Below is a helpful reference for what all the characters, locations, and skill cards do. These lists, along with reading the rules of play, should be all you need to know!
Order of Succession:
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, move any other player out of the brig to any location on Equestria. That player may immediately take an additional action.
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, after any action is resolved, you may immediately copy that action, choosing new targets as necessary. If the action required a dice roll or skill check, you may use the same result.
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)
Cadence - (1 LEA - 2 POL - 2 TAC) - Setup: Brig
Spreading Love Wherever She Goes -- At the beginning or end of your Movement step, you may discard a Skill Card to choose another character at your location, who may move or take an action. For the rest of the turn, no player may play cards that grant extra actions.
Royal Union -- Action: Once per game, give the President title to the Princess.
Imprisoned -- Your character starts the game in the brig. If you are the highest on the line of succession for any title upon being released for the first time, claim that title.
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 you fail any quorum or crisis dice rolls, discard 1 skill card in addition to the printed penalty.
Pinkie Pie - (POL 2 - 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.
Diamond Tiara & Silver Spoon - (3 POL - 2 LEA) Setup: Administration
Trust Fund Fillies -- Your starting draw is 10 cards.
Juicy Stories -- Once per game, at the start of your turn, you may choose up to two other ponies. Look at their hands of Skill Cards, and take all POL and TRE cards you find into your hand.
Control Freaks -- You may not choose an option to discard if it would cause your hand to drop below 3 skill cards.
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.
Derpy "Ditzy Doo" Hooves - (LEA 1 - POL 2 - PIL/TAC 2) Setup: Hangar Deck
Always In The Strangest Places -- Movement or Action - Launch in a viper to any space area or move to any location on Equestria
Special Delivery! -- Action: Once per game, choose another player to draw Skill Cards up to their hand limit.
I Just Don't Know What Went Wrong! -- If your viper is damaged or destroyed, damage Equestria once.
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.
Shining Armor -- (2 LEA - 2 PIL - 1 TAC) Setup: Hangar Deck
Protective Barrier -- When a Raider attacks a civilian ship, you may discard a Skill Card to prevent that civilian ship from being destroyed.
Repel -- Action: Once per game, move each Ponylon unit (excluding Centurions) one space in any direction, or move all Centurions back one place on the Ponylon Boarding Track
Wingless -- You may not move to space areas without launch icons.
Applejack - (TAC 2, ENG 2, LEA/ENG 1) - Setup: Weapons Control
Honest Work -- If you end your movement phase in the same location as another characters, 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 1 - ENG 2) - Setup: Hanger
Eeeyup. -- Draw an ENG or TAC card each time a skill check is passed that you played cards into.
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 cannot use skill cards to modify your own dice rolls.
Golden Harvest - (2 ENG - 2 POL - 1 TAC/LEA) Setup: Research Lab
Level-Headed -- After cards are revealed in a skill check but before resolving abilities and totaling strength, you may discard a 0-strength Skill Card from the check.
Picking Up The Slack -- Once per game, discard your hand to prevent 1 point of resource loss.
"I Emptied Your Fridge" -- Any time a pony character is forced to discard 3 or more Skill Cards, you must discard one Skill Card.
Golden Harvest cannot be used without the Exodus expansion. Besides, apples are better than carrots.
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 human or revealed Cylon.)
Tirek - (1 TAC, 1 ENG/TRE) - Setup: Ponylon Fleet
Lord of Midnight Castle -- You may always play TAC, ENG and TRE skill cards for their text, regardless of whether or not you are Infiltrating.
Behold the Power of Darkness! -- Once per game, you may change the target of an action that was just announced to another legal target. You may not redirect the once-per-game abilities of other characters in this way.
Terrifying Presence -- You may not voluntarily move to a location occupied by another player.
Queen Chrysalis - (1 LEA - 1 TRE/ENG) - Setup: Infiltrating in Princess's Quarters
Changeling -- Movement - End your Infiltration and place yourself at any Ponylon location, OR Infiltrate Equestria. You may not use this ability if you are in a hazardous location.
