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I thought this was a great way to see a whole game.

The Yssaril Tribe

I call these guys the frogs. This is one of my favorite races to play with because of one simple ability. The Yssaril Tribe has the ability to skip every other turn. They also draw one extra action card during the status phase and can look at one other players cards during the strategy phase. This may not sound like much but it sure does com in handy. They also start with 2 carriers so no need to worry about getting a second one first turn.

Have you ever been playing and next thing you know it is your turn and you have no idea what you want to do? If you are using the Yssaril Tribe just say skip and think about it a while. This skip ability is great. It lets you pass on a turn without passing. It also lets you see what everyone else does before you are forced to move. You can hold off doing just about anything until that strategy card you want played is played. Watching what others are doing and being able to almost always take the last turn is a major advantage.

Since you get extra action cards and can see others cards plan on having a full hand but don’t forget they are there. Many people forget that they have an action card which may help them in the current situation. You will have a lot of action cards so be sure that you know what your hand hold and when the appropriate time to use them will be.

Dice to use for this race

Green Jade Dice

Green Jade Dice

Speckled Recon Dice

Speckled Recon Dice

Transparent Green Dice

Transparent Green Dice

The Yin Brotherhood

I call these guys the sickos (They remind me of that race in Star Trek where they are all diseased). The Yin Brotherhood is another great race if played right. They have some strange abilities including a first strike of 5+ to steal a ground force from any planet you are attacking. They also have the ability to sacrifice a destroyer or cruiser in order to inflict damage to an opponents ship. Once per turn they can also select a planet and reverse it’s influence and resources. They do start with two carriers so this is one less thing you need to worry about first turn.

If you have a War Sun next to you and want to attack make sure you have that action card which allows you to make a kill once the War Sun is damaged. Roll your one round of combat, sacrifice a destroyer and then play that card. Pow no more War Sun. You will want to try and get as many action cards as you can so that your chances of drawing that card go up. Taking over planets can be fun too. Of course you want to roll above a 5 for that first round so that you can steal a troop but the result is worth it when it works.

If you see a high influence planet in your realm reverse the stats and use the resources. This can be very handy but don’t forget to use this ability. Many forget that they even have the skill. Go for whatever tech you want since you don’t start down a designated path.

Dice to use for this race

Silver Tetra Dice

Silver Tetra Dice

Hurricane Dice

Hurricane Dice

Transparent Orchid Dice

Transparent Orchid Dice

The Xxcha Kingdom

I call these guys the turtles. The Xxcha Kingdom is an OK race they have a few abilities that if played right will help you get those goals. The first is that hey can execute the primary ability of the diplomacy card when executing the secondary. They can also spend a command counter to make a political card now happen. The best thing though is that all opponents get a -1 for that first round of combat against the Xxcha. Not great abilities but they are designed to save you if bad things arise. As with all races that start with 1 carrier move out of your home world and wait for that production card to be played. Then build a second carrier and go grab another planet the first turn.

Keep a command counter handy so that when that diplomacy card is played and you see a threat on the board you can stop it in it’s tracks. Most players forget that the Xxcha have this ability. They get ready for attack and then someone plays diplomacy and you are safe and sound. The ability to cancel a political card is also a great advantage if the card is something that would cause you grief.

No matter what you do, do not forget to use that -1 on all first attacks against you. It can save your life and make your opponent reconsider their plans for conquering your empire. Other than that they don’t have any real abilities and should be played to whatever end you want as far as tech goes.

Dice to use for this race

Speckled Earth Dice

Speckled Earth Dice

Speckled Recon Dice

Speckled Recon Dice

Pearlized Emerald Dice

Pearlized Emerald Dice

The Winnu

I call these guys the shizz. The Winnu have almost the same technology advancements as the Universities of Jol-Nar. You may always add the influence value of your home system to add to your vote. Your planets that have at least one ground force are immune to the Local Unrest Action Card. To top this off you do not need to spend a command counter to execute the secondary of the technology card. You also start with 3 technologies. As with all races that start with 1 carrier I suggest getting out right away and wait for the production card to be played before putting another carrier into play. That way you can still move and take another planet that first turn.

Spread yourself thin leaving only a single troop per planet since they are now safe from the local unrest card. Try to get the technology card the first turn if possible then let others get it and use the secondary ability. Save money because tech will still cost you but it will not cost you a command counter. When you do tap planets try to tap your home world first since the influence can still be used even while tapped.

Your starting technologies do not put you directly on a path to War Suns but they do help. If you are lucky enough to get a secret objective that involves technology you should have no problem taking over the world. As with any race try to keep the funds flowing and always have excess command counters allowing you free movement and secondary actions.

Dice to use for this race

Speckled Golden Cobalt

Speckled Golden Cobalt

Glitter Purple Dice

Glitter Purple Dice

Transparent Violet Dice

Transparent Violet Dice

The Universities of Jol-Nar

I call these guys the brains. The Universities of Jol-Nar have got to be one of the best races to choose. They have so much tech you get to a point in the game where you don’t know what else to get. They have the ability to use both the primary and secondary abilities of the technology card. They also have the ability to spend a command counter from strategy to change any die roll. They do have the disadvantage of getting -1 to all combat rolls during space and invasion combat. They also start with four technologies. Heck they even start with two carriers.

