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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...

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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...

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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...

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twilight imperium -

The Embers of Muaat I call these guys the sun gods. The Embers of Muaat are an added race from the Shatter Realms expansion. If you get this race when you choose you are on a good path. They are almost too strong to start. You begin with a War Sun and the War Sun technology but they only has a movement of 1 until you actually develop the missing Deep Space Cannon technology. They also have the awesome ability to spend a command counter and place two free fighters or one destroyer anywhere you have a War Sun or...

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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...

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