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Wiki · Discordant Stars

Olradin League

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Faction sheet

Olradin League

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Faction symbol

Expansion
Discordant Stars
Starting units
2 Carriers 1 Cruiser 3 Fighters 4 Infantry 1 Space Dock
Starting technologies
Scanlink Drone Network (yellow) Psychoarchaeology (green)
Starting planets
Sanctuary: 3/4
Commodities
3
Complexity
High
Faction colors
Orange, Blue, Yellow
TILeague Rank
—
Olradin League faction sheet
Olradin League faction sheet back

Overview

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Olradin League is a Discordant Stars faction. Signature abilities: POLICIES.

Contents

  1. Faction Abilities
    1. Components
  2. Faction Promissory Note
  3. Faction Technologies
  4. Faction Specific Units
  5. Breakthrough
  6. Flagship
  7. Mech
  8. Leaders
  9. Gallery
  10. FAQ
  11. Guides

Faction Abilities

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POLICIES: When you gather your starting components, place the 3 “Policy” cards near your faction sheet, choose which side of each card to place face up. This faction has the abilities and effects listed on the face up side of each Policy card.

Components

Name+/-Card Text
Policy: The People [Connect]+

Once per action, after you exhaust a cultural or legendary planet you control, you may move 1 infantry on that planet to another planet you control.

Policy: The People [Control]-

You cannot perform transactions during the agenda phase.

During the agenda phase, after you cast votes on an agenda, cast 2 additional votes for each cultural planet you exhausted.

Policy: The Environment [Preserve]

+

Once per action, after you exhaust a hazardous or legendary planet you control, you may reveal the top card of the exploration deck that matches 1 of those planets; if it is a relic fragment, gain it, otherwise discard that card.

Policy: The Environment [Plunder]

-

When 1 or more of your units use PRODUCTION, reduce the PRODUCTION value of 1 of those units by 2.

Once per action, after you explore a hazardous planet, you may remove 1 unit from that planet to explore that planet.

Policy: The Economy [Empower]+

Once per action, after you exhaust an industrial or legendary planet you control, gain 1 commodity.

Policy: The Economy [Exploit]-

Place the “2” commodity token on your faction sheet, your commodity value is 2.

Once per action, after you exhaust an industrial planet you control, place up to 1 fighter from your reinforcements in a system that contains 1 or more of your ships.

Faction Promissory Note

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Incite Revolution

ACTION: Place this card face up in your play area to choose and exhaust 1 planet you control. Then, ready 1 non-home planet you control other than Mecatol Rex. At the start of the status phase, return this card to the Olradin player.

Faction Technologies

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Red technology False Flag Operations

At the start of your turn, you may exhaust this card and 1 planet you control to ready 1 non-home planet other than Mecatol Rex.

Prerequisites: Red technology

Blue technology Geosympathic Impeller

After you activate a system, you may exhaust a planet you control of the same type as a planet in that system to apply +1 to the move value of each of your ships during this tactical action.

Prerequisites: Blue technology

Faction Specific Units

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This section has not been written yet.

Breakthrough

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Insurrectionist Networking

Synergy: Green technology Red technology

Once per action, after you resolve a policy ability, you may spend 1 trade good to move 1 of your infantry on the game board into coexistence on a planet in an adjacent system.

ACTION: Purge this card to resolve invasion on all planets that contain your coexisting infantry.

Flagship

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NameCostCombatMoveCapacityAbilities
Rallypoint85 (x2)13

Sustain Damage

When you move this ship, apply +1 to the move value of each of your other ships during this tactical action.

Mech

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NameCostCombatAbilities
Exemplar Bonum (+ Side)26

If you have at least 2 “-” Policies, flip this card.

If this planet contains no more than 1 of your mechs, apply +1 to its influence value.

Sustain Damage

Exemplar Malus (- Side)

If you have at least 2 “+” Policies, flip this card.

If this planet contains no more than 1 of your mechs, apply +1 to its resource value.

Sustain Damage

Leaders

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NameUnlockAbility
Agent

Baggil Wildpaw - Political Haggler

At Game Start

After a player exhausts a cultural, hazardous, or industrial planet they control, you may exhaust this card to allow that player to ready a planet they control of a different trait than that planet.

Commander

Knak Halfear - Grizzled Negotiator

Control 1 cultural planet, 1 hazardous planet, and 1 industrial planet

When you pass:

You may exhaust 1 non-home planet you control other than Mecatol Rex to gain a number of trade goods equal to that planet’s resource or influence value.

HeroPahn Silverfur - Council SpeakerHave 3 Scored Objectives

SHADOW COUNCIL - CHANGE OF PLANS

ACTION: Place 1 infantry from your reinforcements on each planet you control; you may choose and flip 1 Policy card.

Then, purge this card.

Gallery

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FAQ

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Q: Does exhausting a planet for the Olradin Commander trigger other faction abilities such as Policy: The People [Connect/+]?

Q: Does exhausting a planet to follow a strategy card another player played trigger other faction abilities such as Policy: The People [Connect/+]?

If I control a planet with more than 1 planetary trait, such as when I attach the Titans of Ul promissory note to a planet, does each trait count towards the commander unlock condition of “control 1 planet with a hazardous trait, etc?”

A: Yes, you check each of the steps of the condition as written: when it looks for “do you control 1 planet with a hazardous trait” the answer would be “yes” and when it looks for “do you control 1 planet with a cultural trait” the answer would be “yes” and so on.

Guides

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