Compendium
Promissory Notes
40 promissory notes. Use the filterable compendium to narrow by expansion, faction or color.
Promissory Note
Acquiescence
Winnu · Promissory note
When the Winnu player resolves a strategic action: You do not have to spend or place a command token to resolve the secondary ability of that strategy card. Then, return this card to the Winnu player.
Promissory Note
Alliance
Promissory note
When you receive this card, if you are not the [color] player, you must place it faceup in your play area. While this card is in your play area, you can use the [color] player's commander ability, if it is unlocked. When you activate a system that contains 1 or more of the [color] player's units, return this card to the [color] player.
Promissory Note
Antivirus
Nekro Virus · Promissory note
At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use their Technological Singularity faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.
Promissory Note
Black Market Forgery
Naaz-Rokha Alliance · Promissory note
ACTION: Purge 2 of your relic fragments of the same type to gain 1 relic. Then, return this card to the Naaz-Rokha player.
Promissory Note
Black Ops
Firmament · Promissory note
When you receive this card, if you are not the Firmament: The Firmament player may place 1 facedown plot card in their play area with your control token on it. Then, gain 2 command tokens, gain 2 trade goods, and purge this card.
Promissory Note
Blood Pact
Empyrean · Promissory note
ACTION: Place this card faceup in your play area. When you and the Empyrean player cast votes for the same outcome, cast 4 additional votes for that outcome. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Promissory Note
Ceasefire
Promissory note
After the [color] player activates a system that contains 1 or more of your units: The [color] player cannot move units to the active system. Then return this card to the [color] player.
Promissory Note
Creuss Iff
Ghosts of Creuss · Promissory note
At the start of your turn during the action phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Promissory Note
Crucible
Vuil'raith Cabal · Promissory note
After you activate a system: Your ships do not roll for gravity rifts during this movement, apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead. Then, return this card to the Vuil'raith player.
Promissory Note
Cybernetic Enhancements
L1Z1X Mindnet · Promissory note
When you gain command tokens during the status phase: Gain 1 additional command token. Then, return this card to the L1Z1X player.
Promissory Note
Dark Pact
Empyrean · Promissory note
ACTION: Place this card faceup in your play area. When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
Promissory Note
Fires of the Gashlai
Embers of Muaat · Promissory note
ACTION: Remove 1 token from the Muaat player's fleet pool and return it to their reinforcements. Then, gain your war sun unit upgrade technology card. Then, return this card to the Muaat Player.
Promissory Note
Gift of Prescience
Naalu Collective · Promissory note
At the end of the Strategy Phase: Place this card faceup in your play area and place the Naalu '0' token on your strategy card, you are the first in initiative order. The Naalu player cannot use their Telepathic faction ability during this game round. Return this card to the Naalu player at the end of the status phase.
Promissory Note
Greyfire Mutagen
Yin Brotherhood · Promissory note
At the start of a ground combat against 2 or more ground forces that are not controlled by the Yin player: Replace 1 of your opponent's infantry with 1 infantry from your reinforcements. Then, return this card to the Yin player.
Promissory Note
Keleres Rider
Council Keleres · Promissory note
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player.
Promissory Note
Keleres Rider
Council Keleres · Promissory note
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player.
Promissory Note
Keleres Rider
Council Keleres · Promissory note
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player.
Promissory Note
Keleres Rider
Council Keleres · Promissory note
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 1 action card and gain 2 trade goods. Then, return this card to the Keleres player.
Promissory Note
Malevolency
Firmament · Promissory note
At the end of one of your tactical actions: Spend 1 influence to give this card to one of your neighbors; you can use this ability even if you are the Obsidian player.
At the end of the status phase, if you are not the Obsidian player, you must remove 1 command token from your fleet pool and return it to your reinforcements.
Promissory Note
Military Support
Federation of Sol · Promissory note
At the start of the Sol player's turn: Remove 1 token from the Sol player's strategy pool, if able, and return it to their reinforcements. Then, you may place 2 infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Promissory Note
Nano-Link Permit
Ral Nel Consortium · Promissory note
After you activate a system: You may move your structures from adjacent systems that do not contain your command tokens onto planets you control in the active system. Then, return this card to the Ral Nel player.
