Twilight Imperium IV · Strategy field guide

The Deepwrought
Scholarate

Strategic identity. Build a distributed scoring network inside other empires. Convert technology assistance into coexistence, oceans, promissory leverage and a late-game mobility corridor — while buying enough units to survive the moment the table notices.

Prophecy of KingsThunder's Edge8 players10 points

Numeric targets are guardrails, not requirements.

Field console

What do you need?

Round
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Command Card

Check

Target

If behind

Round 1

Commander + breakthrough; 1-2 oceans; 2 expansion systems; 4-6 total technologies

Take any safe expedition; accept one-sided agent deal; skip one Visionaria use if your fleet is thin

Round 2

1-2 victory points; 2-3 oceans; 2 ships able to carry fighters or ground forces; 1 mech; 5-8 technologies

Score before engine; buy carrier/mech/infantry; secure one durable ally

Round 3

3-4 victory points; hero unlocked or imminent; 3-4 oceans; 10-14 effective spend

Stop subsidizing table; take Politics/Imperial; choose one reachable control objective

Round 4

5-7 victory points; 4-5 oceans; two credible fleets; 2-4 useful foreign notes

Consolidate; purge a mobility/defense technology only if it creates a point swing

Round 5

8-10 victory points window; protected home; initiative plan

Abandon engine growth; spend everything on initiative, objective access and winslay resistance

Every Action Turn

One question at a time. Run only the checks relevant to the action you are about to take; always begin and end with the scoring audit. Select any step to reveal examples at the table.
  1. 1

    Score route

    Name the point

    Before acting, name the public objective you are scoring and the secret you might score. Otherwise, create access, liquidity, initiative, or safety for one of them.

    Examples

    Examples at play

    • Spend objective: You need to spend 8 resources in status. Ring-fence the cost before deciding whether Visionaria or another build is affordable; if neither preserves the score, take a cheap positioning action.
    • Control objective: You hold two technology-specialty planets and need three. Carrina’s next placement target is the third specialty—not the friendliest player’s best offer.
    • Secret objective: Your secret needs ships in several systems. Send the mobile fleet to fill the missing system instead of adding an ocean that scores nothing this round.
  2. 2

    Doctor Carrina

    Choose the planet

    Choose the planet you want before choosing the player who wants the prerequisite waiver.

    Examples

    Examples at play

    • Clean exchange: A neighbor wants Gravity Drive but lacks one prerequisite. Offer the waiver for coexistence on their technology-specialty planet; they keep its economy while you gain the scoring foothold and ocean.
    • Exact objective planet: A player can already research normally, but controls the final trait you need. Offer 1 trade good for them to use the waiver anyway and place your infantry on that named planet.
    • Two willing researchers: One offers a safe but irrelevant edge planet; another controls a planet beside Mecatol that extends the Luminous route. Negotiate with the second player even if their requested rebate is higher.
  3. 3

    Visionaria

    Confirm the market

    Announce the rebate policy and requested technologies, then confirm at least one useful participant.

    Examples

    Examples at play

    • Healthy market: Two opponents have 3 trade goods and one plans a basic technology you lack. State which new technology earns their note back, confirm both players, then activate Visionaria.
    • Duplicate market: Everyone intends to choose technologies you already own. Activate only if the stall matters; otherwise keep the action and trade goods for units or scoring.
    • Dangerous market: Only the table leader can participate, and their research creates a winning line. You cannot exclude them, so delay Visionaria unless your own new technology or the timing is worth that risk.
  4. 4

    Production

    Transport ships before specialty ships

    Buy ships that can carry ground forces first, then fighters and infantry, then specialty ships. Technology without transport is not board presence.

    Examples

    Examples at play

    • Thin expansion group: You have infantry waiting at home but no way to carry them. Add a carrier and loadable ground forces before buying the dreadnought you would merely leave behind.
    • Exposed home: Your mobile fleet can score, but Ikatena is open to a cheap snipe. Produce fighters, mechs and infantry at home before adding another ship to the scoring fleet.
    • Specialty with a job: A dreadnought’s bombardment is the exact answer to a protected objective planet. Buy it after confirming the fleet still has enough transport space and screening to deliver the invasion force.
  5. 5

    Coexistence

    Demand concrete value

    The planet should advance an objective, create a Luminous corridor, produce an ocean you can keep, or protect you from elimination. Otherwise, decline.

    Examples

    Examples at play

    • Objective planet: Coexistence on a cultural planet gives you the final trait needed to score. Accept a modest fee or reciprocal border promise because the planet creates an immediate point.
    • Corridor planet: The planet does not score now, but its system joins two seeded systems on the path to Mecatol. Accept if you can preserve the ocean and use it as a Luminous stepping stone.
    • Bad invitation: An ally offers a remote, traitless planet beyond your useful routes in exchange for technology or a valuable note. Decline; the stranded infantry and fragile ocean do not repay the concession.
  6. 6

    Pass audit

    Count the finish

    Before passing, count initiative, public and secret scoring, home defense, command tokens, and whether a late Visionaria stall matters.

    Examples

    Examples at play

    • Ready to pass: The public is funded, no secret remains available, home is safe and another action only exposes information. Pass and preserve your initiative position.
    • One point unfinished: You can score the public, but a single tactical action would also complete your secret. Do not pass merely because the engine has finished; take the point-producing action first.
    • Timing race: A late Visionaria activation gains an exact technology, but passing now scores before a rival at the same total. Choose initiative and pass unless that technology is itself required for the win.

Status Phase

Repeat every round

Status checklist

Start-of-phase faction abilities happen before the eight standard Status Phase steps. Check each item as it resolves; the state survives a refresh and can be cleared for the next round.

0 of 13 checked

Agenda Phase

1

Before reveal

Count real votes

Add ready influence from planets you control and from oceans. Do not count trade goods or planets where you merely coexist: coexistence counts as control only while scoring an objective.

2

On reveal

Name the consequence

Identify who gains a point, permanent law, technology, unit, or positional advantage. Decide the unacceptable outcome before negotiating price.

3

Before votes

Price the table

Each pair of players may transact once during each agenda and need not be neighbors. Sell votes, abstention, promissory notes, or next-round services—but distinguish binding component exchanges from non-binding future promises.

4

Vote

Preserve the second agenda

Voting begins left of the speaker and proceeds clockwise; the speaker breaks ties. Spend the minimum votes that change the first result because exhausted voting assets do not refresh between agendas.

5

After outcome

Resolve every consequence

Resolve the agenda, then successful predictions and riders. Recount available votes, transactions, laws, and point totals before the second agenda.

Best opportunities

  • Turn returned Share Knowledge into a next-round technology lease; the buyer cannot activate it until the next Action phase.
  • Use a foreign Political Secret or a vote sale to neutralize the player whose influence would otherwise decide the outcome.
  • Play a rider when its reward exceeds the votes you surrender and the predicted result has a credible coalition.

Worst opportunities

  • Spend all influence on a low-impact first agenda and become irrelevant for the second.
  • Promise next-round technology or coexistence without receiving an immediate component or enforceable return.
  • Help the point leader gain a law, technology, or speaker position merely because the table offers a small payment.

