Action Cards
- Ancient Burial Sites×1
At the start of the agenda phase:
Choose 1 player. Exhaust each cultural planet owned by that player.
- Archaeological Expedition×1
As an Action:
Reveal the top 3 cards of an exploration deck that matches a planet you control; gain any relic fragments that you reveal and discard the rest.
- Assassinate Representative×1
After an agenda is revealed:
Choose 1 player. That player cannot vote on this agenda.
- Atomize×1
When your flagship is destroyed:
Purge your flagship and destroy all other units in its system.
- Black Market Dealings×1
When you are negotiating a transaction:
You and the other player can include relics, action cards, and unscored secret objectives as part of the transaction. This card cannot be cancelled.
- Blitz×1
At the start of an invasion:
Each of your non-fighter ships in the active system that does not have BOMBARDMENT gains BOMBARDMENT 6 until the end of the invasion.
- Bribery×1
After the speaker votes on an agenda:
Spend any number of trade goods. For each trade good spent, cast 1 additional vote for the outcome on which you voted.
- Brilliance×1
As an Action:
Ready 1 of your planets that has a technology speciality or choose 1 player to gain their breakthrough.
- Bunker×1
At the start of an invasion:
During this invasion, apply -4 to the result of each Bombardment roll against planets you control.
- Cloak×1
After you activate a system:
Your ships can move through systems that contain other players' ships during this action, and SPACE CANNON cannot be used against them.
- Coerce×1
As an Action:
Choose a player. That player must give you 1 of their abilities.
- Command×2
After you activate a system:
Apply +1 to the move value of each of your ships during this tactical action. Additionally, your ships may move through and into asteroid fields during this movement.
- Confounding Legal Text×1
When another player is elected as the outcome of an agenda:
You are the elected player instead.
- Confusing Legal Text×1
When you are elected as the outcome of an agenda:
Choose 1 player. That player is the elected player instead.
- Construction Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 space dock from your reinforcements on a planet you control.
- Converge×1
Before you roll dice for SPACE CANNON:
Your hits must be applied to non-fighter ships during SPACE CANNON OFFENSE, or mechs during SPACE CANNON DEFENSE, if able.
- Counterstroke×1
After another player activates a system that contains 1 of your command tokens:
Return that command token to your tactic pool.
- Coup d'Etat×1
When another player would perform a strategic action:
End that player's turn; the strategic action is not resolved and the strategy card is not exhausted.
- Courageous to the End×1
After 1 of your ships is destroyed during a space combat:
Roll 2 dice. For each result equal to or greater than that ship's combat value, your opponent must choose and destroy 1 of their ships.
- Crash Landing×1
When your last ship in the active system is destroyed:
Place 1 of your ground forces from the space area of the active system onto a planet in that system other than Mecatol Rex; if the planet contains other players' units, place your ground force into coexistence.
- Create×1
As an Action:
Gain 1 relic.
- Cripple Defenses×1
Action: Choose 1 planet.
Destroy each PDS on that planet.
- Crisis×1
At the end of any player's turn, if there are at least 2 players who have not passed:
Skip the next player's turn.
- Deadly Plot×1
During the agenda phase, when an outcome would be resolved:
If you voted for or predicted another outcome, discard the agenda instead; the agenda is resolved with no effect and it is not replaced. Then, exhaust all of your planets.
- Decoy Operation×1
After another player activates a system that contains 1 or more of your structures:
Remove up to 2 of your ground forces from the game board and place them on a planet you control in the active system.
- Diplomacy Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, choose 1 system that contains a planet you control. Each other player places a command token from their reinforcements in that system.
- Diplomatic Pressure×4
When an agenda is revealed:
Choose another player; that player must give you 1 promissory note from their hand.
- Direct Hit×4
After another player's ship uses Sustain Damage to cancel a hit produced by your units or abilities
Destroy that ship.
- Disable×1
At the start of an invasion in a system that contains 1 or more of your opponents' PDS units:
Your opponents' PDS units lose Planetary Shield and Space Cannon during this invasion.
- Distinguished Councilor×1
After you cast votes on an outcome of an agenda:
Cast 5 additional votes for that outcome.
- Divert Funding×1
As an Action:
Return a non-unit upgrade, non-faction technology that you own to your technology deck. Then, research another technology.
