluster stats. Even the requirements for their upgrade are all over the place. However, once they ''do'' upgrade, they turn into {{Lighting {{Lightning Bruiser}}s.



* MoreDakka: Several ship types and ground troops (especially if you are playing as [[strike: humans]] Terrans) seem to encourage you to make as many as you can.

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* MightyGlacier: For all their firepower, unupgraded Dreadnoughts have Move rating of 1. In fact, their upgrade doesn't increase their Combat rating - it solves the issue of how slow they are while making them ''also'' even more resilient.
* MoreDakka: Several ship types and ground troops (especially if you are playing as [[strike: humans]] Terrans) Jords) seem to encourage you to make as many as you can.

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Thanks to a bogus translation, I was wrong on this one, so slashing the entry


* CoolButInefficient:
** Many abilities or even entire factions might qualify, but War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.
** Unless your faction has some additional bonus to it or you start with the tech, ''Scanlink Drone Network'' tech from ''Prophecy of Kings'' is massively inefficient, even if on paper it offers extra value to your planets and allows to re-scan them indefinitely. First, you need to get that tech, then you need to spend Command token on that system to perform the action. The later you get that tech, the less useful it will be, while it's not exactly a top priority tech. On the flip-side, if you ''start with it'', you don't actually get any benefits from the fact it in the first turn, either, because you get regular exploration of new planets anyway. And your homeworlds can't be scanned, ever.

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* CoolButInefficient:
**
CoolButInefficient: Many abilities or even entire factions might qualify, but War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.
** Unless your faction has some additional bonus to it or you start with the tech, ''Scanlink Drone Network'' tech from ''Prophecy of Kings'' is massively inefficient, even if on paper it offers extra value to your planets and allows to re-scan them indefinitely. First, you need to get that tech, then you need to spend Command token on that system to perform the action. The later you get that tech, the less useful it will be, while it's not exactly a top priority tech. On the flip-side, if you ''start with it'', you don't actually get any benefits from the fact it in the first turn, either, because you get regular exploration of new planets anyway. And your homeworlds can't be scanned, ever.
card.



* TakingYouwithMe: Some units can [[SuicideAttack destroy themselves to kill enemy ships]]. Sardakk N'Orr Dreadnoughts use this tactic very efficiently, and that's the main schtick of the Brotherhood of Yin. Also there are cases when it's rewarding to sacrifice some cheap units to weaken larger enemy fleets. (Like Mentak cruisers, which shoots the enemy before the battle, and for that faction they're unexpensive)

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* TakingYouwithMe: TakingYouWithMe: Some units can [[SuicideAttack destroy themselves to kill enemy ships]]. Sardakk N'Orr Dreadnoughts use this tactic very efficiently, and that's the main schtick of the Brotherhood of Yin. Also there are cases when it's rewarding to sacrifice some cheap units to weaken larger enemy fleets. (Like Mentak cruisers, which shoots the enemy before the battle, and for that faction they're unexpensive)

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* MasterOfNone: Cruisers, especially without the upgrade technology. They have no special abilities, they aren't particularly cheap, fast or combat-worthy, but after fighters, they are doing to make the backbone of your fleets, specifically due to how crap they are - there is a ''lot'' of them in each player's pool in exchange for their lackluster stats. Even the requirements for their upgrade are all over the place. However, once they ''do'' upgrade, they turn into {{Lighting Bruiser}}s.



* PlayingBothSides: Half of the game isn't as much about the tokens on the table, or factions at play, but (sometimes secret) deals of the players sitting by the table and their (often short-lived) alliances. Hecans take it a step further, since their goal is to get rich by trade - which makes ''both'' sides engaged in a war great trade partners, as they need all the goods they can get.

to:

* PlayingBothSides: Half of the game isn't as much about the tokens on the table, or factions at play, but (sometimes secret) deals of the players sitting by the table and their (often short-lived) alliances. Hecans Hacans take it a step further, since their goal is to get rich by trade - which makes ''both'' sides engaged in a war great trade partners, as they need all the goods they can get.