Deepwrought timing

  • Doctor Carrina can trigger if an agenda effect makes another player research. If used, she remains exhausted into the next Action phase because only planets ready at Agenda end.
  • Aello triggers only when another player actually spends resources to research; a free technology gain does not qualify.
  • An ocean may be exhausted for its influence to vote. A planet where you coexist belongs to its controller and cannot supply your votes.

Strategy Cards

Use both layers: this is the reusable rules-and-timing reference. The Round Playbook still determines which card is best now because objectives, initiative, and recovery needs change the ranking each round.

1LeadershipCommand tokens and earliest scoring initiative

Primary

Gain three command tokens, then optionally spend influence in groups of three for more.

Best
You need several activations or the earliest Status Phase scoring position and can convert exact multiples of influence.
Worst
You already have adequate tokens or spending influence breaks a spend objective or essential planet use.

Secondary

Spend influence in groups of three for command tokens; no strategy-pool token is required.

Best
Buy the exact tactic, fleet, or strategy token your scoring plan lacks.
Worst
Overbuy speculative tokens while the same planets are needed for production or scoring.
2DiplomacyProtect one system and ready two planets

Primary

Protect a non-Mecatol system containing your planet, then ready two exhausted planets.

Best
After spending two high-value planets, protect home or the irreplaceable core while recovering their economy.
Worst
Resolve before opponents exhaust valuable planets, giving the table a better secondary than the value you receive.

Secondary

Spend one strategy token to ready up to two exhausted planets you control.

Best
Ready enough value to fund a score, build, or Technology follow that otherwise fails.
Worst
Spend a command token for small planets or when Diplomacy resolves before your economy is exhausted.
3PoliticsSpeaker control, action cards, and agenda knowledge

Primary

Choose a non-speaker as speaker, draw two action cards, then arrange the top two agendas.

Best
Secure next round's decisive strategy card while preparing favorable agendas and useful action-card leverage.
Worst
Hand speaker to a direct rival or take the card without a next-round pick that changes your score.

Secondary

Spend one strategy token to draw two action cards.

Best
You have token capacity and need riders, defense, stalls, or cards for an expedition cost.
Worst
You are command-starved, at the hand limit, or drawing cards does not address the current objective.
4ConstructionStructures for scoring, production, and deterrence

Primary

Place a Planetary Defense System or space dock, then optionally place another Planetary Defense System.

Best
The structures score now, protect the home network, or create a genuinely useful production location.
Worst
Scatter structures onto low-value planets that cannot be reinforced and do not contribute to an objective.

Secondary

Spend one strategy token, place it in the chosen system, and place one structure there.

Best
One structure completes an objective or fixes an immediate defense or production problem.
Worst
The placed command token locks a system you still need to activate this round.
5TradeImmediate trade goods, commodities, and refresh leverage

Primary

Gain three trade goods, replenish commodities, and choose who replenishes without spending a command token.

Best
The three trade goods claim the opening expedition, fund scoring, or anchor profitable refresh agreements.
Worst
Give free refreshes to leaders without extracting immediate value or resolve before arranging commodity trades.

Secondary

Spend one strategy token to replenish commodities unless the Trade holder refreshes you for free.

Best
You can immediately trade the replenished commodities or have a guaranteed conversion partner.
Worst
The commodities will sit unsold or the command token is worth more than the likely return.
6WarfareUnlock a system, recover a token, and rearrange pools

Primary

Remove one of your command tokens from the board, place it in a command pool, then redistribute your pools.

Best
Unlock a productive or forward system for another activation and convert the recovered token into the exact pool needed.
Worst
No activated system is worth revisiting, or unlocking advertises aggression without creating a point.

Secondary

Spend one strategy token to use Production at one space dock in your home system without placing a token there.

Best
Build a carrier, fighters, mech, and infantry while keeping home available for later activation.
Worst
Resources, production capacity, or reinforcements are insufficient for a meaningful build.
7TechnologyResearch one technology, with an expensive second option

Primary

Research one technology; optionally spend six resources to research a second.

Best
The first card solves an objective or unit problem, and the second is affordable after protecting scoring and production.
Worst
Double-research consumes the fleet or objective budget, especially when Visionaria or Radical Advancement can supply a non-unit card.

Secondary

Spend one strategy token and four resources to research one technology.

Best
Buy a necessary unit upgrade or exact technology that the faction's other acquisition channels cannot reliably provide.
Worst
Pay for a generic non-unit technology likely to arrive through Visionaria, or spend the last token needed for scoring.
8ImperialImmediate scoring, Mecatol point, or secret objectives

Primary

Score one qualifying public objective; then gain a point if you control Mecatol Rex, otherwise draw a secret objective.

Best
Score twice in one round, convert Mecatol into a point, or force the table to respond after the point is already secured.
Worst
You cannot score a public objective, do not control Mecatol, and a late secret draw is unlikely to convert.

Secondary

Spend one strategy token to draw one secret objective, respecting the three-secret total limit.

Best
Draw early enough to shape several rounds or replace an unworkable secret while maintaining token reserves.
Worst
You already have three scored and unscored secrets combined, or the strategy token is essential for board access.

Play Tracker

A compact record for the decisions most likely to be forgotten at the table. It saves automatically in this browser and is included in a copied progress snapshot.

Round Start

Before the first action

Name and fund the point

0/8

Ocean Network

0/5 oceans0 projected trade goods

One slot per ocean card. Record who controls the planet, what your units are doing there and whether the ocean is ready. The income estimate counts oceans still in play, not whether the card is ready.

Note Ledger

0 active notesHeld notes, your loaned notes and return promises

Visionaria Check

Use this immediately before activating Visionaria Select. If any red item is unresolved, delay unless the action itself scores or wins.

Hero Check

Before Combat

Faction Engine

Component

Operational use

Important limit

Research Team

When ground forces are committed, choose coexistence if your units there are not already coexisting—including while defending a planet you control.

The defensive choice can prevent that ground combat even if the invader wants combat. It cannot trigger if your units there were already coexisting.

Oceanbound

Each new coexisting planet gains and readies one 1/1 ocean card.

If coexisting planets decrease, immediately discard oceans until counts match.

Doctor Carrina

Another player ignores one prerequisite; you place one infantry into coexistence on any non-home planet they control.

They must agree to use the waiver. Carrina cannot seed an empty planet because coexistence requires another player’s units there. Exhausts after use.

Aello

Opponents researching by spending resources may pay one less; you gain a commodity or convert one to a trade good.

Aello is mandatory. It does not reduce trade-good costs such as Visionaria; multiple separate Aello abilities may each trigger.

Radical Advancement

At status start, replace one non-unit technology with same-color technology having exactly one more prerequisite.

Plan the ladder before replacement; unit upgrades are ineligible.

Hydrothermal Mining

At status start, gain one trade good per ocean in play.

Oceans must still exist at the trigger.

Visionaria Select

Each opponent may spend 3 trade goods and give you a promissory note to research a basic non-unit technology; you gain each new technology chosen.

