|Power to execute|
|Removes others' ships|
As the defense, when you lose an encounter and your opponent played an attack card, you may send one of your ships not in the encounter to the warp to take all opposing ships to the warp with you. In spite of winning, the opposing players do not receive colonies on your planet.
When you execute a ship during your turn, you may replace it with one of your ships, retrieved from the warp.
|FFG||You have the power to Execute. Whenever any other player's color or a special destiny card that targets another player is drawn from the destiny deck, use this power to choose one of that player's ships form any colony of your choice and send it to the warp. On a wild destiny card, you may execute one ship belonging to any other player regardless of who the offense chooses to attack.||After being subjected to colonial domination for thousands of years, a hive of Shadows rose up on an outpost planet in a forgotten empire. Devoted to guerrilla warfare and adept at choosing the most isolated and vulnerable targets as their victims, they mercilessly cleansed their sector of its overlords. Having become imperialists themselves, however, they now have new uses for their old talents.|
The Shadow tends to prolong the game, as it is able to destroy other players' colonies and thus keep them from accumulating the total needed to win. The best way to mitigate Shadow's effect is to maintain 2 or more ships on all foreign colonies so that you can't lose a colony in a single shot.
The Shadow is especially powerful in games with Dictator, where the two can cooperate to destroy the opposition. It is also powerful against Macron, as Macron can only send one ship at a time into an encounter, making its foreign colonies easy targets.