and playing pieces in the 3E are noticeably larger in size than their 2E counterparts. Fourth edition vs previous versions Players now have 17 factions available to choose from, including factions that were only available in the expansions for earlier editions such as the Ghosts of Creuss, The Mentak Coalition, the Naalu Collective, and the Yssaril Tribes. The number of factions has been increased to 24 with the Prophecy of Kings expansion. The phases of play in each round are now Strategy, Action, Status, and the Agenda Phase. The Agenda Phase is added only after a player has taken Mecatol Rex. In the Strategy Phase, players choose a Strategy Card to use in the upcoming Action Phase. The Strategy Cards now control many of the fundamental mechanics that were tied to a phase in the 3rd Edition. As a result, players may be in competition for a particular strategy card, and a taking a particular Strategy Card may be necessary for a player to achieve certain objectives. The Strategy Cards confer abilities such as the purchase of additional command counters, changing who is the Speaker and thus will get first pick of the strategy cards in the next round, refilling commodities for trade, building Planetary Defense Systems (PDS') or Space Docks, researching technology, drawing additional Action Cards or Secret Objectives, or scoring an objective early (in the Action Phase, while all other players must wait for the Status Phase). In the Action Phase, players take turns expanding their empire by moving ships, building units, engaging in trade and combat, researching technology, making deals, using their Strategic and Action Cards, and attempting to complete the requirements for public and secret objectives. The player's initiative order (the turn order) is determined by a player's lowest number Strategy Card, e.g. a player with the Leadership card (no.1) will go first and a player with the Imperial Card (no.8) will go last. The Action Phase continues until every player has chosen to pass, and once a player has passed they cannot make any more tactical actions. Each Strategy Card has a Primary and a Secondary ability - the bearer of a Strategy Card uses only the Primary and the other players may only use the Secondary. So that no player ever misses out on the powerful abilities of the Strategy Cards, the bearer of a Strategy Card may not pass and end their Action