Participants choose the note. Not a transaction. You cannot exclude a rival.

Eanautic mech

Production 1; when another player activates its system while it coexists, evacuate it and any infantry on its planet to your home.

Evacuation requires the mech and a planet you control at home.

D.W.S. Luminous

May pass through systems containing your units despite enemy units; gains +1 move per such system crossed.

It does not make accompanying ships share that pathing.

Share Knowledge

Lease one owned basic non-unit technology until end of status phase.

Borrower spends an action; technology returns after the status phase.

Wave Function Collapse

Purge one basic non-unit technology globally; each owner who purged one researches a replacement.

It controls timing rather than providing pure denial: affected owners receive replacements.

Technology

Setup onlyStarting PackageNot chosen

Choose after seeing the map. This panel collapses when the Round 1 checklist is complete; you can reopen it at any time.

Default

Green engine

Bio-Stims + Radical Advancement

Best when
You have a safe technology specialty and want the faction engine immediately.
Advantages
Fastest route to the expedition and ocean-income cycle.
Tradeoff
Little early movement or fleet strength; Bio-Stims is often replaced.
After setup
Use Bio-Stims for the opening, then consider replacing it with Hyper Metabolism. Acquire Hydrothermal Mining by replacing a zero-prerequisite green technology such as Psychoarchaeology.
Mobility

Blue mobility

Dark Energy Tap + Gravity Drive

Best when
Planets are distant, frontier tokens matter, or Mecatol is reachable.
Advantages
Immediate reach and a useful blue prerequisite ladder.
Tradeoff
Delays Radical Advancement and ocean income.
After setup
Keep both unless replacing one creates an immediate point.
Exploration

Exploration economy

Psychoarchaeology + Bio-Stims

Best when
Your slice has several specialties or unusually strong exploration.
Advantages
Extracts more value from the map without committing your later ladder.
Tradeoff
Map-dependent and provides no movement or fleet help.
After setup
Add Radical Advancement, then turn the best low-tier technology into Hydrothermal Mining.
Fleet

Fleet first

Sarween Tools + AI Development Algorithm

Best when
Neighbors are hostile or a unit-upgrade objective is visible.
Advantages
Cheaper production and faster access to upgraded ships.
Tradeoff
Slowest start for the faction’s ocean engine.
After setup
Spend normal research on Carrier II or Fighter II.
Flexible

Flexible foundations

Two zero-prerequisite colors

Best when
Objectives are unclear or Visionaria is likely to supply several technologies.
Advantages
Keeps multiple ladders open and adapts to the table.
Tradeoff
Lowest immediate synergy and the greatest duplicate risk.
After setup
Let scoring needs determine the ladder; avoid buying what Visionaria can provide.
Radical AdvancementReplacing TechnologiesTrade an old ability for a stronger same-color card at status startOptional · no resource cost

Radical Advancement

Replace

Same color, exactly one more printed prerequisite, and no prerequisite check. The old card returns to your deck. This is the repeatable ladder explained below.

Wave Function Collapse

Purge, then research

The named card is removed from the game. Each player who purged a copy they owned then researches another technology normally, so that player must satisfy its prerequisites. If you purge the named card only from your deck—not from your owned cards—you do not receive replacement research.

The four steps below apply to Radical Advancement.

  1. Wait for the windowAt the start of the status phase, decide whether to use Radical Advancement. It is optional and happens once per trigger.
  2. Choose the card to losePick one technology you own that is not a unit upgrade. Count the prerequisite symbols printed on that card.
  3. Choose the legal upgradeTake a technology of the same color with exactly one more printed prerequisite. You may ignore whether you currently satisfy those prerequisites.
  4. Exchange the cardsReturn the old technology to your deck and put the new one in your play area. You immediately lose the old ability; technologies already owned remain valid even if the old card helped qualify for them.

Why replace?

Turn temporary value into permanent tempo

Early cards often solve one opening problem—an expedition, frontier exploration, or production discount. Once that job is finished, Radical Advancement converts the declining card into income, command tokens, movement, or a scoring action without another Technology purchase.

Do not replace when

The old ability matters this round

Keep a card needed for a visible objective, a planned action, or a Share Knowledge sale. The upgrade is not free value: the sacrificed card and its ability are gone.

Recommended replacement stack

  1. Psychoarchaeology → Hydrothermal MiningBest default once oceans out-earn the specialty/exploration ability; aim for at least two surviving oceans.
  2. Bio-Stims → Hyper MetabolismAfter Bio-Stims has secured the expedition or readied the key card, and early enough for extra command tokens to pay back.
  3. Dark Energy Tap → Gravity DriveWhen frontier exploration is finished and one extra movement creates scoring access.
  4. Gravity Drive or Sling Relay → Fleet LogisticsOnly for a mapped two-action scoring sequence; choose which old ability you can actually surrender.
  5. Fleet Logistics → Light/Wave DeflectorLate and situational: make the exchange only when passage through enemy ships is the exact winning route.

Usually keep: Radical Advancement while more upgrades remain, Hydrothermal Mining while oceans are paying, and any technology required for this round's score. Unit upgrades can never be the sacrificed card.

Whole-game tracker

Technology Priority Stack

0 next0 owned0 skipped

Default order

  1. Exact point or board solutionAlways overrides the generic list.
  2. Radical AdvancementIf the starting package omitted it.
  3. Hydrothermal MiningOnce two or more oceans can pay.
  4. Carrier IIBest normal research when transport is limiting.
  5. Gravity DriveWhen one extra movement creates access.
  6. Fighter IIWhen efficient defense is the constraint.
  7. Fleet LogisticsFor a specific two-action scoring sequence.
  8. Light/Wave DeflectorFor one decisive occupied-system route.

Where each gain should come from

Normal research
Prioritize unit upgrades because the faction’s other channels cannot provide them.
Visionaria Select
Take the highest-ranked unowned basic non-unit technology selected by another player.
Radical Advancement
Replace a same-color non-unit technology with one requiring exactly one more prerequisite. You lose the lower technology.
Starting package
Mark both chosen technologies as Owned before Round 1.
Core prioritiesUsually useful; review first

Radical Advancement

Starts the replacement ladder that turns low-tier technologies into better ones.

Faction technology · normal research

Hydrothermal Mining

Turns every surviving ocean into one trade good at the start of the status phase.

Faction technology · Radical Advancement or normal research

Carrier II

The default paid upgrade when movement or unit transport limits scoring.

Unit upgrade · normal research only

Gravity Drive

Promote it when one extra movement reaches an objective or completes the flagship route.

Blue · Visionaria, Radical Advancement, or normal research

Fighter II

Efficient fleet and home defense after transport is solved.

Unit upgrade · normal research only

Fleet Logistics

Buy for a mapped two-action score or win sequence, not as general value.

Blue · Visionaria, Radical Advancement, or normal research

Light/Wave Deflector

Late access tool for one decisive route through occupied systems.

Blue · Visionaria, Radical Advancement, or normal research
Ability targets & laddersUseful inputs for setup, Visionaria, or replacement

Bio-Stims

Readies a technology specialty for the opening expedition; often becomes replacement fuel later.

