THE NOAG MOVEMENT



Faction Abilities

DISSATISFACTION
You and players with your alliance card cannot vote on agendas. Whenever another player does not vote on an agenda, you gain 1 trade good.


SILENCE
Before a player casts votes, you may give them 4 trade goods. If you do, that player cannot vote on this agenda.


ANNUL
ACTION: Spend 3 trade goods to discard a law from play.



Faction Specific Units

THE ADVOCATE (NOAG FLAGSHIP)
Cost: 8
Combat: 9(x2)
Move: 2
Capacity: 6
After you commit units, if units transported by this ship are the only units committed to a planet, you may place those units into coexistence instead.
SUSTAIN DAMAGE


TERRAFORMER (NOAG MECH)
Cost: 2
Combat: 6
This planet's influence value is added to its resource value.
Influence from this planet cannot be spent.
SUSTAIN DAMAGE



Faction Specific Technology

AUTHORITY CAMPAIGNING
At the start of the agenda phase you may spend any amount of influence to gain 1 command token for each 5 influence spent.
Prerequisites: Y Y


CONSCRIPTION RIDER
Once per agenda phase, after an agenda is revealed, you may predict aloud the outcome. If your prediction is correct, place up to 5 infantry onto a planet you control.
Prerequisites: G G



Leaders

ADMIRAL IGNAG (CUNNING TACTICIAN)
At the beginning of a space combat: You may exhaust this card to allow a player participating in that combat to move up to 3 of their ships from the active system into an adjacent system that contains no other player's ships. If they do, that player places a command token from their reinforcements into that system.


JOARR MELEK (CANNY INVESTOR)
UNLOCK: Spend 7 trade goods at the start of the agenda phase.
Once per agenda phase, after an agenda is revealed, you may predict aloud the outcome. If your prediction is correct, gain 3 trade goods.


SENATOR IANUS (CONNIVING COUNCILLOR)
UNLOCK: Have 3 scored objectives
ADJOURN (THWART THE COUNCIL)
After the speaker votes on an agenda: You may purge this card. If you do, discard that agenda. It is resolved with no effect and it is not replaced. The agenda phase ends and play moves to the strategy phase, skipping the second agenda if it hasn't already happened and skipping the ready planets step.



Breakthrough

INCENTIVE PROGRAM
When another player doesn't vote on an agenda, you may allow that player to gain 1 trade good.
Synnergy: Y <---> G



Start

Noag Home System (Tile A3)
EREBUS
(no trait)
0/3
QUONDAM REX
(no trait)
0/1

DEUNE STATION
Space Station
1/1


Starting Technology
Choose 1 greenor blue technology with no prerequisites.


Starting Units
1 carrier
1 cruiser
3 fighters
3 infantry
1 mech
1 space dock



Trade

NOAG RIDER (NOAG PROMISSORY NOTE)
When you gain this card, if you aren't the Noag player, you must place it face-up in your play area.
While this card is in your play area, you can't vote on agendas. Once per agenda phase, after an agenda is revealed, you may predict aloud the outcome. If your prediction is correct, gain 2 command tokens.
If you activate a system that contains 1 or more of the Noag player's units, return this card to the Noag player.


NOAG ALLIANCE (INVESTMENT RIDER)
Once per agenda phase, after an agenda is revealed, you may predict aloud the outcome. If your prediction is correct, gain 3 trade goods.


Commodities: 4


Credits

Lead Designer: IseeL
Editor: IseeL
Playtested by:
(a friend who i haven't asked how they want their name to appear in these credits yet)


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