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7
)
Special Actions
Special action spaces are octagonal orange spaces that can be
used for an immediate effect. Unlike power and Q.I.C. actions,
special actions have no cost and are available only to the player
that owns the component they appear on. Special action spaces
appear on faction boards, tech tiles, and round boosters.
Each special action can be used only once per round. After you
take a special action, place an action token onto that action
space to show that the action cannot be taken again during the
current round.
A special action cannot be combined with another special,
power, or Q.I.C. action.
The special action spaces are described in the appendices based
on the component they appear on.
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Pass
On your turn, if you cannot or do not want to take any other
actions in the current round, you must pass. After you pass, your
turn ends, and you do not take any more turns for the remainder
of the round.
When you pass, take one of the three available round boosters
(including one that another player returned during this round),
then return the booster you started the round with. You cannot
keep your booster (i.e., you cannot use the same booster two
rounds in a row). In the nal round, do not take a new booster
before returning yours.
Place the new round booster
facedown in front of you to
show that you have already
passed. Once all players have
passed, the action phase of the
current round ends.
Some round boosters have effects that trigger when you pass,
indicated by a red icon. These effects trigger during the round
you return that booster. Some Tech tiles also show that icon;
those effects trigger every time you pass. This icon is explained
on page 24.
The rst time a player passes during a round, that player
takes the rst player marker.
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Free Actions
In addition to your action, you can also take any number of free
actions during your turn. You can take free actions before or
after your action, but not during. You can take each free action as
many times as you can afford to.
You can take free actions before you pass but not after (passing is
an action).
You cannot take a free action if it is not your turn (e.g., if you
already passed, during a passive action, during a different phase,
etc.).
The free actions are:
Discard one power token from area II of your power cycle to
move one power token from area II to area III. You can do
this even if you have power tokens in area I
Spend 4 power to gain 1 Q.I.C.
Spend 3 power to gain 1 ore.
Spend 1 Q.I.C. to gain 1 ore.
Spend 4 power to gain 1 knowledge.
Spend 1 power to gain 1 credit.
Spend 1 knowledge to gain 1 credit.
Spend 1 ore to gain 1 credit.
Spend 1 ore to gain 1 power (in area I).
The summary on the right side of your faction board shows all
exchange possibilities.
The Ivits can use this special action
once they have upgraded to a planetary
institute.
Only the player with
this round booster
can take this action.
Only the player
with this tech
tile can take this
action
After returning your
round booster, you
take another booster
and place it facedown
in front of you.
As a free action, you can
discard a power token to move
a power token from area II to
area III.
These effects trigger when you pass.
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