Green · setup or Visionaria

Dark Energy Tap

Opens the blue ladder and rewards frontier-heavy maps.

Blue · setup or Visionaria

Psychoarchaeology

Extracts value from specialties and exploration-heavy slices.

Green · setup or Visionaria

Sarween Tools

Production savings and a yellow ladder foundation.

Yellow · setup or Visionaria

AI Development Algorithm

Supports unit-upgrade prerequisites when fleet development is urgent.

Red · setup or Visionaria

Sling Relay

A blue ladder step that can add a useful production stall.

Blue · Visionaria or Radical Advancement

Transit Diodes

Repositions ground forces when the board demands exact planet coverage.

Yellow · Visionaria or Radical Advancement

Scanlink Drone Network

Map-dependent exploration value and a low yellow replacement rung.

Yellow · Visionaria

Hyper Metabolism

Worth pursuing early; too slow once the game is already converting to points.

Green · Visionaria or Radical Advancement
Situational or low priorityMark Next only for an objective or exact board problem

Dreadnought II

Promote when dreadnoughts remain central to both fleet groups.

Unit upgrade · normal research only

Infantry II

Usually unnecessary because coexistence avoids many fair ground combats.

Unit upgrade · normal research only

Duranium Armor

Only for repeated sustained fleet combat or a specific defensive plan.

Red · Visionaria or Radical Advancement

Assault Cannon

High prerequisites and visible threat; take only when one fight must be decisive.

Red · Visionaria or Radical Advancement

X-89 Bacterial Weapon

An expensive answer to one fortified planet, not a default engine choice.

Green · Visionaria or Radical Advancement

Round Playbook

Round 0 · Map & Opening

Your map goal is not simply a rich private slice. You want a safe economic core plus a planet-dense route through which coexisting infantry can form a Luminous highway toward Mecatol Rex, objectives and an eventual retreat route.

Slice scorecard

Priority

Target

Why it matters

Adjacent expansion

Two usable systems adjacent to home; preferably one 2-planet system and one 1-planet system

Starting carrier and dreadnought can establish two fronts with three infantry.

Round-1 economy

At least 4 useful resources and 4 useful influence accessible outside Ikatena; 6/6 is excellent

Home is flexible 4/4, but spending it one way exposes the other need.

Tech specialty

One safely reachable specialty, ideally adjacent to home

Claims the cheapest expedition slice; Bio-Stims can ready it. The color is secondary.

Planet density

Five or more non-home planets in/near your wedge

Commander/ocean growth and control-objective flexibility.

Center route

At least one planet-bearing system toward Mecatol and one toward an equidistant

Each seeded planet can become a flagship stepping stone.

Influence

Plan to generate 6+ influence per status round by Round 2-3

Eight-player games punish command-token shortages.

Wormhole

Useful but not mandatory; prefer one that does not expose home directly

Agent placement is range-free, but ordinary fleets still need mobility.

Defensible core

One choke, anomaly, Planetary Defense System location or mutually beneficial border agreement

Your space combat is ordinary; deterrence must be positional or political.

Placement sequence

  1. First adjacent tile: place the best two-planet or high-value system where your carrier can take both planets. Favor mixed resource/influence values over a single extreme.

  2. Second adjacent tile: give the dreadnought a single planet or place a technology-specialty planet that can be claimed and exhausted for an expedition.

  3. Forward lane: place planets, not empties, between home and center. Your flagship gains speed only through systems containing your units.

  4. Equidistant: place a planet useful to both you and a likely diplomatic neighbor. It becomes the easiest first coexistence bargain.

  5. Defensive edge: put the anomaly or low-value system toward the most military faction, unless doing so would trap your flagship corridor.

  6. Wormhole: keep an entry point one movement beyond home if possible. Avoid placing a direct enemy highway adjacent to Ikatena.

Map traps

  • An apparently rich slice with mostly single-planet systems: it slows efficient expansion and gives fewer coexistence targets per activation.

  • A corridor of empty systems: the Luminous cannot use coexisting infantry to accelerate through it.

  • Overpaying for a green skip: your setup research and Visionaria already solve technology access. The skip is valuable mainly for expedition timing and Bio-Stims.

  • A legendary planet you cannot politically keep: visible wealth invites conflict before you have units.

  • Low influence masked by high resources: you can buy ships but cannot activate them, follow strategy cards and maintain fleet supply.

Round 1 · Establish

Strategy card priority

Fund the opening

  1. 1Trade
  2. 2Leadership / Diplomacy / Politics
  3. 3Warfare / Construction
  4. 4Technology
  5. 5Imperial

Pivot: Trade funds the expedition and helps the table afford Visionaria. Take Technology only when a unit upgrade or exact timing need justifies it.

Fleet plan

2 expansion groups

Core screen

Composition
Dreadnought or carrier with 1–2 fighters near home.
Primary mission
Preserve Ikatena and home-system scoring eligibility.
Secondary mission
Take or reinforce the safer adjacent system.

Expansion group

Composition
The other starting transport ship—the carrier or dreadnought able to carry ground forces—with 1–2 infantry.
Primary mission
Claim the second expansion system and expedition access.
Secondary mission
Seed the first useful coexistence route.

Reserve: Keep 2–5 trade goods when possible and do not spend resources reserved for scoring.

Technology arithmetic

How 4–6 technologies happens

2 from setup+1–2 from Technology+0–3 unique Visionaria copies
  • Setup: Deepwrought researches twice before play, so begin with two technologies.
  • Technology card: If another player holds it, spend one strategy-pool command token and 4 resources for one technology. If you hold it, the first technology is free and a second costs 6 resources.
  • Visionaria Select: After your breakthrough is unlocked, exhaust Visionaria as an action. Each other player may spend 3 trade goods and give you one promissory note to research a basic non-unit technology. You gain each technology researched this way only when you do not already own it.

Practical target: Four is the reliable healthy result—two starting technologies, one normal research, and one unique Visionaria copy. Five or six requires more Visionaria participants or the expensive second Technology-primary research. Stop at three if reaching four would consume the units or scoring resources you need.

Thunder’s Edge timing

What “claim an expedition slice” means

At the end of one of your turns, choose one still-unclaimed wedge on the Thunder’s Edge expedition, pay that wedge’s printed cost, and place your control token there. Your first claimed wedge unlocks Visionaria Select. The six wedges are alternative costs; you pay only the cost on the wedge you claim.

Spend 3 trade goods
If you hold Trade, its primary gives you 3 trade goods. After that strategic action finishes, you may immediately spend those same three tokens to claim the still-unclaimed trade-good wedge. The tokens return to the supply; they are not paid to another player.
Exhaust a specialty planet
Choose a ready planet you control that has a printed technology-specialty symbol and turn its planet card facedown as the wedge’s entire cost. Do not also spend that planet’s resources or influence. A planet gained this round is normally already exhausted, so it must be readied first; Bio-Stims can ready a technology-specialty planet for this purpose.

Timing warning: Each wedge can be claimed only once. Confirm which costs remain before committing Trade, Bio-Stims, action cards, influence, or resources.