When I am lucky enough to get this race I tell everyone at the table that we may as well choose again because I win. If played right they can be that powerful. The secret is that people who get this race try to also get the technology card. But you know that the tech card will be selected by someone and you get better bonuses if you play the secondary so let someone else take the card. The first round make sure you save a strategy command counter for that tech card. When you play it, get Deep Space Cannons and you will be only one away from War Suns.

Their -1 in all combat is a pain because you are always playing from behind in combat but your tech can outweigh that easily if you get the right technology. You will need trade goods to purchase War Suns once you have the tech so start by getting high resource planets right away. You will also need a lot of command counters. Those negatives to your dice will only matter if you run out of command counters which each give you the ability to reroll a dice.

There is nothing sweeter than getting this race and find out your secret objective is something to do with technology.

Dice to use for this race

Silver Tetra Dice

Silver Tetra Dice

Pearlized Red and Gold Dice

Pearlized Red and Gold Dice

Transparent Orchid Dice

Transparent Orchid Dice

The Sardakk N’orr

I call these guys the bugs. The Sardakk N’orr are simple brute force and should be used as such. They have one racial ability +1 to all combat rolls, space or invasion combat. Use this ability wisely and the dice rolls will always be in your favor over your opponent. They also start with two red technologies leaving you easily on a path to War Suns. Whatever you do with the Sardakk N’orr you always have that +1 combat advantage. Other than that there isn’t much left to say. They start with one carrier so move it out fast and wait for the production card to be played to buy a second one that first turn. Since built during production it can still go grab a planet so leave some of your ground forces behind.

You have brute force on your side so any tech path which leads to better combat rolls will always keep the odds in your favor. Work toward War Suns right from the start. Doesn’t 3 rolls over 2 sound like death to any would be attacker. The +1 will also scare those adjacent to you and help keep them out of your territory.

Dice to use for this race

Stone Obsidian Dice

Stone Obsidian Dice

Speckled Fire Dice

Speckled Fire Dice

Marbleized Charcoal Dice

Marbleized Charcoal Dice

The Naalu Collective

I call these guys the skin heads. The Naalu Collective was almost a hidden race to my group. We easily played 10 games before someone picked this race. They have a few advantages which make them original. The first is that you always go first. This can be good or bad depending on what you need. If attacked the Naalu ships can retreat before battle begins so don’t worry too much about your fleet getting hit but bigger ships. Just run away. As with all races that start with one carrier get your ships out asap and then wait for the production card to be played and build that second carrier. They don’t start with much technology but their fighters all get +1 on all combat rolls so focus on getting advanced fighters as a final technology. They will be saweeet if you get them to that level.

Knowing that you always go first can be a great advantage if played correctly. At the end of a round you can leave units open knowing that no matter what strategy card you chose you’re still first in order of play. This allows you to reinforce your weakest areas before they are attacked when a new round begins.

A good way to work the Naalu is to push a few scout ships out in front of your main fleets. If they are attacked you can retreat them into the main force. This makes a nice buffer between you and all other players. If someone does attack one of your scouts retreat them into the main force nearby and wait until the next turn. Then use your zero initiative ability to kick them hard before they can reinforce. Carriers with Naalu fighters can be more devastating than a War Sun to a space fleet. The disadvantage to always going first is that you can’t really sit back and watch the board. You must act and keep enough in reserve to handle all other players turns.

Dice to use for this race

Green Jade Dice

Green Jade Dice

Pearlized Bronze Dice

Transparent Yellow Dice

Transparent Yellow Dice

The Mentak Coalition

I call these guy the borg. The Mentak Coalition has a lot going for it. The thing to do is remember all of your abilities and then you will be on the path to victory. To start with you get an extra command counter in your fleet supply. Your cruises and destroyers get a free attack before any space battle begins and you can take a trade good from other players during the strategy phase. All of these are great abilities but I have found that many players that get this race do not remember them when the time comes for the abilities to be put into play. To start as usual with any race that gets only 1 carrier get your ships out and then wait for the production card to be played and buy another carrier.

Use that added fleet size to keep one ship more than any of your opponents if possible. Cruisers are cheap so work your tech towards making them carriers. You will want the added free shot they get in space combat. Destroyers are also a good idea if you have a neighbor who seems to be going fighter happy. Get out get more planets and then work back towards home if possible using cruisers to pick up any planets that were missed along the way.

Work on that tech and make sure you take your trade goods from anyone that has 3 or more during the strategy phase. This extra money will come in real handy each turn when trying to accomplish your goals and objectives.

Dice to use for this race

Speckled Fire Dice

Speckled Fire Dice

Marbleized Gold Dice

Marbleized Gold Dice