* WeHaveReserves: If you have sufficient resources, you may be tempted to use this as a tactic. Two races also have a shade of this in their special rules: Humans can raise additional ground troops, and the Yin Brotherhood can employ suicide tactics in space battles.

to:

* WeHaveReserves: If you have sufficient resources, you may be tempted to use this as a tactic. Two races also have a shade of this in their special rules: Humans can raise additional ground troops, and the Yin Brotherhood can employ suicide tactics in space battles. Hacan are an atypical example, since they tend to have absurd ''money'' reserves that allow them to effortlessly rebuild an entire fleet from a scratch as if noting happened.

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** Unless your faction has some additional bonus to it or you start with the tech, ''Scanlink Drone Network'' tech from ''Prophecy of Kings'' is massively inefficient, even if on paper it offers extra value to your planets and allows to re-scan them indefinitely. First, you need to get that tech, then you need to spend Command token on that system to perform the action. The later you get that tech, the less useful it will be, while it's not exactly a top priority tech. And your homeworlds can't be scanned, anyway..

to:

** Unless your faction has some additional bonus to it or you start with the tech, ''Scanlink Drone Network'' tech from ''Prophecy of Kings'' is massively inefficient, even if on paper it offers extra value to your planets and allows to re-scan them indefinitely. First, you need to get that tech, then you need to spend Command token on that system to perform the action. The later you get that tech, the less useful it will be, while it's not exactly a top priority tech. On the flip-side, if you ''start with it'', you don't actually get any benefits from the fact it in the first turn, either, because you get regular exploration of new planets anyway. And your homeworlds can't be scanned, anyway..ever.



* NoSell: Upgraded Dreadnought combine the default Sustain Hit ability with being immune to the "Direct Hit" Action card, making them significantly hard to take down.
* NoWarpingZone: Most red-bordered map hexes restrict the movement of ships through them, at least until said ships are upgraded with certain technologies.



* NoWarpingZone: Most red-bordered map hexes restrict the movement of ships through them, at least until said ships are upgraded with certain technologies.

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* CoolButInefficient: Many abilities or even entire factions might qualify, but War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.

to:

* CoolButInefficient: CoolButInefficient:
**
Many abilities or even entire factions might qualify, but War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.card.
** Unless your faction has some additional bonus to it or you start with the tech, ''Scanlink Drone Network'' tech from ''Prophecy of Kings'' is massively inefficient, even if on paper it offers extra value to your planets and allows to re-scan them indefinitely. First, you need to get that tech, then you need to spend Command token on that system to perform the action. The later you get that tech, the less useful it will be, while it's not exactly a top priority tech. And your homeworlds can't be scanned, anyway..


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* MetaGame: Various seemingly nonsensical or weirdly aggressive actions from other players are usually a cue on their secret goal. Being able to read those is what decides most of the games, particularly when it's a head-to-head point count in the late game.


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* OneStatToRuleThemAll: Command tokens, which are effectively your action points. ''Anything'' that increases their number is great and often should be prioritised by mid-game, because you by default get only 2 back after each round (Hyper Metabolism tech gives 3, and that's part of the whole "anything that increases") and lack of Command tokes means you have to pass your actions.


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* ProgrammingGame: Each turn, you have a finite amount of Command tokens to spend, that have to be spread over your tactical, strategical and fleet pools. Tactical is for your moves, strategical is for using secondary abilities of strategy cards played by ''other'' players and fleet decides how many non-fighter ships per hex you can get. You can only assign those points ''before'' the turn begins, having to anticipate what's gonna happen and who is going to play what.

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God, this is one old article...


* AsteroidThicket: Special technology is the only way to get through systems filled with asteroids.
* AwesomeButImpractical: Many abilities or even entire factions might qualify, but the War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.
** There is also the Stellar Converter relic. At first glance the ability to blow up a planet might seem cool, but it is limited to non-home, non-legendary, non-Mecatol Rex systems. Unless someone conveniently parks a huge contingent of ground forces on a planet near you to target, it often won't accomplish much more than killing a couple infantry and pissing off whoever you used it on.