  1. Turn 1: take the best adjacent system with the carrier, usually carrying two infantry and enough fighters to deter a cheap snipe. If Trade is yours, negotiate refresh terms before activating it.

  2. Turn 2: take a second adjacent planet with the dreadnought carrying the third infantry. Alternatively, resolve Trade; after the strategic action ends, spend the 3 trade goods it granted to claim the trade-good expedition wedge and unlock Visionaria Select, provided that wedge is still unclaimed.

  3. Turn 3: if the trade-good wedge was unavailable, claim another unclaimed expedition wedge at the end of your turn. The specialty route means exhausting one ready planet card with a printed technology-specialty symbol. Other alternatives are discarding two action cards, spending 5 influence, spending 5 resources, or discarding one unscored secret objective.

  4. Turn 4: when Technology resolves, research through its primary or secondary ability. Use Doctor Carrina on the earliest willing researcher and place the infantry on the most objective-rich non-home planet offered. This creates your first ocean and unlocks Aello.

  5. Turn 5: activate Visionaria only after confirming at least one player will research a basic non-unit technology you do not own. Each participant pays their own 3 trade goods and gives you a promissory note; you copy each new technology they research.

  6. Final turn: produce. Default build priority is one carrier or cruiser/destroyer screen, one mech, two infantry, then fighters. Preserve enough resources to score if the public objective is a spend objective.

End of Round 1 target

On pace

Danger sign

Points

0-1 victory points; one public objective prepared

No plausible Round 2 public score

Network

1-2 oceans; commander unlocked

No willing agent partner

Thunder's Edge

Breakthrough unlocked

All inexpensive slices disappearing

Board

Two non-home systems; 3-5 non-home planets

Only one ship able to transport units or exposed home

Technology

Usually 4 total: 2 from setup, 1 from Technology, and 1 unique Visionaria copy; 5–6 when extra research is genuinely affordable

Technology growth consumed the units or resources required to score

Promissory notes

Hold 1-3 foreign notes; return low-value notes promised as rebates

Holding many notes has shut off future Visionaria participation

Fleet units

Carrier + dread survive; add carrier/screen or mech/infantry

No way to carry at least four ground forces next round

Liquidity

2-5 trade goods after commitments

Zero trade goods and exhausted economy with no score

Round 2 · Position

Strategy card priority

Score before engine

  1. 1Politics
  2. 2Leadership / Imperial
  3. 3Trade
  4. 4Warfare / Construction
  5. 5Technology

Pivot: Speaker position for the midgame is often worth more than another technology. Imperial rises when Mecatol or a two-point scoring opportunity is available.

Fleet plan

2 operational fleets

Home network

Composition
One transport ship, 2 fighters, and 2–3 ground forces at or near home.
Primary mission
Deter the inexpensive home snipe.
Secondary mission
Reinforce nearby coexistence and production nodes.

Scoring fleet

Composition
Carrier or dreadnought, 2–3 fighters, 1 mech, and 2 infantry.
Primary mission
Reach and hold the round's public-objective system.
Secondary mission
Position the first Eanautic and extend the Luminous route.

Reserve: Protect a 6-influence command-token path and roughly a 2-trade goods emergency buffer.

  1. Select one long-term ally and one transactional border. Do not promise peace to both neighbors without receiving a scoring corridor, ceasefire, alliance or recurring payment.

  2. Establish the second and third oceans on distinct objective-relevant planets. Use Carrina for remote placement; use ordinary landings for nearby mutually agreed coexistence.

  3. Place the first Eanautic on a forward coexisting planet or carry it there. Its Production 1 is the beginning of a resilient forward logistics node.

  4. Research one unit upgrade if movement or unit transport is still weak. Carrier II normally outranks another engine technology.

  5. Score a public objective even if it costs a Visionaria activation, extra ocean or ideal build. The engine matters only when it helps you score sooner.

End of Round 2 target

Range

Victory points

1-2

Scored objectives

2-3 total; hero progress matters more than raw victory points

Oceans

2-3

Effective spend

9-12 combined resources/trade goods/usable oceans before scoring reserve

Fleet

2 carriers or other ships able to carry the same ground-force package; starting dread; 3-5 fighters; 6-8 infantry; 1-2 mechs

Technology

5-8, including at least one unit upgrade or clear route to one

Foreign promissory notes

2-4 useful; return dead notes to maintain market liquidity

Round 3 · Prepare

Strategy card priority

Control initiative

  1. 1Any card that scores now
  2. 2Politics / Leadership / Imperial
  3. 3Trade

Pivot: The engine should be self-sustaining. Pick the card that scores this round or creates next-round initiative; Technology is now a luxury unless it solves the objective.

Fleet plan

2 credible fleets

Core defense

Composition
Carrier or dreadnought, 3–4 fighters, with 2 mechs and 3 infantry in the home network.
Primary mission
Make an attack on Ikatena visibly expensive.
Secondary mission
Hold the economic core and preserve scoring eligibility.

Mobile scoring fleet

Composition
D.W.S. Luminous or Carrier II with screens and 4–6 loaded ground forces.
Primary mission
Convert the network into a control-objective score.
Secondary mission
Remain a mobile deterrent without advertising conquest.

Reserve: Target 10–14 effective spend and keep two tactical tokens after planned moves.

  • Target 3-4 victory points and unlock Ta Zern by having three scored objectives. A two-point lead is less important than a credible path to 10.

  • Stop paying blanket subsidies. Pay only for exact technologies, exact planets or speaker/strategy-card commitments.

  • Create two fleet groups: a home/core defense and a mobile scoring fleet. The Luminous usually belongs to the scoring fleet loaded with ground forces.

  • Raise effective spend to roughly 10-14 while reserving 6 influence for command counters. Three or four oceans plus Hydrothermal Mining should now fund the gap.

  • Identify the hero purge target now. Typical candidates are Light/Wave Deflector, Gravity Drive, Duranium Armor, Assault Cannon, X-89 or a technology that specifically enables the leading rival's final objective.

Round 4 · Convert

Strategy card priority

Protect scoring order

  1. 1Imperial
  2. 2Leadership / Politics
  3. 3Warfare

Pivot: Choose strictly for the win path. Politics can be worth more than a marginal point when it secures the needed final-round initiative.

Fleet plan

2 independent credible fleets

Ikatena fortress

Composition
Flagship, or two ships able to carry ground forces, 4–6 fighters, and 5+ ground forces across the home network.
Primary mission
Survive the most plausible winslay attempt.
Secondary mission
Anchor a safe retreat and production base.

Objective group

Composition
A second independent transport group able to take one fortified planet.
Primary mission
Secure the exact Stage II or control objective.
Secondary mission
Threaten enough force to negotiate passage instead of fighting.

Reserve: Ring-fence the public-objective cost before producing anything ornamental.

  • Target 5-7 victory points, four or five oceans and two credible fleets. A credible fleet is enough to make an opponent negotiate, not necessarily enough to conquer them.

  • Choose initiative for the final round. Politics is often more valuable than a marginal point this round if it secures Leadership or Imperial next round.

