The Winnu
Starting Units
Home System
- Winnu
34
Commodities
3
Starting Technologies
Choose any 1 technology that has no prerequisites.
Options to choose from
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.
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.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, you may 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.
During the status phase, draw 2 action cards instead of 1.
The maximum number of action cards you can have in your hand is increased by 3.
When you draw 1 or more action cards, you may exhaust this card to draw 2 additional action cards.
The maximum number of action cards you can have in your hand is increased by 2. During the status phase, draw 2 action cards instead of 1.
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.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
When you produce units, reduce the combined cost of the produced units by 1, plus an additional 1 for every 10 of the combined cost.
After you perform a tactical action, you may repair 1 of your units in the active system.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
During your turn, when a space dock in your home system uses PRODUCTION, you may exhaust this card to reduce the combined cost of the produced units by 1 for each of your space docks on a planet in home systems.
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
When you activate a system as part of a tactical action, you may explore 1 planet in that system that contains 1 or more of your units.
When you resolve an exploration card, you do not need to pay commodities or remove units to resolve the optional effects of that exploration card.
When you activate a system, you may explore 1 planet in that system that contains 1 or more of your units.
When you would explore a planet that contains 2 or more of your structures, you may exhaust this card to draw 1 additional card; choose 1 to resolve and discard the rest.
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
When 1 or more of your units use unit abilities, 1 of those units may roll 1 additional die.
When the result of your non-fighter ships' combat rolls exceeds that ship's combat value by 3 or more, your opponent cannot assign that hit to a fighter unless they first destroy 1 of their fighters in the active system.
When your units make a roll for a unit ability, you may choose 1 of those units to roll 1 additional die.
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.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite.
When you pass, you may spend 6 influence to research a unit upgrade technology.
Faction Abilities
You do not have to spend influence to remove the custodians token from Mecatol Rex.
You can take Mecatol Rex without spending influence.
After you resolve a tactical action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 space dock from your reinforcements on Mecatol Rex.
You get a free PDS and space dock when you gain control of Mecatol Rex.
Flagship
When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-fighter ships in this system.
Rolls an extra die for each opposing, non-fighter ship.
SUSTAIN DAMAGE
Mech
After you resolve a tactical action during which you gained control of this planet, you may place 1 PDS or 1 space dock from your reinforcements on this planet.
Places PDS or space docks on planets it invades.
SUSTAIN DAMAGE
After you resolve a tactical action during which you gained control of this planet, you may place 1 PDS or 1 space dock on this planet. If the planet is legendary or Mecatol Rex, you may instead place 1 infantry.
SUSTAIN DAMAGE
Monument
At the start of the agenda phase, if your monument is on the game board, gain any number of trade goods on this card. Otherwise, spend any number of resources to place 1 trade good from the supply on this card for every 3 resources spent.
Leaders
When 1 or more of a player's units use PRODUCTION:
You may exhaust this card to reduce the combined cost of the produced units by 2.
Reduces the cost of unit production.
During combat:
Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.
Grants a combat bonus near Rex and legendary planets.
During combat:
Apply +2 to the result of your flagship's combat rolls against a player holding the custodians token, if other than the Winnu.
Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.
ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card.
Then, purge this card.
Performs the primary ability of any strategy card.
After you perform the secondary ability of a strategy card:
You may purge this card to perform the primary ability of that strategy card.
Faction Promissory Note
At the end of the strategy phase:
Exchange 1 of your strategy cards with a strategy card that was chosen by the Winnu player.
Then, return this card to the Winnu player.
When the Winnu player resolves a strategic action:
You do not have to spend or place a command token to resolve the secondary ability of that strategy card.
Then, return this card to the Winnu player.
Allows another player to benefit from your chosen strategy card.
Breakthrough
Apply +1 to the results of each of your unit's combat rolls for each "Support for the Throne" in your opponent's play area.
After you activate a system that contains a legendary planet, apply +1 to the move value of 1 of your ships during this tactical action.
Bonuses against supports and legendary planets.
Faction Technologies
During your tactical actions, if you do not control Mecatol Rex, treat its system as if it contains both an alpha and beta wormhole.
ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex.
Creates a wormhole on Mecatol Rex.
During your tactical actions, you treat your home system and the Mecatol Rex system as if they each contained a gamma wormhole.
After you activate a system, you may exhaust this card; you treat the Mecatol Rex system as if it is adjacent to each system that contains your structures.
ACTION: Exhaust this card to place and commit 2 infantry to Mecatol Rex, place 1 more if you don't have custodians token; resolve an invasion on that planet.
Exhaust this card when 1 or more of your units use PRODUCTION; swap the resource and influence values of 1 planet you control during that use of PRODUCTION.
Swaps the resource and influence values of a planet.
During the Production step of your tactical actions, you may treat the resource value of any number of planets you control as if it were equal to that planet's influence value instead.
When 1 or more of your units use PRODUCTION, you may swap the influence and resource values of 1 planet you control during this use of PRODUCTION.