Li-Zho Dynasty
Starting Units
Home System
- Pax
12
- Vess
01
- Kyr
20
Commodities
3
Starting Technologies
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.
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted.
At the end of your turn, you may discard 2 action cards to explore a readied planet you control.
When researching technology, you may use technology specialties without exhausting planets, even if they are exhausted.
During your turn, you may exhaust this card and a planet with a technology specialty to ready 1 technology you own of a matching color. That technology cannot have more prerequisites than the number of matching specialties on planets you control. This counts as using specialties for SYNERGY and other game effects.
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.
Your ships can move into and through asteroid fields and retain their printed Move value when moving out of nebulae.
When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
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.
If you announce a retreat, your opponent applies -2 to the result of each of their combat rolls during this combat round.
Faction Abilities
After you perform a tactical action in a system, you may attach 1 "Trap" card from your reinforcements to a planet in that system that contains 1 or more of your infantry units.
You can place traps on your planets.
Trap attachments are attached facedown and remain hidden until revealed; you may look at Trap attachments at any time. You do not count trap attachments toward fulfilling objectives.
Your traps stay hidden until you reveal them to surprise other players.
Faction Units
Flagship
This unit can only be destroyed by an uncanceled hit being assigned to it.
Only destroyable by combat hits.
SUSTAIN DAMAGE
Mech
At the start of your turn, you may remove 1 trap attachment from the game board and attach it to this planet, or swap any trap attachment with 1 on this planet.
Moves traps around.
SUSTAIN DAMAGE
Monument
When a player activates this system, remove a different player's command token from this system, or gain 1 command token.
Leaders
At the end of a player's turn:
You may exhaust this card to allow that player to place 2 fighters from their reinforcements in the space area of a system that contains 1 or more of their ships.
Place two fighters in a system.
During a round of combat in which no more than 1 of your non-fighter ships or 1 of your infantry is participating, you may choose 1 of your units in that combat, that unit rolls 1 additional combat die.
Your ships do better in combat while alone.
ACTION: You may attach, or remove and attach, each Trap card to a planet on the game board; place a total of up to 12 fighters in any number of systems that contain 1 or more planets with Trap attachments and no other player's ships. Then, purge this card.
Shuffle around all your traps and place fighters in your systems.
Faction Promissory Note
At the start of a space combat you are participating in:
You may place up to 2 fighters from your reinforcements into the space area of the active system.
Then, return this card to the Li-Zho player.
Gives a player fighters at the start of space combat.
Breakthrough
After you perform a tactical action in a non-home system, you may move 1 of your infantry on the game board into coexistence on a planet in that system.
When a player ends your units' coexistence on a planet, they must discard 1 action card, if able.
Faction Technologies
After you activate a non-home system, you may exhaust this card to choose 1 ship you control; you may treat that ship as adjacent to the active system until the end of this tactical action.
You can make any ship adjacent to the active system.
Li-Zho Dynasty Fighter
This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.
Your fighters get better bombardment values.
BOMBARDMENT 8
Other Components
Trap Cards
While this card is attached, you may reveal this card after a player gains control of this planet. Take upto 2 trade goods or 3 commodities from that player. At the end of this tactical action, return this card to your reinforcements.
While this card is attached, you may reveal this card at any time. Then, return this card to your reinforcements.
While this card is attached, you may reveal this card after a player activates this system, Until the end of this tactical action, that player cannot move more ships than 1 fewer than their fleet supply limit. At the end of this tactical action, return this card to your reinforcements.
While this card is attached, you may reveal this card at the start of a space combat in this system. Choose 1 player, apply -1 to each of that player's combat rolls during this combat. At the end of this tactical action, return this card to your reinforcements.
While this card is attached, you may reveal this card after a player commits 1 or more units to this planet. Destroy up to 2 of that player's infantry on this planet. At the end of this tactical action, return this card to your reinforcements.
While this card is attached, you may reveal this card any time. Choose 1 non-carrier unit in this system. If it is not damaged and has the SUSTAIN DAMAGE ability, that unit becomes damaged. Otherwise destroy that unit. Then, return this card to your reinforcements.