Twilight Sparkle - (LEA 2 - TAC 2 - LEA/ENG 1) - Setup: Research Lab
Faithful Student -- On your turn, you may increase or decrease the difficulty of any skill checks by 2. (N.B. This does not affect any partial pass checks)
Obsessive Research -- Action: Once per game, look at the top 4 cards of the Crisis deck, and place each one at the top or bottom of the deck in any order you choose.
I Don't Know What to Do! It's Not in the Book! - Any time you play zero Skill Cards into a Skill Check during your turn, you must discard one Skill Card at random.
Spike - (LEA 2 - TAC 2 - TAC/POL 1) - Setup: Communications
Fireball Communications - When you activate the Communications location, you may look at every Civilian Ship on the game board and may move any number of them.
Delusions of Grandeur - Action: Once per game, select any other pony player to move into the Brig, or out of the Brig to any location on Equestria.
A Dragon's Greedy Nature - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards instead of 1.
Celestia - (LEA 3 - TAC 2) - Setup: Princess's Quarters
Raising the Sun -- Movement: You may discard two Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.
Banish to the Moon -- Action: Once per game, execute another character at your location.
Pomp and Circumstance -- You must discard a Skill Card as an additional cost to move to any location.
Luna - (LEA 2 - TAC 3) - Setup: Command
Ruler of the Night -- Movement: You may discard 1 Skill Card to skip the Activate Ponylon Ships step of this turn's crisis.
The Fun has been Doubled! -- Once per game, when a player activates a location, you may activate it a second time as if it had been your action.
Justifiably Feared -- You must discard a Skill Card as an additional cost to move to a location already occupied by another character.
The Great and Powerful Trixie - (2 TAC, 1 ENG, 2 LEA/POL) - Setup: Alicorn CIC
Setting the Stage -- On your turn - after the cards of a skill check are revealed, but before they are resolved - you may remove any one card from the check. Discard that card and resolve the check without it.
Anything You Can Do I Can Do Better -- Once per game, at the start of any player's turn take all title cards from their current holders. Return the title cards to their original holders, if possible, at the end of the turn.
Tempting Fate -- All skill checks during your turn becomes reckless, whether or not a reckless card is played.
(EXPANSION 2) (Note: Do not play with Trixie if you are playing without the Pegasus Expansion)
Rarity - (LEA 2 - POL 2 - TAC 1) - Setup: Press Room
Putting it Together -- Once during each of your turns, you may reroll - without any modifiers - a die that was just rolled. You must use the new result.
Art of the Dress -- Once per game, before resolving a Skill Check on a Crisis Card, you may choose the result (Pass or Fail) instead of resolving it normally.
Wallowing in Pity -- When any quorum or crisis dice roll fails, discard 1 skill card in addition to the printed penalty.
Pinkie Pie - (POL 1 - TAC 1 - ENG 1) - Setup: FTL Control
"I'm about to be BRILLIANT" -- At the start of your Draw Crisis step, draw two Skill Cards from any skill set.
Surprise Party -- Action: Once per game, look at all Loyalty Cards belonging to another player.
Party of One -- If you end your turn without another player in your location discard 1 skill card at random. If you are in the brig, choose 1 skill card to discard instead.
Zecora - (LEA 1 - TAC 2 - POL 2) - Setup: Administration
Wisdom -- You do not discard Skill Cards as a result of Crisis Cards.
The Ways of My People -- Action: Once per game, lose 1 morale to gain 1 of any other resource type.
Evil Enchantress -- You start the game with 2 Loyalty Cards instead of 1.
Mayor Mare - (POL 2 - LEA 2 - POL/TAC 1) - Setup: President's Office
Political Connections -- When the President draws a Quorum Card, you may draw a Skill Card (limit twice per turn).
Inspirational Speech -- Action: Once per game, even if you are not the President, look at the top four Quorum Cards of the deck, play one, and place the rest on the top or bottom of the deck in any order you choose.
Behind Schedule -- You must discard a Skill Card as an additional cost to activate a location when it isn't your turn.
Cheerilee - (LEA 2, POL 2, ENG/TAC 1) - Setup: Press Room
Nurture With Knowledge -- During your turn, if another player is forced to discard skill cards you may let them draw a number of skill cards equal to the number they just discarded. (NB: This does not count for executions)
Moral Guidance -- Once per game, after a player makes a choice on a Crisis Card, you may change that choice.