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* AsteroidThicket: Special technology is the only way to get through systems filled with asteroids.
asteroids. Some factions start with it, others have to research it first.
* AwesomeButImpractical: Many abilities or even entire factions might qualify, but the War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.
** There is also the
The Stellar Converter relic. At first glance the ability to blow up a planet might seem cool, but it is limited to non-home, non-legendary, non-Mecatol Rex systems. Unless someone conveniently parks a huge contingent of ground forces on a planet near you to target, it often won't accomplish much more than killing a couple infantry and pissing off whoever you used it on. While it ''might'' happen to be useful, many players actively avoid creating situations where the Converted would bite their asses.



%%* {{BFG}}: Certain weapons upgrades.

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%%* * {{BFG}}: Certain weapons upgrades.PDS, the Planetary Defense System. Artillery big enough to fling projectiles capable of taking down [=WarSuns=], and in case of certain factions, ''fire half across the galaxy''.



* BindingAncientTreaty: One of these falling apart is the [[AllThereInTheManual background]] for the game..
* BizarreAlienBiology: A few races qualify. The Arborec are sentient plants, the Ghosts of Creuss are sentient energy patterns from another dimension animating suits of armor, and the Embers of Muaat seem to be living flame.

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* BindingAncientTreaty: One of these falling apart is the [[AllThereInTheManual background]] for the game..
game.
* BizarreAlienBiology: A few races qualify. The Arborec are sentient plants, the Ghosts of Creuss are [[EnergyBeings sentient energy patterns patterns]] from another dimension animating suits of armor, and the Embers of Muaat seem to be living flame.



* CannonFodder: Fighters. You produce 2 by default and they are the cheapest type of ship to build (even if you were making just one), there is no limit for how many can be build and their main role is to soak up incoming damage during combat. Oh, and destroyers get a special attack that allows them to simply wipe out a bunch of fighters before the fight even starts. Said that, they can ''still'' win all on their own, especially with the upgrade.



* CoolStarship: The Dreadnought and the [=WarSun=] are both [[IncrediblyLamePun dreadfully]] awesome.
* ConservationOfNinjutsu: Not by default, but a few Action cards will have you shooting your own fighters and the like if you find yourself attacking in inconveniently superior numbers.

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* CoolButInefficient: Many abilities or even entire factions might qualify, but War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.
* CoolStarship: The Dreadnought and the [=WarSun=] are both [[IncrediblyLamePun dreadfully]] awesome.awesome ships that are also a force to reckon with.
* ConservationOfNinjutsu: Not by default, but a few Certain Action cards will have become only useful when you shooting start ''losing'' the fight or at least getting your own fighters and units into damaged state, rather than opening it with an extra salvo or a sneak attack to even the like if you find yourself attacking in inconveniently superior numbers.odds.



* CorralledCosmos: [[SubvertedTrope Subverted]] if you have extra players using the expansion, but mostly played straight.

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* CorralledCosmos: [[SubvertedTrope Subverted]] if you have extra players using The board representing the expansion, but mostly played straight.entire galaxy consists of 37 hexes, and each player starts with their own hex in it already. Controlling 6 planets or hexes are seen as feats worth a point, in a game resolved after collecting 10.



* DefenselessTransports: carriers have minimal defenses. Though if they're carrying fighters instead of ground troops those can protect them.

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* DavidVersusGoliath: A single fighter is perfectly capable of demolishing an entire armada, as long as the rolls are right. The sheer randomness of the combat resolution means there are rarely situations where retreat is better (since a first round of combat is going to happen anyway).
* DefenselessTransports: carriers have minimal defenses. Though if they're carrying fighters instead of ground troops those Nope. Carriers share their Combat rating with Fighters an Destroyers and while obviously not intended to fight, they ''still roll for attack'' whenever in combat, and can protect them.take down units like every other ship, even if they need to roll 9 or 10 to do so.