(The Brig, Sickbay, and the Resurrection Ship are hazardous locations)
Who Says A Girl Can't Really Have It All? -- Action: Once per game, if you have at least three Skill Cards in your hand, exchange your hand of Skill Cards for another player's hand of Skill Cards.
Deep Cover Agent -- When a player reveals a "You Are A Pony-Lon" loyalty card, you must discard your hand of Skill Cards.
(2) Big Macintosh
(3) Golden Harvest
(3)Diamond Tiara & Silver Spoon
Cutie Mark Crusaders
(3)Diamond Tiara & Silver Spoon
Cutie Mark Crusaders
No CAG in this game!
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.)
Dodge Junction Locations
(Humans in the same space as an Occupation Force may use an Action to roll a die. If 5 or higher, destroy an Occupation Force. Players may use "Maximum Firepower" to re-roll.)
(Cylons in the same space as a human and an Occupation Force may use an Action to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)
You may only draw 1 skill card during your Receive Skills step.
_____ Kindergarten (Detention)
You may not move or add more than 2 cards to skill checks.
Action: Skill check POL/TAC = 9 to move to another location.
Human Action: Choose a character on New Caprica (human or Cylon). Skill check LEA/TAC/TRE = 7 to execute.
Human Action: If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.
Cylon Action: Activate 1 occupation force and then place 1 occupation force on this location.
Flutter Valley (Breeder's Canyon)
Human Action: Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.
Cylon Action: Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.
Human Action: Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.
Cylon Action: Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.
Note: Only 1 "Reckless" card may be played per Skill Check. Humans may not use the text abilities on Treachery cards, but revealed Cylons can.
Sympathetic Agenda Deck
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(1-2) Support the People: Reckless: Play before cards are added to a Skill check. Each human 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 are played face up (excluding the Destiny Deck).
(3-5) Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.
(1-2) Executive Order: Action: Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 EO or "Critical Situation" 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: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce 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 count as positive strength.
(1-2) Launch Scout: Action: Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(1-2) Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or "Executive Order" per turn.
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If 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 attack 1 Cylon ship in that 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).
(1-2) Repair: Action: Repair your current location, or if 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 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.
Note: "Reckless Skill Check" abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.
(1) Broadcast Location: RSC -- Place 1 basestar in front of Galactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1) By Your Command: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2) Faust'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 trigger this ability once per check.
(3) Human Weakness: Action: If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3) Sabotage: Play when a human player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.
Hostile Agenda Deck
You win the game if...
Guide Them to Destiny: The ponies have won and Population and Morale are within 2 of each other.
Live On In Infamy: The ponies have won and all resources are at 4 or lower.
Atone For Your Sins: The ponies have won, 3 or more civilian ships have been destroyed, and either you are in the Brig or you have been executed at least once.
Prove Their Worth: The ponies have won and at least 5 raptors/vipers are destroyed or damaged.
Surgical Strike: The Pony-lons have won and 2 or more resources are at half or more of their starting value ("in the green").
The Illusion of Hope: The Pony-lons have won and the fleet was one jump from victory.
You win the game if...
Genocide: The Pony-lons have won and Population and Morale are 2 or less.
Reduce Them To Ruins: The Pony-lons have won, Morale is 3 or less, and 4 or more locations are damaged.
Siege Warfare: The Pony-lons have won and all resources are at half or less of their starting value ("in the red").
Survival Of The Fittest: The Pony-lons have won and either two or more pony characters have been executed, or one pony character has been executed and Alicorn or Canterlot One was destroyed.
Mutual Annihilation: The ponies have won and the sum of Super Crisis Cards played (by any player) and damaged locations is greater than or equal to populaton.
Power Vacuum: The ponies have won, you are Infiltrating, and no more than one other human player is not in the Brig or Detention.