Sirius Theocracy The Lord has always provided, the Lord has brought us from the malice and destruction of Old Earth, and the Lord will bring us into a better future and this new world of His, before our lost Eden is once more restored to us. And when we return, we will rule it in His name. The roots of what is known today as the Sirius Theocracy stem from the southern part of the former United States of America and northern territories of Mexico. Bound together by a mutual belief in a higher power watching over them, the Sirians believe that their destiny life both with Gaia, their new world, and Earth, were they are planning to return to rebuild and restore its former glory. Although the Sirius Theocracy is unified by an idea of a benevolent deity being their creator and protector, perceiving them as simple minded religious fanatics would be a grave mistake. Members of the Sirius Theocracy are known as true masters of politics: they are cunning and deceptive, often hiding their true agendas behind an image of zealots driven solely by religious beliefs. The immutability often associated with any societies bound by religious belief has never stopped the Sirians from committing to scientific research, allowing them to not only be the first to master human cloning, but to spearhead any new research in this field and become the only faction able to construct cloning factories not only on their home planet, but also on any world they decide to incorporate. The leaders of Sirius Theocracy know that their power lies in their ability to exert political influence, so they are more eager to choose diplomatic solutions over open warfare. However, they do not shy away from armed conflicts when peaceful options are exhausted or when openly provoked. Although not as skillful in combat as in politics, they are still a formidable force one should never disregard. Special Ability UPGRADES Sirius Theocracy may use Population from any planet to pay the costs of Reactions. 4 Fringe Politics At the end of the game, you gain 3 VP for each law on the table. 1 STARTING Resources Medium Length Game 9 2 1 1 Long Game 7 1 2 TURN Structure Reset market Increase Population (Expert Cloning, Clone Factory) Repair ships (Basic Repairs, Advanced Repairs) Receive income and pay tax (Advanced Politics) Get CP income (CP Refinery) Get Axinium income (Axinium Refinery) Get Phasium income (Phasium Refinery) II. Council Stage • • • • • Remove Resolutions Political decision (Corrupt Politics, Visionary Politics) Bonus Action decision Elections (Corrupt Politics) Combat Cards drafting ACTION CARDS 1. 2. 3. 4. 5. 6. You may pay a total of 4 CP ( ) less with this Research Action if you hold the Chancellor title. / Trade. Gain 1 Axinium ( ) extra with your Banking Action. / Research. If you only buy 1/2 SDS as upgrades with this Action, do not pay their cost. / Banking. Place 2 less resources when using this Mining Action. / You may pay a total of 2 Phasium ( ) less with this Buy Upgrades Reaction. You may pay a total of 2 Axinium ( ) less with this Build Ships Action. / Place 2 less resources with this Mining Reaction. Skip your Action. / You may build no more than 2 ships with this Build Ships Reaction. Do not pay their cost. • • Distance checks (Radar, Target Scanner) Damage rolls (SDS, Advanced SDS, Interceptors, Strategic Bombers) V. Conquest Stage (x2) • • • • • • • Mount Population Perform Ship Movement Move Population (Civilian Ships) Detection (Cloaking, Advanced Cloaking, Radar) Player combat Centaurian Resistance combat (Quantum Reflection) Deploy Population (Landing Maneuver, Commando, Expert Research) Tachyon Scanner During the first round of any combat, you may re-roll any or all combat dice. You must accept the results of the re-roll. Visionary Politics At the end of the Political decision step of the Council Stage, you may draw 2 Political cards. Keep one and place the other one on the top or bottom of the Political cards deck. If the card you kept is a Law or a Resolution put it in play, otherwise apply its effect only for yourself. As an Upgrade you may build Space Defense Systems on planets you control. An SDS offers protection to that planet from incoming Rockets. For any incoming Rocket roll a die. A results of 4, 5 or 6 cancels the effects of that Rocket. Play 1st Action Play 1st Reaction (Expert Politics) Play 2nd Action (Basic Politics) Play 2nd Reaction (Expert Politics) Play 3rd Action (Master Politics) Play Bonus Action IV. Fire WMD Stage As an Upgrade you may build Clone Factories on planets you control. There can be only one Clone Factory on a planet. During the Increase Population step of the Upkeep Stage, each Clone Factory provides one population on that planet to the player controlling that planet. Space Defense Systems (SDS) III. Action Stage • • • • • • Every turn, at the end of the Elections Step of the Council Stage, you gain half of the number of VP depicted on your Turn Order card (round up). Clone Factories 0 I. Upkeep Stage • • • • • • • Technologies Space Combat Combat Round Structure 1. 2. 3. 4. 5. 6. 7. Start of Combat Step (Advanced Tactics) Play Combat Cards Step Resolve Combat Cards Step Roll combat dice Step (Tachyon Scanners) Assign Hits Step (Basic Tactics, Fringe Tactics) Ship Damage Step Discard Combat Cards Step Advanced T-Modules As an Upgrade you may buy Advanced T-Modules. Any T-Module can be placed on spaceship blueprints instead of a cannon. Each T-Module may transport 2 Population. Corrupt Politics After players reveal their bids during the Political Decision Step and/ or the Elections Step of the Council Stage, you may add or remove one CP from you bid.
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