  • Fortify Ikatena with a transport ship, 3-5 fighters, 2 mechs and 3+ infantry when the table can plausibly winslay you.

  • Use Visionaria as a stall or exact technology market. If all likely participants would research duplicates, skip it unless the stall itself matters.

  • Do not maintain an ocean that requires defending an irrelevant coexisting planet. Consolidate around planets that score Stage II objectives or form the Luminous route.

Round 5+ · Win

Strategy card priority

Take the winning card

  1. 1The exact winning card
  2. 2Imperial / Leadership
  3. 3Politics / Warfare

Pivot: Initiative and the mapped point decide the order. Technology has value only when one specific technology is itself the win condition.

Fleet plan

2 purpose-built groups

Winslay resistance

Composition
Enough ships, fighters, mechs, and infantry to survive one expected attack—not the whole table.
Primary mission
Preserve home-system eligibility until scoring.
Secondary mission
Force rivals to spend more actions than the initiative window allows.

Winning package

Composition
Only the exact ships and loaded ground forces required for the final point.
Primary mission
Execute the mapped scoring action in initiative order.
Secondary mission
Retain one recovery route if the apparent final action fails.

Reserve: Keep initiative resources and at least two tactical tokens beyond the apparent final action.

  • Target 8-10 victory points entering the round, with a public, secret and Imperial/Mecatol contingency mapped in initiative order.

  • Keep at least two tactical tokens after the action that appears to be your final move. One is for recovery; one is for the actual win attempt.

  • Hero timing: purge before rivals execute the technology-enabled move, but after you have taken any move the technology enables for you. Remember affected owners research replacements.

  • Use Share Knowledge as a last-round sale only if the buyer cannot beat your initiative or use it to deny your point.

  • Once the win path is live, promissory-note goodwill, future Hydrothermal income and technology efficiency have zero value compared with initiative and board access.

Promissory Notes

Category

Target

Policy

Foreign notes held

1-3 early; 2-4 midgame

Keep Ceasefires, useful faction notes and tactical leverage. Return low-value notes to keep Visionaria usable.

Your Support for the Throne

Give only for a stable border or point-neutral exchange

Never use it merely to make coexistence feel friendly.

Your Ceasefire

Strong border stabilizer

Trade for another ceasefire, scoring access or protection during the win window.

Share Knowledge

Usually out to one trusted buyer at a time

Price at 1-3 trade goods or a concrete favor; higher when it completes an objective.

Alliance

At most one durable ally

Prefer a distant economic ally. Avoid handing an adjacent contender a discount engine that rivals yours.

Trade Agreement

Use to secure Trade timing or refresh commitment

Do not leave it exposed to a player likely to trigger it at a bad time.

Diplomacy & Deals

Carrina Offers

  • Basic: 'I remove one prerequisite. In return, let me coexist on [specific planet]. You keep the card and economy; I count it only for scoring.'

  • Premium: 'I can put you directly into Gravity Drive / your faction technology. I want [specific planet] plus one trade good, or the planet plus a future refresh.'

  • Emergency: 'Use the waiver even if you already meet the prerequisite; I only need the coexistence. I will pay one trade good for [specific objective planet].'

Visionaria Market

  • Announce before activation: participants spend 3 trade goods, no strategy token, and choose the promissory note they give you.

  • Standing policy: return the note after a player researches a technology you do not own; offer a one-trade-good subsidy only for a named priority technology.

  • Never promise to return every note unconditionally. The note is your compensation when a player chooses a duplicate or empowers a rival.

  • If only a leading rival wants to participate, you cannot exclude them. Delay Visionaria unless the technology or stall is worth helping them.

Deals to Refuse

  • Permanent peace with both neighbors without scoring access or payment.

  • A coexistence invitation on a worthless planet that strands your infantry and adds no corridor.

  • A Visionaria subsidy that consumes the trade goods needed to score.

  • Returning a ceasefire or faction note before the promised service is completed.

  • Giving your Alliance to the current technology/economy leader simply because the exchange looks symmetric.

Tactical Responses

Fortified Planet

  • First ask whether Carrina can place an infantry there through a prerequisite deal; peaceful coexistence is cheaper than invasion and still counts for objective scoring.

  • If force is required, attack for a point, not income. Bring the Luminous or Carrier II with 1-2 mechs, 3-4 infantry and fighter screening; add a dreadnought for bombardment.

  • Acquire the exact counter-technology: L4 Disruptors for defensive space cannon, Light/Wave for approach, X-89 for mass infantry, or Duranium/Assault Cannon only when the space fight demands it.

  • Use the hero strategically: purging Duranium, Light/Wave, X-89 or another enabler may remove the defender's plan, but they receive replacement research if they owned it.

Break a Blockade

  • Seed infantry through Carrina on planets beyond or inside the blocking fleet's route.

  • Move the Luminous through systems containing your units; each traversed seeded system increases its move. The flagship can pass enemy ships in those systems.

  • Do not assume escorts share this permission. Load the flagship with the ground package and use separate fast screens only where legal.

  • Alternative: obtain Light/Wave Deflector, use wormholes, or negotiate one activation of passage in exchange for a technology lease.

Low-Economy Build

  • Prioritize the first two oceans and Hydrothermal Mining over an expensive flagship.

  • Use Eanautic Production 1 to build infantry/fighters locally and avoid consuming home-dock production.

  • Buy carrier + fighters/infantry before dreadnought prestige. Transport and hit absorption convert resources into scoring access.

  • Use Aello income as command-token money; reserve Ikatena for the resource/influence side your slice lacks.

Fleet Recovery

  • Evacuate coexisting mechs and infantry when the hostile system is activated. Saving ground forces preserves oceans, home defense and rebuild production.

  • Score through coexistence while rebuilding; do not attempt immediate revenge unless it restores a point.

  • First rebuild a carrier or Luminous, then cheap fighters and infantry, then capital ships. Sling Relay and Sarween are excellent recovery technologies if already available.

  • Sell Share Knowledge or a low-risk promissory service for liquidity. Offer the attacker a face-saving boundary if it prevents a second strike.

Fortify

  • Use two-layer defense: space screen plus ground stack. Enemy capture of the planet card does not automatically remove your scoring presence if coexistence remains.

  • Home target by late game: transport ship, 4-6 fighters, 2 mechs and at least 3 infantry; Planetary Defense System if Construction also scores.

  • Keep Eanautic production on a nearby coexisting planet so small defenders can be produced forward.

  • Protect command tokens and initiative. A fortress that consumes every token cannot contest the winning objective.

Expand

  • Use Carrina to expand non-contiguously onto objective planets; no ship range is required for the infantry placement.

  • Convert remote infantry into a route: later deliver an Eanautic, produce locally and use the planet as a Luminous stepping stone.

  • Prefer planets with traits, attachments, specialties, legendary status or adjacency to Mecatol/another home. Avoid expansion for raw count alone.

  • When the partner becomes hostile, evacuate the mech network and retain only infantry on the planets essential for scoring.

Survive a Winslay

  • Count public-scoring eligibility at home under your table's coexistence ruling before relying on it.