Indomitable Cheer -- You may not activate the Princess's Quarters or the Airlock.
Rainbow Dash (LEA 1 - TAC 2 - PIL 2) - Setup: Piloting a Viper in FOXTROT
Aspiring Wonderbolt -- When a Viper is placed in a space area from the Reserves, you may choose to pilot it and take 1 action. You may only do this when you are on a Equestria location other than the Brig.
Sonic Rainboom -- Action: Once per game while piloting a Viper, move to any space area and either make a normal attack on every Ponylon ship there, or destroy one civilian ship there.
Slacker -- Your hand limit is 8 instead of 10.
Fluttershy - (LEA 1 - POL 2 - ENG/PIL 2) - Setup: Hangar Deck
Kindness -- When you draw a Crisis Card, all 1-strength cards count as positive for any Skill Check on it.
Stare Master -- Once per game, you may cancel the activation of any one location.
Terrified of Your Own Shadow -- If you begin your action phase in the same space area as an enemy craft with no civilian ships present, you take no action this turn.
Ditzy "Derpy" Doo - (LEA 1 - POL 2 - PIL/TAC 2) Setup: Hangar Deck
Always In The Strangest Places -- Whenever you activate the Hangar Deck, you may discard 1 Skill Card to launch in a Viper to any space area. Take another action as normal.
Special Delivery! -- Action: Once per game, choose another player to draw Skill Cards up to their hand limit.
Absent-Minded -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.
Gilda "Starbeak" Gryphon - (TAC 2 - PIL/LEA 2 - TRE 1) Setup: Armory
Half Eagle, Half Lion, All Awesome -- Once per turn, after you damage/destroy a Ponylon unit, or risk a Raptor and succeed, you may draw two Skill Cards.
Keeping An Eye Out -- Once per game, when the Princess would draw two locations and pick one, instead you may draw three locations and pick one.
Poisonous Friendship -- Your skill set includes Treachery cards.
Spitfire - (LEA 2 - PIL 2 - TAC 1) - Setup: Piloting Viper in ECHO
Aerial Ace -- When you begin your turn piloting a Viper, you may take an additional action after your movement phase.
Formation Flyer -- Action: Once per game, activate six unmanned Vipers.
Team Leader -- When raiders fire at Vipers in your space area, you are targeted first.
Applejack - (TAC 2, ENG 1, LEA/ENG 2) - Setup: Weapons Control
Honest Work -- Movement: Draw a Skill Card and choose another character at your location to draw a Skill Card of your choice from outside of their skill set.
Applebuck Season -- Once per game, you may take an additional turn after the current one and skip the Draw Crisis step of this turn. You may only use this ability at the beginning of your turn.
But Still Only One Pony -- When a Skill Check is chosen on a decision Crisis, you must play at least one card into it.
The Cutie Mark Crusaders - (LEA 1 - ENG 2 - POL 1 - PIL 1) - Setup: Research Lab
Try Anything -- Whenever there is a Skill Check on your turn, before cards are played into it, you may name a skill type to count as positive for that check.
"Comedy Routine" -- Once per game, you may choose the result of any die roll instead of rolling it. That result may not be rerolled or modified.
Blank Flanks -- You may not hold the Princess or President titles.
Big Macintosh - (LEA 1 - TAC 2 - ENG 2) - Setup: Hanger
Eeeyup. -- Draw an ENG or TAC card each time a skill check is passed.
Nope. -- Once per game, after a Crisis Card is revealed, immediately discard it without effect and draw a new one.
Doesn't Add Up -- You may not activate the FTL Control or the Engine Room locations.
Night Mare Moon - (1 POL, 1 TRE/ENG) - Setup: Pony Fleet
Eclipse -- Movement: Draw the top two cards of the Destiny Deck, then place two Skill Cards from your hand on top of the Destiny Deck.
The Night Will Last Forever -- Action: Once per game, choose another player. On that player's next turn, skip that player's movement and action phases.
Lonely And Resentful -- If a Crisis Card would force you to discard two or more Skill Cards while you are not Infiltrating, discard one card instead of ignoring it entirely. If a Crisis Card would force you to discard Skill Cards while you are Infiltrating, they are discarded at random.
