History: Having an excess of blank destiny cards and wanting to do something with them other than creating new instructional destinies or comets I have come up with the following card expansion.
Parts:
Setup:
Play: | ![]() |
When an Armistice card is flipped the player whose turn it is immediatly decides whether to take advantage of it. If he chooses to do so he immediatley carries out the instructions listed under "Active:", then players in turn from his left may choose to carry out the instructions listed under "Passive:". Whether or not a player decides to take advantage of the card play jumps straight to an interphase where the active player is considered to have made a successful challenge.
If the offensive player declines to use the Armistice card, no other player may take advantage of the card, and the next card from the Destiny pile is flipped.
When an Armistice card is flipped there is no challenge and no defensive player/colour. Powers such as Assassin, Dictator, Disease, Will have no effect.
ARMISTICE CARDS
RE-ARMAMENT Active: You may discard any number of cards from your hand and then draw cards from the deck to refill your hand to 7 cards. Passive: If you have less than 7 cards you may draw one from the deck. NEW RECRUITS Active: Release all your tokens from the Warp (Fungus stacks, Vampire tokens, etc). These tokens must be placed on existing bases in your home system. Passive: Release 1 token from the Warp to a base in your home system. STRIP MINING Active: Draw 15 lucre from the bank. Select any planet on which you have base, this planet will cease to count for gaining lucre (in any way for any player) for the rest of the game. Passive: If you have a base on the mined planet recieve 3 lucre from the active player. PEACE DIVIDEND Active: Draw lucre as you would at the start of your turn. Passive: Receive 1 lucre from the bank for each planet in your home system on which you have a base. LEARN FROM THE PAST Active: Fill your hand to 7 cards with cards, chosen by you, from the discard pile. Shuffle the discard pile. Passive: If you have less than 7 cards in your hand you may take one of the top 3 cards from the discard pile and then shuffle the discard pile. REDEPLOYMENT Active: You may rearrange your tokens between bases as you wish. Passive: You may move up to 4 tokens from foreign bases to home bases or from home bases to foreign bases (but not both). POLITICS OF DIVISION Active: Name 2 players, these 2 players may not ally with each other until they make a successful deal. Passive: None. EXPLORATION Active: You may look at (but not reveal) all moons in systems where you have a base. Passive: You may look at (but not reveal) one moon in any system where you have a base. TRADE Active: Starting with the player on your left you may attempt to make a deal with each player in turn. You have 1 minute to make each deal. There is no penalty for failing to make a deal. Passive: None. LIGHTS IN THE SKY Active: You may examine the destiny deck and remove any number of comets. You may then add up to 2 comets of your own choosing to the destiny deck. Shuffle the deck afterwards. You may then add another comet of your own choosing to the top of the deck. Reveal the comets you removed but not those you added. Passive: None.
These cards are available in PDF format here.
Expansion by Brian Hoare