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Wiki · Base Game

The Yssaril Tribes

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Faction sheet

The Yssaril Tribes

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Faction symbol

Expansion
Base Game
Starting units
2 Carriers 1 Cruiser 2 Fighters 5 Infantry 1 Space Dock 1 PDS
Starting technologies
Neural Motivator (green)
Starting planets
Retillion: 2/3 Shalloq: 1/2
Commodities
3
Complexity
Low
Faction colors
Green, Yellow
TILeague Rank
5 · 30.9% W/R
The Yssaril Tribes faction sheet
The Yssaril Tribes faction sheet back

Overview

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The Yssaril Tribes is a Base Game faction. Signature abilities: STALL TACTICS.

Contents

  1. Faction Abilities
  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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STALL TACTICS: ACTION: Discard 1 action card from your hand.

SCHEMING: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.

CRAFTY: You can have any number of action cards in your hand. Game effects cannot prevent you from using this ability.

Faction Promissory Note

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Spy Net

At the start of your turn:

Look at the Yssaril player's hand of action cards. Choose 1 of those cards and add it to your hand.

Then, return this card to the Yssaril player.

Faction Technologies

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Green technology Transparasteel Plating

During your turn of the action phase, players that have passed cannot play action cards.

Prerequisites: Green technology

Green technology Mageon Implants

ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.

Prerequisites: Green technology Green technology Green technology

Faction Specific Units

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This section has not been written yet.

Breakthrough

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Deepgloom Executable

Synergy: Yellow technology Green technology

You can allow other players to use your STALL TACTICS or SCHEMING faction abilities; when you do, you may resolve a transaction with that player. During the action phase, that transaction does not count against the once-per-player transactions limit for that turn.

Flagship

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NameCostCombatMoveCapacityAbilities
Y'sia Y'ssrila85 (x2)23

Sustain Damage

This ship can move through systems that contain other player's ships.

Mech

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NameCostCombatAbilities
Blackshade Infiltrator26

DEPLOY: After you use your STALL TACTICS faction ability, you may place 1 mech on a planet you control

Sustain Damage

Leaders

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NameUnlockAbility
AgentSsruuAt Game Start

This card has the text ability of each other player's agent, even if that agent is exhausted.

The black shadow dropped from the skylight into the bedroom. The sleeping man did not stir as it plucked the communicator from his wrist and activated it. "This is Governor Singh," the figure said in a voice that was not its own. "On my authority, deactivate the defense grid."

CommanderSo AtaHave 7 action cards

After another player activates a system that contains your units:

You may look at that player's action cards, promissory notes, or secret objectives.

As the blockade fleet approached Retillion, the admiral returned to her quarters to find a message chip on her desk. After reading it, her fleet quickly left the system.

HeroKyver, Blade and KeyHave 3 Scored Objectives

GUILD OF SPIES

ACTION: Each other player shows you 1 action card from their hand. For each player, you may either take that card or force that player to discard 3 random action cards from their hand.

Then, purge this card.

"I don't know what's worse," Ris waved a tentacle across the report. "Our agents that the Guild of Spies killed in one night? Or the ones who survived because they were already in the Guild's pocket!"

Gallery

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Add faction-sheet and component images here. In the source editor, an image looks like <img src="https://…" alt="Faction sheet">.

FAQ

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Q: Does the “Neural Motivator” technology give an additional action card with the Yssaril’s “Scheming” faction ability?

A: Yes, "when you draw action cards" so you would draw 3 cards.

Guides

Thunder's Edge · 0 published

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