* FantasticScience: Most acquired technology in the game.
* FishPeople: The same race that count as BrainInAJar.
* GalacticConqueror: One possible way to achieve victory.
* GambitPileup: Likely to happen with several opponents trying to out-think each other.
* GunboatDiplomacy: Directly attacking other players in this game isn't considered as an effective way to achieve victory, so players with aggressive races tends to use this method of negotiation.

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* FantasticScience: Most acquired technology in the game.
game is a [[TechnoBabble completely nonsensical futuristic nonsense]] that simply adds specific options to your faction.
* FishPeople: The same race that count Universities of Jol-Nar. Also doubles as BrainInAJar.
* GalacticConqueror: One possible way to achieve victory.
victory is to straight-out conquer other players. Good luck achieving that, thou. To a lesser extent, conquering specific number of planets (sometimes of specific type, sometimes just a number), or even homeworlds of other factions, is often part of objectives, both public and secret.
* GambitPileup: Likely to happen with several opponents trying to out-think each other.
other. The final two-three turns of the game are usually all about the pile-up imploding, with everyone at their ropes to get the missing points to the final 10.
* GunboatDiplomacy: Directly attacking other players in this game isn't considered as an effective way to achieve victory, so players with aggressive races tends to use this method of negotiation. Also, just because some race isn't combat oriented, that doesn't mean they can't use their ships for leverage.



* IntrepidMerchant: the Hacan (Lion guys) have this as their hat.
* InvisibilityCloak: You can develop a cloaking device like technology, that let's you move through systems occupied by enemy ships.

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* IntrepidMerchant: the The Hacan (Lion guys) have this as their hat.
* InvisibilityCloak: You can develop a cloaking device like technology, that let's you move through systems occupied by enemy ships.ships, ignoring their presence or zone of control.



* {{Mecha}}: Each faction gets theirs. They operate as a stronger version of infantry, with much better Combat value and also two, instead of just one HP.



* OneHitPointWonder: Every single unit that isn't a dreadnought, [=WarSun=] or a mecha will die in a single hit.



* OurWormholesAreDifferent: Yes. Wormholes.
* ThePlan: You might want to be capable of everything in this list if you want to win.

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* OurWormholesAreDifferent: Yes. Wormholes.
Alpha and Beta create connected tunnels (all Alphas connected with each other, same with Betas). There is also Gamma, which is something else entirely, leading to a pocket dimension. And to make things really different, certain galactic laws can change how those wormholes operate and can be used. The power of bureaucracy!
* ThePlan: You Each player is pursuing the currently revealed public goals, and each starts with a secret one. The whole game is about planning your moves in such a way to fulfill as many of those goals, which might want or might not be possible in the first place.
* PlanetOfHats: Each faction has their own hat, and it's faction-wide, making their starting homeworlds and later colonised planets uniform
to be capable of everything in this list if you want to win.their hat, too.



%%* PlayingBothSides: It will probably happen.

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%%* * PlayingBothSides: It will probably happen. Half of the game isn't as much about the tokens on the table, or factions at play, but (sometimes secret) deals of the players sitting by the table and their (often short-lived) alliances. Hecans take it a step further, since their goal is to get rich by trade - which makes ''both'' sides engaged in a war great trade partners, as they need all the goods they can get.



* RandomNumberGod: The dice can certainly ruin all your plans if they don't cooperate.

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* RandomNumberGod: The dice can certainly ruin all your plans if they don't cooperate. It's entirely possible for your 7 warship strong fleet with a swarm of fighters to be wiped out in the first round of combat ''or'' a token force of two fighters and a carrier to resist said invasion.



%%* SpaceColdWar: Pretty much the point of the game, unless it turns into a hot war.

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%%* * SpaceColdWar: Pretty much the point The game starts in this position - there is no actual war ''yet'', but all factions are gearing toward it. And any kind of the game, unless it turns encounter will turn into a hot war. instant hostilities.