- Divinity×1
When 1 of your units would be destroyed:
It is not destroyed instead.
- Economic Initiative×1
As an Action:
Ready each cultural planet you control.
- Elevate×1
As an Action:
Draw 1 paradigm.
- Emergency Repairs×1
At the start or end of a combat round:
Repair all of your units that have Sustain Damage in the active system.
- Engineer×1
When you draw cards for a splice that you initiated:
Add 2 additional cards to the splice; after you choose your card, choose and discard 2 of the spliced cards before passing them to the next player.
- Entangle×1
After you activate a system:
All systems that contain alpha wormholes, beta wormholes, gamma wormholes, and gravity rifts are adjacent during this movement.
- Evolve×1
As an Action:
Draw 1 card from any splice deck.
- Exchange Program×1
As an Action:
Choose another player. You and the player may agree to place 1 infantry from each of your reinforcements into coexistence on a planet the other player controls that contains their ground forces; if no agreement is reached, you each discard 1 token from your fleet pool.
- Experimental Battlestation×1
After another player moves ships into a system during a tactical action:
Choose 1 of your space docks that is either in or adjacent to that system. That space dock uses Space Cannon 5 (x3) against ships in the active system.
- Exploration Probe×1
As an Action:
Explore a frontier token that is in or adjacent to a system that contains 1 or more of your ships.
- Extreme Duress×1
At the start of another player's turn, if they have a readied strategy card:
If that player's next action is not a strategic action, they discard all of their action cards, gives you all of their trade goods, and shows you all of their secret objectives.
- Feint×1
When you announce a retreat:
Your units immediately retreat to an eligible system; do not place a command token in that system.
- Fighter Conscription×1
As an Action:
Place 1 fighter from your reinforcements in each system that contains 1 or more of your space docks or ships that have a capacity value; they cannot be placed in systems that contain other players' ships.
- Fighter Prototype×1
At the start of the first round of a space combat:
Apply +2 to the result of each of your fighters' combat rolls during this combat round.
- Fire Team×1
After your ground forces make combat rolls during a round of ground combat:
Reroll any number of your dice.
- Flank Speed×4
After you activate a system:
Apply +1 to the move value of each of your ships during this tactical action.
- Flux×1
As an Action:
Either remove any player's command token from the board, or place a command token from any player's reinforcements in a system that contains or is adjacent to one of your ships.
- Focused Research×1
As an Action:
Spend 4 trade goods to research 1 technology.
- Forward Supply Base×1
After another player activates a system that contains your units:
Gain 3 trade goods. Then, choose another player to gain 1 trade good.
- Frontline Deployment×1
As an Action:
Place 3 infantry from your reinforcements on 1 planet you control.
- Genophage×1
As an Action:
Discard 1 of your neighbors' genomes.
- Ghost Ship×1
As an Action:
Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
- Ghost Squad×1
After another player commits units to land on a planet you control:
Move any number of ground forces from any planet you control in the active system to any other planet you control in the active system.
- Hack Election×1
After an agenda is revealed:
During this agenda, you vote last.
- Hardlight×2
Before hits are assigned to your units:
Cancel up to 2 hits.
- Harness Energy×1
After you activate an anomaly:
Replenish your commodities.
- Helix×1
As an Action:
Initiate a splice of any type, including all players.
- Ignis×1
As an Action:
Place a command token from your tactic pool in any non-home system; choose and destroy 1 unit in that system.
- Imperial Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 1 victory point.
- Impersonation×1
As an Action:
Spend 3 influence to draw 1 secret objective.
- In The Silence Of Space×1
After you activate a system:
Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other players' ships.
- Industrial Initiative×1
As an Action:
Gain 1 trade good for each industrial planet you control.
- Infiltrate×1
When you gain control of a planet:
Replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
- Insider Information×1
After an agenda is revealed:
Look at the top card of the agenda deck.
- Insubordination×1
As an Action:
Remove 1 token from another player's tactic pool and return it to their reinforcements.
- Intercept×1
After your opponent declares a retreat during a space combat:
Your opponent cannot retreat during this round of space combat.
- Irradiate×1
As an Action:
Choose 1 unit type other than flagship; reveal cards from the unit upgrade deck until you reveal a card of that type, if able. Then, gain that card and shuffle the rest back into the unit upgrade deck.