Promissory Note
Political Favor
Xxcha Kingdom · Promissory note
When an agenda is revealed: Remove 1 token from the Xxcha player's strategy pool and return it to their reinforcements. Then, discard the revealed agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead. Then, return this card to the Xxcha player.
Promissory Note
Political Secret
Promissory note
When an agenda is revealed: The [color] player cannot vote, play action cards, or use faction abilities until after that agenda has been resolved. Then, return this card to the [color] player.
Promissory Note
Promise of Protection
Mentak Coalition · Promissory note
ACTION: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use their Pillage faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
Promissory Note
Raghs Call
Clan of Saar · Promissory note
After you commit 1 or more units to land on a planet: Remove all of the Saar player's ground forces from that planet and place them on a planet controlled by the Saar player. Then, return this card to the Saar player.
Promissory Note
Raise the Standard
Last Bastion · Promissory note
At the end of a combat: Galvanize 1 of your units that participated. Then, return this card to the Last Bastion player.
Promissory Note
Research Agreement
Universities of Jol-Nar · Promissory note
After the Jol-Nar player researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.
Promissory Note
Scepter of Dominion
Mahact Gene-Sorcerers · Promissory note
At the start of the strategy phase: Choose 1 non-home system that contains your units, each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system. Then, return this card to the Mahact player.
Promissory Note
Sever
Crimson Rebellion · Promissory note
ACTION: place this card face up in your play area, and place the sever token in a system that contains your units, wormholes in that system have no effect during movement. Remove the sever token and return this card to the Rebellion player at end of the status phase.
Promissory Note
Share Knowledge
Deepwrought Scholarate · Promissory note
ACTION: Place this card faceup in your play area and gain 1 non-faction, non-unit upgrade technology that the Deepwrought player owns; place that technology on this card. Return that technology to the deck and this card to the Deepwrought player at the end of the status phase.
Promissory Note
Spy Net
Yssaril Tribes · Promissory note
At the start of your turn: Look at the Yssaril player's hand of action cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.
Promissory Note
Strike Wing Ambuscade
Argent Flight · Promissory note
When 1 or more of your units make a roll for a unit ability: Choose 1 of those units to roll 1 additional die. Then, return this card to the Argent player.
Promissory Note
Stymie
Arborec · Promissory note
After another player moves ships into a system that contains 1 or more of your units: You may place 1 command token from that player's reinforcements in any non-home system. Then, return this card to the Arborec player.
Promissory Note
Support for the Throne
Promissory note
When you receive this card, if you are not the [color] player, you must place it faceup in your play area and gain 1 victory point. When you activate a system that contains 1 or more of the [color] player's units, or if the [color] player is eliminated, lose 1 victory point and return this card to the [color] player.
Promissory Note
Tekklar Legion
Sardakk Norr · Promissory note
At the start of an invasion combat: Apply +1 to the result of each of your unit's combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of their unit's combat rolls during this combat. Then, return this card to the N'orr player.
Promissory Note
Terraform
Titans of Ul · Promissory note
ACTION: Attach this card to a non-home planet you control other than Mecatol Rex. Its resource and influence values are each increased by 1, and it is treated as having all 3 planet traits (cultural, hazardous, and industrial).
Promissory Note
The Cavalry
Nomad · Promissory note
At the start of a space combat against a player other than the Nomad: During this combat, treat 1 of your non-fighter ships as if it has the SUSTAIN DAMAGE ability, combat value, and ANTI-FIGHTER BARRAGE value of the Nomad's flagship. Return this card to the Nomad player at the end of the combat.
Promissory Note
Trade Agreement
Promissory note
When the [color] player replenishes commodities: The [color] player gives you all of their commodities. Then, return this card to the [color] player.
Promissory Note
Trade Convoys
Emirates of Hacan · Promissory note
ACTION: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
Promissory Note
War Funding
Barony of Letnev · Promissory note
After you and your opponent roll dice during space combat: You may reroll all of your opponent's dice. You may reroll any number of your dice. Then, return this card to the Letnev player.