White Republic card

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Starting scores

20

Initial fleet

3/0/2

scores for peacekeeper and technology bonus

headquarters planet / in reserve / cargo

The risk of passing through the portal

0

Fleet maximum

6

the number on the dice at which the ship disappears

the maximum number of regular ships in the game

Fleet bonuses in battle

0/+1

Creation of ships

1

attack/defense bonus

creation of regular ships in reserve in the construction phase

Colony building bonuses

Cruisers

built bases:: +1 defense of ships and planets in the sector

2 defense ships (build 1 ship per turn in the build phase)

Victory point methods (see game rules)

Planet colonization (planet levels 1/2/3)

without the risk of ships; success - (numbers 5-6); no more than 2 planets per turn

1/3/5

Influence Bonus

the presence of some special planets (bases / docks / planets of the 3rd level) in all sectors

15

Construction of special colonies

building bases (points for 1 object)

5

Technology Development

points for 2 ready-made technologies from the beginning of the game

10

Space battle victories

downed ship (can change with heroism bonus) (victory over Anarchy or kamikaze explosion - 1 point)

1

Peacemaker Bonus

non-aggression on other players (2-5 players / plus points bonus with 6-9 players)

10/+5

cargo transportation

return of each cargo ship to the starting sector

5