Deals

In a deal, players have one minute to completely conclude a trade.

A player may trade cards and/or allow his or her opponent to establish one colony on any one planet where the player already has a colony,  including foreign colonies. In this way each main player may gain a new colony and/or new cards.

Any of a player’s ships that are not in the warp can be used to establish this colony.

Cards must come from the players’ hands, not from the deck.

Any ships remaining in the hyperspace gate after the deal return to any of the offense’s colonies. Allies are never included in a deal. If no agreement is reached within one minute, the deal fails. The players cannot agree to do nothing as a deal – either a card or a base must change hands for a deal to be successful.

A successful deal counts as a successful encounter but not as a win or winning encounter.

Details and Clarifications

 * The deal may be one-sided, however at least 1 colony or card must change hands.
 * the tangible things traded in a deal are explicitly restricted to what’s allowed in the rules (and anything else allowed by a specific power or card), and at least one colony or one card must always change hands for the deal to be valid. Players are free to add non-tangible terms to the deal, such as promises of future actions, but these are unenforceable.
 * You cannot trade tech cards in a deal.