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Status Phase

The Status Phase proceeds as follows:

  1. Qualify for Public and Secret Objective Cards
  2. Game can be won in this step.
  3. Repair Damaged Ships
  4. Remove Command Counters from board
  5. Refresh Planets
  6. Receive Action Cards
  7. Receive Command Counters and Re-Distribute Command Counters on Race Sheet
  8. Return Strategy Cards

Check Objectives

None of the player's Secret Objectives have been met. What about the Public Objectives? Each player may qualify for one Public Objective in each Status Phase. Checking proceeds in normal turn order.

Nicholas has 3 technology advances in the same color (green) and qualifies for this objective. He places one of his flags in the card to mark it and gains 1 point on the score track.

Repair Ships

There were no space battles this turn. There are no damaged ships.

Remove Command Counters

All Command Counters are pulled from the board and returned to supply.

Refresh Planets

Each player turns over any exhausted planets in their player area.

New Action Cards

The Political Card played earlier (which passed) changes how Action Cards are managed for the rest of the game. Let's review the card.

Core Stability (LAW)
During each Status Phase, Action Cards are drawn and placed face-up on the table. Players choose their cards in order of unexhausted influence from highest to lowest.

Each player agrees to turn over their cards and place them in the common area face-up for everyone to see. Then after all cards are laid out, players will choose them based upon the Law.

Nicholas draws the Action Card, "Productivity Spike" , and places it face-up in the Common Player Area.

Productivity Spike allows the owning player, for one round only, select a Space Dock and increase it's production capacity by the value of the planet's influence.

Steve draws the Action Card, "Trade Stop" , and places it face-up in the Common Player Area.

Trade Stop allows the owning player to break all Trade Agreements in play if chosen.

Melissa, because she's playing The Yssaril Tribes, draws 2 Action Cards, "Skilled Retreat" and "Shields Holding" . She places them both in the Common Player Area.

The Skilled Retreat card provides benefit after a space battle is resolved. The card Shields Holding allows the owner to cancel up to 2 hits against their ships in a battle.

The players now compare their un-exhausted Influence points to determine Action Card draw order.

Player Available Influence
Steve 6
Melissa 13
Nicholas 11 Speaker Token

Melissa gets first choice (and she gets to take 2 because she's Yssaril). Nicholas is 2nd. Steve is last.

    Action Card selection order will be:
  1. Melissa x 2
  2. Nicholas
  3. Steve

Nicholas chooses "Trade Stop".

Steve picks up the "Skilled Retreat" card.

New Command Counters and Re-Distribute

Each player receives 2 new Command Counters and places them on their Race Sheet. The counters on the sheet may be moved around. Here is the distribution of Command Counters and Action Cards at the end of the 2nd round for these 3 players.
Action Cards are hidden information in a real game but shown here for the tutorial.

Ending Round 2, Command Counters and Action Cards
Sardakk N'orr The Yssaril Tribes The L1z1x Mindnet
Steve Melissa Nicholas
Direct Hit!
Direct Hit!
Local Unrest
Rare Mineral
Skilled Retreat
Direct Hit!
Morale Boost
Productivity Spike
Shields Holding
In the Silence of Space
Trade Stop

Return Strategy Cards

All Strategy Cards are returned to the common play area and any idle cards are flipped back over to their active side. Note there are Bonus Markers remaining. There's 2 on "Diplomacy" and 1 on "Logistics".

Proceed to Round 3

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