  • Keep the Luminous's corridor and one ordinary retreat/reinforcement route; the flagship's special pathing does not help other ships.

  • Purge the technology that makes the attack possible only after you have used it yourself if relevant. Light/Wave and Gravity Drive are common targets.

  • Trade ceasefires before the win window, not during it. During the final round, offer concrete second-place/kingmaking consequences rather than vague friendship.

Scoring Objectives

Objective texture

Scholarate method

Preparation

Planet traits / specialties / attachments

Carrina into the exact planet; coexistence counts as control while scoring

Map the needed planets before Technology resolves; maintain infantry through status

More planets than neighbors

Remote coexistence plus ordinary slice control

Spread across two cooperative empires; do not rely on one partner

Spend resources / influence / trade goods

Oceans are flexible 1/1; Hydrothermal produces trade goods; Ikatena is 4/4

Ring-fence cost before Visionaria subsidies and production

Technology colors

Visionaria breadth, Radical ladders and breakthrough yellow/green synergy

Track how synergy counts; avoid redundant colors

Unit upgrades

Use Technology primary/secondary specifically for upgrades

AIDA start if objective visible early; prioritize Carrier II

Structures

Take Construction and place for defense/scoring rather than engine

Forward Planetary Defense System on core planet; second dock only if production is genuinely constrained

Ships in systems / edge systems

Cheap destroyers/cruisers; do not strand carriers

Produce screens one round early; preserve tactical tokens

Mecatol / adjacency

Carrina can coexist on Mecatol if its controller agrees; otherwise Luminous corridor

Offer a premium prerequisite waiver or Share Knowledge lease

Combat secrets

Choose asymmetric fights, bombardment, fighter screens or technology denial

Do not chase fair combat; engineer overwhelming odds

Other home systems

Agent placement cannot target home planets; use Luminous/Carrier II invasion

Treat as a final-round operation, not an economic conquest

Pivots

Failure mode

Immediate pivot

What to stop doing

Table refuses Visionaria

Use it as a stall only; buy exact unit upgrades; lean on Radical and Carrina

Subsidizing everyone or hoarding useless notes

No Carrina partner

Pay 1 trade good for a waiver/coexistence; physically coexist with a neighbor; target safe equidistant

Waiting for the perfect technology request

Aggressive neighbor

Choose the other neighbor as ally; build fighter/ground screens; trade ceasefire; evacuate forward mechs

Tech greed and undefended remote oceans

Low influence

Leadership, influence oceans, Trade-to-Leadership conversion, Psychoarch income

Double-teching and unnecessary tactical actions

Low resources

Hydrothermal, Trade, Sarween, forward Production 1, cheap fighters/infantry

Early flagship/dreadnought stack

Behind on points

Politics into Imperial; coexist specifically for visible objectives; stop engine development

Any action whose payoff begins next round

Ahead and table alarms

Return notes, fortify home, reduce subsidies, describe counterplay, prepare hero purge

Taking Mecatol or Thunder's Edge without an immediate point

Lost oceans

Re-establish Carrina placements on safer planets; rebuild mechs; treat each new ocean as scoring access

Revenge attacks on the player who cleared them

Faction Matchups

Ratings describe relationship fit for the Scholarate, not overall faction strength. 'Ally' means the faction creates repeatable mutual value; 'Threat' means it can invalidate coexistence, exploit your technology market or reach Ikatena unexpectedly.

Opponent rosterAll factions

Select the factions in this game. The matchup cards and quick pickers will show only those opponents.

The ArborecAllyGoodThreatLow

Ally fit

Threat

Work with them

Counter / long game

GoodLow

Their agent/production and need for technology make Carrina attractive. Coexist on low-conflict planets and sell mobility technology.

Do not let infantry growth surround Ikatena. Keep coexistence off planets that become production hubs; purge mobility only if it blocks a winning surge.

Barony of LetnevAllySituationalThreatHigh

Ally fit

Threat

Work with them

Counter / long game

SituationalHigh

They value technology discounts and can be a military shield. Offer Carrina for Non-Euclidean Shielding routes only at a premium.

Their large fleets punish your ordinary space combat. Maintain fighter screens, ceasefire and an alternate corridor; never feed them every combat technology cheaply.

Clan of SaarAllyPoorThreatHigh

Ally fit

Threat

Work with them

Counter / long game

PoorHigh

Trade only short-term. Their mobile economy may buy Visionaria and their nomadic position can open remote coexistence opportunities.

They do not need home to score and can roll through weak space. Avoid being their highway; target floating-factory blockades only when scoring.

Embers of MuaatAllyGoodThreatHigh

Ally fit

Threat

Work with them

Counter / long game

GoodHigh

They crave prerequisite help and can deter your other neighbor. A Carrina route into key red/yellow technology can buy durable peace.

War Suns erase weak screens. Do not coexist on a planet likely to become a Nova Seed target; keep home beyond one-move reach.

Emirates of HacanAllyExcellentThreatLow

Ally fit

Threat

Work with them

Counter / long game

ExcellentLow

Best market partner: liquidity fuels Visionaria, commodities circulate, and your Alliance/Share Knowledge have real prices.

Hacan can fund every rival and may outscore economically. Demand concrete payments; do not let friendship become free technology.

Federation of SolAllyGoodThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

GoodSignificant

Carrina and Share Knowledge help their blue/green path; they hold planets well enough to protect your coexisting infantry.

They can flood objective planets and later clear you. Keep a second partner and avoid fair ground invasion against Spec Ops/mechs.

Ghosts of CreussAllyGoodThreatHigh

Ally fit

Threat

Work with them

Counter / long game

GoodHigh

They value technology and can provide transport geometry. Coexist on wormhole planets only with explicit passage terms.

Their reach makes Ikatena vulnerable from surprising angles. Avoid direct wormhole adjacency to home and preserve a ceasefire.

L1Z1X MindnetAllySituationalThreatCritical

Ally fit

Threat

Work with them

Counter / long game

SituationalCritical

They appreciate technology shortcuts and can remove a mutual threat. Price Carrina aggressively.

Their bombardment and structure capture punish fortified planets. Do not cluster structures on exposed coexisting worlds; keep home ground-heavy.

Mentak CoalitionAllyPoorThreatModerate

Ally fit

Threat

Work with them

Counter / long game

PoorModerate

Use written, immediate exchanges and non-transaction Visionaria timing. Their technology needs can still produce useful copies.

Pillage taxes your liquidity and chills deals. Keep trade goods below pillage thresholds when possible and avoid making them the Alliance holder.

Naalu CollectiveAllySituationalThreatHigh

Ally fit

Threat

Work with them

Counter / long game

SituationalHigh

They like prerequisite help and can trade initiative. A controlled Carrina deal may buy the 0-token or border safety.

Their initiative and fighter mobility make late winslay dangerous; their promissory-note tools punish hoarding. Hold fewer notes and fortify before the final round.

Nekro VirusAllyAvoidThreatCritical

Ally fit

Threat

Work with them

Counter / long game

AvoidCritical

They may participate in Visionaria for command tokens, but you gain no copied technology from that choice. Use them as a deterrent against a technology leader.