Discord - (1 TRE/ENG) - Setup: Ponyville
Chaos Is A Wonderful Thing -- At the start of your turn, choose a player. Draw a Skill Card at random from their hand and add it to yours. If you are Infiltrating, draw a second Skill Card from their hand. That player then draws to replace the cards they gave you.
You've Been Kind For Far Too Long -- Once per game, you may copy the "once per game" ability on any other character in play and perform it as if it were printed on this sheet.
What Fun Is There In Making Sense? -- All players besides you have the following ability: Action: If it is Distance is 7 or less, guess Discord's agenda. If you guess correctly, he reveals it, shuffles the agenda deck, and draws a new one. You may then draw one skill card and take another action. If you guess incorrectly, discard 2 skill cards. (NB: Any player may use this ability, whether pony or revealed Ponylon.)
Tirek - (1 TAC, 1 LEA/TRE) - Setup: Ponylon Fleet
Extortion -- During your turn, when a Crisis Card calls for the Princess, President or CAG to make a choice, you make it for them unless they give you a Skill Card from their hand.
Rescue at Midnight Castle -- Once per game, you may either cancel a character's execution, or change the result of a Skill Check or choice on a Crisis Card to one that would execute a character.
Terrifying Presence -- You may not activate locations where another character is present (NB: Excludes the Pony Fleet activated for Infiltration only and the Brig).
Order of Succession:
(2) Big Macintosh
Cutie Mark Crusaders
Cutie Mark Crusaders
Cutie Mark Crusaders
( 0 ) Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength).
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type. They may come from outside your skill.
(1-2) Support the People: Reckless: Play before cards are added to a skill check. Each pony player with 4 or less Skill Cards in hand may draw 2 Skill Cards.
(3-5) Investigative Committee: Play before cards are added to skill check. All Skill Cards are played faceup during this skill check (excluding those from the Destiny Deck).
(3-5) Preventative Policy: Movement: Choose 1 resource type (Fuel, Food, Morale, or Population). The next loss of this resource type during this turn is reduced by 1.
( 6 ) Political Prowess: Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).
( 0 ) Iron Will: Skill Check: IF YOU GET NO RESPECT, YOU MUST SPIKE THE CHECK! (If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.)
(1-2) Executive Order: Action: Choose any other player. He may take 2 actions, or move and take 1 action. Can NOT be used on a revealed Ponylon. Limit 1 XO or CS per turn.
(1-2) Major Victory: Play after YOU destroy a Basestar or Centurion on the Boarding Party Track. Roll a die. If 5 or higher, gain 1 Morale. Limit 1 per turn.
(3-5) Declare Emergency: Play after strength is totaled in a skill check to reduce its difficulty by 2. No effect on partial pass difficulty. Limit 1 per skill check.
(3-5) At Any Cost: Reckless: Play before cards are added to a Skill Check. All Treachery Cards in the skill check count as positive strength.
( 6 ) State of Emergency: Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).
( 0 ) Trust Instincts: Skill Check: Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
(1-2) Launch Scout: Action: Risk 1 raptor to roll a die. If 3 or higher, look at top card of the Crisis or Destination Deck and place it on top or bottom. Otherwise, destroy 1 Raptor.
(1-2) Guts and Initiative: Reckless: Play before cards are added to a skill check. Do not add cards from the Destiny Deck into this skill check.
(3-5) Strategic Planning: Play before any die roll to add 2 to the result. Limit 1 per die roll.
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or XO per turn.
( 6 ) Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.
( 0 ) Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
(1-2) Evasive Maneuvers: Play after any Viper is attacked to reroll the die. If the Viper is piloted, subtract 2 from the new roll.
(1-2) Full Throttle: Movement or Action: If piloting a Viper, you may move to any space area. You may then attack 1 Ponylon Ship in your area (even if you didn't move).
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times.
(3-5) Run Interference: Play before Raiders are activated. The first 4 Raiders activating in your space area automatically miss (do not roll for them).
( 6 ) Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.
( 0 ) Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totaling strength).
(1-2) Repair: Action: Repair your current location, or if you are in the Hangar Deck, repair up to 2 damaged Vipers.
(1-2) Jury Rigged: Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering Cards in the skill check count as positive strength.
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.
( 6 ) Build Nuke: Action: The Admiral gains 1 nuke token.