* StandardSciFiFleet: There are the standard types here, but you won't necessarily have all of them depending on how you decide to play.

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* StandardSciFiFleet: There are the standard types here, here: swarms of tiny fighters, slightly larger destroyers (that are anti-fighter unit), cruisers and dreadnought to bring in the bigger guns and also [[TheBattlestar WarSuns]], along with support carriers (that transport land units and unupgraded fighters). You don't need to build them all, but you won't necessarily it's definitely worth to have all a healthy mix of them depending on how you decide to play.units in your fleet.



* TelepathicSpacemen: The Naalu. Their telepathy lets them always act first in turn order, and retreat before a battle even begins.

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* TelepathicSpacemen: The Naalu. Their telepathy lets them always act first in turn order, and retreat before a battle even begins. This ''also'' makes their fighters to be much stronger than those from other factions, acting as if already being upgraded from the start (and they ''do'' get an upgrade on top of those).



%%* TwoDSpace: Kind of required, what with the whole [[BoardGame board game thing]].

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%%* * TwoDSpace: Kind of required, what with It's a 2D boad game, so the whole [[BoardGame board game thing]].3D space is presented as the 37 flat hexes, all on the same plane.
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* SpaceRomans: Many of the factions have this sort of flavour. To begin with, the Lazax themselves are Space Rome, being a former great empire of many cultures, forcing ''Pax Lazax'' through its own military might, brought down by its own decadence.
** The Winnu are Space Byzantine, seeing themselves as the successor of Space Rome.
** The Letnev are Space Germans, with parts taken from both UsefulNotes/WorldWarI (the aristocracy) and UsefulNotes/WorldWarII (the fascism).
** The Hacan are Space Bedouin, nomadic desert spice merchants.
** The Mentak are Space Australians, with their home planet originally being used as a PenalColony.
** The Saar are Space Romani, an oppressed people with no fixed home.
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''Twilight Imperium'' (now in its fourth edition) is a tabletop/board game that uses hex map tiles to build a new map for each game. The setting is a galaxy where a minimum of three players and maximum of six can choose from among [[MassiveRaceSelection ten different alien races]]. Gameplay strategies may include battles, trade, politics, and/or any combination of these strategies. In fact, it is entirely possible and not all that uncommon to win the game without fighting a single battle, by earning points for accomplishing goals not related to combat.

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''Twilight Imperium'' (now in its fourth edition) is a tabletop/board game that uses hex map tiles to build a new map for each game. The setting is a galaxy where a minimum of three 3 to 6 players and maximum of six can choose from among [[MassiveRaceSelection ten different alien races]]. Gameplay strategies may include battles, trade, politics, and/or any combination of these strategies.politics. In fact, it is entirely possible and not all that uncommon to win the game without fighting a single battle, by earning points for accomplishing goals not related to combat.



Once the map is built each player starts off with preset [[CoolShip ships]], resources, a home system, and certain special abilities. Markers dictate how many tactical actions can be taken in a round, how many strategic actions, and how many ships may be assembled into a fleet. Through the use of these tokens the player can move fleets, increase fleet size, or activate strategy cards. Objective points are collected by achieving randomly-selected goals or controlling certain systems, most prominently Mecatol Rex, the former Imperial capital. Each turn each player chooses a strategy card that lets them perform a special action and lets all the other players perform a "secondary" action. Strategies aid in building ships, attacking other players, forcing cease fires, developing new technology, fostering trade, or most importantly: scoring victory points directly.

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Once the map is built built, each player starts off with preset [[CoolShip ships]], resources, a home system, and certain special abilities. Markers dictate how many tactical actions can be taken in a round, how many strategic actions, and how many ships may be assembled into a fleet. Through the use of these tokens the player can move fleets, increase fleet size, or activate strategy cards. Objective points are collected by achieving randomly-selected goals or controlling certain systems, most prominently Mecatol Rex, the former Imperial capital. Each turn turn, each player chooses a strategy card that lets them perform a special action and lets all the other players perform a "secondary" action. Strategies aid in building ships, attacking other players, forcing cease fires, developing new technology, fostering trade, or most importantly: scoring victory points directly.