Every technology you spread is a menu for Nekro. Avoid adjacency, cheap combat and giving them access to your faction technology; hero interactions are unusual.

Sardakk N'orrAllySituationalThreatHigh

Ally fit

Threat

Work with them

Counter / long game

SituationalHigh

They need technology and may accept coexistence because they retain planet economy. Use Carrina to buy a real border treaty.

Their commander bypasses fleets and their breakthrough rewards combat. Stack ground at home and make any betrayal cost more than an easy win.

Universities of Jol-NarAllyExcellentThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

ExcellentSignificant

Technology cross-pollination is enormous. Coordinate distinct Visionaria choices and trade access to high-tier technology.

Together you can trigger table panic and create a runaway Jol-Nar. Do not provide free combat technology or let them monopolize economic objectives.

The WinnuAllyGoodThreatHigh

Ally fit

Threat

Work with them

Counter / long game

GoodHigh

Help them reach needed technology and coexist on Mecatol if they agree; both sides gain scoring leverage.

Once entrenched on Mecatol, their combat bonuses are severe. Do not make their fortress invulnerable unless it directly advances your win.

Xxcha KingdomAllyExcellentThreatModerate

Ally fit

Threat

Work with them

Counter / long game

ExcellentModerate

Strong peaceful border, agenda cooperation and defensive cover. Carrina helps Planetary Defense System/flagship routes; they can protect shared regions.

Do not place your key corridor through their Planetary Defense System web without terms. Their late economy/hero can leap in points.

Yin BrotherhoodAllySituationalThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

SituationalSignificant

They value green/yellow technology help and can provide a cheap military deterrent. Coexistence reduces reasons for ground combat.

Indoctrination and the flagship make forced entry costly. Keep capital ships out of Van Hauge systems and avoid thin infantry defenses.

Yssaril TribesAllyGoodThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

GoodSignificant

They can supply action-card information and pay for technology. Carrina is useful for deep green routes.

They know and steal tactical options, outstall you and may weaponize your revealed plans. Keep hero timing and promissory inventory private.

Argent FlightAllyGoodThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

GoodSignificant

Their early reach can secure a border and their technology needs are predictable. Trade passage and Carrina for protection.

Destroyer fleets and Planetary Defense System punish fighters and movement. Use flagship bypass, avoid narrow approach lanes and do not contest their fortified equidistant casually.

The EmpyreanAllyExcellentThreatModerate

Ally fit

Threat

Work with them

Counter / long game

ExcellentModerate

Mutually profitable nonaggression: they monetize empty space while you monetize planets. Dark Pact and passage deals are natural.

Their mobility and information grow late. Do not give them unrestricted access to the Luminous corridor or enough promissory leverage to dictate your finish.

Mahact Gene-SorcerersAllyPoorThreatCritical

Ally fit

Threat

Work with them

Counter / long game

PoorCritical

Short-term deals can be lucrative, and Aello interactions can stack when they acquire your command token.

They want command tokens and commander abilities. Avoid feeding combat wins; never let 'temporary cooperation' normalize access to your slice.

Naaz-Rokha AllianceAllyExcellentThreatModerate

Ally fit

Threat

Work with them

Counter / long game

ExcellentModerate

Exploration information, technology-specialty economy and technology demand make them ideal partners. Coexist on attachment/specialty planets for objectives.

Their mechs are powerful and relic engine can spike. Do not fight them on explored planets; keep the partnership point-neutral.

The NomadAllyExcellentThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

ExcellentSignificant

Agent-refresh economy is exceptional. They can refresh Carrina via their breakthrough/technology and buy Share Knowledge for flagship paths.

Their hero creates a sudden multi-activation finish. Track mechs and command tokens; do not assume distance protects Ikatena.

Titans of UlAllyGoodThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

GoodSignificant

They protect planets well and can be a stable coexistence host. Technology access benefits their unit upgrades.

Their mobile Planetary Defense System/Hel Titans make removal expensive and their economy snowballs. Avoid offering coexistence on planets they intend to awaken if rules interactions are unclear.

Vuil'Raith CabalAllyPoorThreatCritical

Ally fit

Threat

Work with them

Counter / long game

PoorCritical

They can pressure your enemies, but any agreement should be narrow and enforceable.

Dimensional Tears create extreme reach and combat funds their production. Keep valuable units out of capture range; prioritize ceasefire and alternate corridors.

Council KeleresAllyExcellentThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

ExcellentSignificant

They are technology-hungry and enjoy action economy. Carrina/Visionaria can be priced for trade goods, agent favors and political coordination.

Their late defense and extra-action economy are strong. Do not subsidize every prerequisite or allow them to become the table's safe scoring leader.

Crimson RebellionAllySituationalThreatCritical

Ally fit

Threat

Work with them

Counter / long game

SituationalCritical

Breaches can create mutual reach and they gain from table combat, so they may prefer your peaceful border.

They can appear through breach networks, suppress abilities near breaches and deploy surprise forces. Insist on where breaches may be placed near your slice.

The Firmament / ObsidianAllyPoorThreatCritical

Ally fit

Threat

Work with them

Counter / long game

PoorCritical

Firmament can coexist and may buy technology; limited early cooperation is possible.

Their plots and eventual Obsidian form turn long-term trust into a liability. Do not become the obvious puppet; minimize valuable notes and revealed secret-objective routes.

Last BastionAllyGoodThreatSignificant

Ally fit

Threat

Work with them

Counter / long game

GoodSignificant

They value technology and can defend a shared border with a small number of galvanized units. Offer Carrina for economic/production technology.

Galvanized units roll extra dice and their breakthrough can rebuild forward. Do not attack piecemeal or feed veterancy; bypass fortified systems.

Ral Nel ConsortiumAllyExcellentThreatHigh

Ally fit

Threat

Work with them

Counter / long game

ExcellentHigh

Contracts, action-card exchange and mobility create reliable deals. They can carry structures and appreciate exact technology packages.

They can reposition ships/structures and unpass, so apparent safety is deceptive. Make agreements explicit and leave home defense until they truly pass.

Allies & Threats

Category

Factions

Why

Best durable allies

Hacan, Xxcha, Empyrean, Naaz-Rokha, Nomad, Ral Nel

They create recurring economic, mobility or agent value without requiring constant conquest.

Strong but dangerous

Jol-Nar, Sol, Keleres, Sardakk, Muaat, Winnu

They benefit greatly from your technology and can become the point leader or military hammer you helped create.

Worst neighbors

Cabal, Mahact, L1Z1X, Nekro, Crimson Rebellion, Obsidian

They exploit access, combat, captured abilities/units or surprise geometry and can invalidate thin defenses.

Promissory-note hazards

Naalu, Yssaril, Mentak, Firmament/Obsidian

They inspect, steal, tax or weaponize the very note economy Visionaria creates.

Final Round

0 of 10 checked

Rules & Sources

This guide combines official component/rules text with strategic inference and community experience. Thunder's Edge is newer than the base game and some edge cases may receive future clarification; use the most recent official FAQ or table ruling when it conflicts with this playbook.