Note: Reckless Skill Check (RSC) abilities activate when the card is part of a Skill Check in which a Reckless Skill Card was used for the text ability.
(1) Broadcast Location*: RSC: If there are no Basestars on the main board, Activate Basestars. Otherwise, place 1 Basestar in ALPHA and 1 Civilian Ship in DELTA. Only 1 of this ability may be resolved in each skill check.
(1) By Your Command: RSC: Activate all Raiders, Heavy Raiders, and Occupation Forces (but not Centurions). Only 1 of this ability may be resolved in each skill check.
(2) Megan's Plan: Movement: Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: RSC: Each player draws 1 Treachery Skill Card. Only 1 of this ability may be resolved in each skill check.
(3) Pony Weakness*: Movement or Action: If at least 1 pony player is in Brig or Detention, reduce the highest resource by 1. Limit 1 per turn.
(3) Sabotage: Play when a pony player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.
*Note: Broadcast Location and Pony Weakness have been altered from their official versions.
Note: A character moving to Equestria from Canterlot One, Alicorn, or a piloted Viper must discard a skill card.
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.
Action: Attack one Ponylon ship with Equestria.
(Roll 3-8 to hit a Raider, 7-8 to hit a Heavy Raider, and 5-8 to hit a Basestar.)
Action: Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons.
(Roll 3-8 to hit a Raider, 7-8 to hit a Heavy Raider, and 8 to hit a Basestar).
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.
Action: Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send her to the “Brig.”
(Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Ponylon from doing any damage when she reveals herself.)
Action: Draw 1 Engineering OR 1 Tactics Skill Card.
Action: Launch yourself in a viper. You may then take 1 more action.
(You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.)
Action: Attack a Centurion on the Boarding Party track (destroyed on roll of 7-8).
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of her turn.
(Characters may not voluntarily move to Sickbay, but can be sent there by certain cards and abilities, or by being in a Viper when it is damaged.)
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
Action: Pass a Politics/Tactics Skill Check of 7 to move to any location.
(Characters may not voluntarily move to the Brig, but can be sent there by certain cards and abilities, or the Princess's Quarters location. Characters in the Brig may not hold the Princess or CAG title.)
Note: A character moving to Canterlot One from Equestria, Alicorn, or a piloted Viper must discard a skill card.
Action: Draw 2 politics Skill Cards.
Action: If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.
Action: Choose a character; then pass a Politics/Leadership Skill Check of 5 to give her the President title.
(Revealed Ponylons and Infiltrating Ponylon Leaders may not be given titles.)
Note: A character moving to Alicorn from Equestria, Canterlot One, or a piloted Viper must discard a skill card.
Action: Choose a basestar and roll a die:
1-3: Damage Alicorn.
4-6: Damage Basestar.
7-8: Damage Basestar twice.
Action: Choose a character and pass a Politics/Tactics/Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".
Action: Choose a space area and roll a die:
1: Destroy 1 Civilian Ship there.
2-3: Damage 1 Viper there.
4-6: Destroy 2 Raiders there.
7-8: Destroy 4 Raiders there.
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.`
Note: These locations may only be used by a revealed Ponylon player or a non-infiltrated Ponylon Leader.
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Ponylon Activations are not triggered after this Crisis.
Action: Activate all Ponylon ships of one type, or launch 2 Raiders and 1 Heavy Raider from each Basestar. Activating Heavy Raiders will advance the Centurions one step on the boarding party track, even if there are no Heavy Raiders on the board.
Action: Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Equestria.
You may only draw 1 Skill Card during your Receive Skill Cards step.
Action: Draw 1 Super Crisis Card.
(Characters may not voluntarily move to the Resurrection Ship, but are placed there when they reveal a Ponylon Loyalty Card as an action or by being executed, or choose to stop Infiltrating.)
Action: Choose 2 of the following abilities:
-- The CAG must place 1 Civilian Ship (following all placement rules).
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.
-- Roll a die. If the number is less than the number of Raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the Jump Preparation Track by 1. 4-8: Increase the Pursuit Track by 1.
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
Action: Launch 1 nuke at a space area (the nuke token is discarded).
1-2 = Damage a basestar twice
3-6 = Destroy a basestar
7 = Destroy a basestar and 3 raiders
8 = Destroy every ship in the space area
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
Action: Draw a Quorum Card into your hand.
Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed ponylons.
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).
Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
Action: Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.