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* ApocalypseHow: The Stellar Converter relic from Prophecy of Kings can do this to a single planet, destroying it completely.


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* EarthShatteringKaboom: The Prophecy of Kings expansion has a relic called the Stellar Converter, which allows you to destroy planets. As mentioned above, it's [[AwesomeButImpractical a bit of a letdown]], because you cannot target Mecatol Rex, homeworlds or legendary systems, which means that almost any planet that would be worth using it on is out of the question.
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* TwoDSpace: [[NecessaryWeasel Kind of required]], what with the whole [[BoardGame board game thing]].

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* %%* TwoDSpace: [[NecessaryWeasel Kind of required]], required, what with the whole [[BoardGame board game thing]].
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Commented out some ZCEs.


** The [=WarSun=] ship. [[{{Expy}} Oddly similar]] to the Death Star from ''StarWars''.

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** The [=WarSun=] ship. [[{{Expy}} Oddly similar]] to the Death Star from ''StarWars''.''Franchise/StarWars''.



* {{BFG}}: Certain weapons upgrades.

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* %%* {{BFG}}: Certain weapons upgrades.



* PlayingBothSides: It will probably happen.

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* %%* PlayingBothSides: It will probably happen.



** The ship pieces are obvious shout-outs to older SpaceOpera ships. [[StarWars There's a Death Star, a Corellian Cruiser, a Tie Fighter, a Star Destroyer,]] [[Series/BattlestarGalactica1978 the Battlestar Galactica,]] and [[Series/StarTrekDeepSpaceNine Deep Space Nine]].

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** The ship pieces are obvious shout-outs to older SpaceOpera ships. [[StarWars [[Franchise/StarWars There's a Death Star, a Corellian Cruiser, a Tie Fighter, a Star Destroyer,]] [[Series/BattlestarGalactica1978 the Battlestar Galactica,]] and [[Series/StarTrekDeepSpaceNine Deep Space Nine]].



* SpaceColdWar: Pretty much the point of the game, unless it turns into a hot war.

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* %%* SpaceColdWar: Pretty much the point of the game, unless it turns into a hot war.
war.
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This one is really a stretch...


* SpaceDoesNotWorkThatWay: Map edges. But it is a tabletop game, after all. Possibly justified in that all races want to get to Mecatol, which is in the middle, not expand outwards.

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* SpaceDoesNotWorkThatWay: Map edges. But it is a tabletop game, after all. Possibly justified in that all races want to get to Mecatol, which is in the middle, not expand outwards.
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None


* AwesomeButImpractical: Many abilities or even entire factions might qualify, but the War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over. It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.

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* AwesomeButImpractical: Many abilities or even entire factions might qualify, but the War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over.over (by which time players typically cannot afford to divert resources or attention away from scoring objectives). It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.
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None

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* AwesomeButImpractical: Many abilities or even entire factions might qualify, but the War Sun unit deserves particular mention. While it is incredibly powerful and versatile, possessing devastating firepower, high movement and capacity, and a massive bombardment to support invasions.... it is also dreadfully expensive and requires many prerequisite technologies, meaning that by the time anyone could even feasibly produce one, the game may be nearly over. It can also be destroyed in a single devastating hit if a player risks using its "Sustain Damage" ability and the opponent has the dreaded "Direct Hit" action card.
**There is also the Stellar Converter relic. At first glance the ability to blow up a planet might seem cool, but it is limited to non-home, non-legendary, non-Mecatol Rex systems. Unless someone conveniently parks a huge contingent of ground forces on a planet near you to target, it often won't accomplish much more than killing a couple infantry and pissing off whoever you used it on.
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None

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* ApocalypseHow: The Stellar Converter relic from Prophecy of Kings can do this to a single planet, destroying it completely.

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