- Lash×1
When 1 of your units is destroyed:
Destroy a unit in its system that has an equal or lower cost.
- Leadership Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 3 command tokens.
- Lie in Wait×1
After 2 of your neighbours resolve a transaction:
Look at each of those player's hands of action cards, then choose and take 1 action card from each.
- Locust×1
As an Action:
Choose 1 infantry in a system adjacet to your units and roll 1 die. On a result of 3 or higher, destroy that infantry and choose an infantry in the same or an adjacent system to repeat this roll; for each new roll, choose an infantry owned by a different player than the previous infantry, if able.
- Lost Star Chart×1
After you activate a system:
During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
- Lucky Shot×1
As an Action:
Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
- Magnificence×1
As an Action:
Move all units from the space area of any system into an adjacent system that contains a different player's ships. Space combat is resolved in that system; neither player can retreat or resolve abilities that would move their ships.
- Maneuvering Jets×4
Before you assign hits produced by another player's Space Cannon roll:
Cancel 1 hit.
- Manifest×1
As an Action:
Resolve the PRODUCITON ability of 1 of your units; reduce the combined cost of the produced units by 3.
- Manipulate×1
After cards are drawn for a splice that you are not participating in:
Take the cards and choose which card each participating player will take.
- Manipulate Investments×1
At the start of the Strategy Phase:
Place a total of 5 trade goods from the supply on strategy cards of your choice; you must place these tokens on at least 3 different cards.
- Master Plan×1
After you perform an action:
Perform an additional action.
- Meddle×1
When any die is rolled:
Add or subtract 1 from its result.
- Meld×1
When a die is rolled by any player:
Roll two dice instead, and add the results together (max 10).
- Mercenary Contract×1
As an Action:
Spend 2 trade goods to place 2 neutral infantry on any non-home planet that contains no units; if that planet was owned by another player, they return its planet card to the planet card deck.
- Meteor×1
When you would remove ground forces due to insufficient capacity:
Commit those ground forces to a planet instead; resolve an invasion on that planet using only those ground forces.
- Mining Initiative×1
As an Action:
Gain trade goods equal to the resource value of 1 planet you control.
- Morale Boost×4
At the start of a combat round:
Apply +1 to the result of each of your unit's combat rolls during this combat round.
- Mutate×2
As an Action:
Discard 1 of your abilities, then draw 1 ability.
- Nav Suite×1
After you activate a system:
During the "Movement" step of this tactical action, ignore the effects of anomalies.
- Overrule×1
As an Action:
Perform the primary ability of any readied or unchosen strategy card
- Parley×1
After another player commits units to land on a planet you control:
Return the committed units to the space area.
- Pax×1
After another player commits units to land on a planet you control:
Return the committed units to the space area; choose 1 of them to destroy.
- Pirate Contract×4
As an Action:
Place 1 neutral destroyer in a non-home system that contains no non-neutral ships.
- Pirate Fleet×1
As an Action:
Spend 3 resources to place 1 neutral carrier, 1 neutral cruiser, 1 neutral destroyer, and 2 neutral fighters in a non-home system that contains no non-neutral ships.
- Plagiarize×1
As an Action:
Spend 5 influence and choose a non-faction technology owned by 1 of your neighbors; gain that technology.
- Plague×1
Action: Choose 1 planet that is controlled by another player.
Roll 1 die for each infantry on that planet. For each result of 6 or greater, destroy 1 of those units.
- Political Stability×1
When you would return your strategy card(s) during the status phase:
Do not return your strategy card(s). You do not choose strategy cards during the next strategy phase.
- Politics Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 3 action cards and gain the speaker token.
- Public Disgrace×1
When another player chooses a strategy card during the strategy phase:
That player must choose a different strategy card instead, if able.
- Puppets on a String×1
At the end of any player's turn, if you have passed:
Perform 1 action.
- Rally×1
After you activate a system that contains another player's ships:
Place 2 command tokens from your reinforcements in your fleet pool.
- Reactor Meltdown×1
As an Action:
Destroy 1 space dock in a non-home system.
- Refit Troops×1
As an Action:
Choose 1 or 2 of your infantry on the game board; replace each of those infantry with mechs.
- Reflect×1
As an Action:
For each trade good you have, either gain 1 commodity or convert 1 of your commodities to a trade good.
- Reflective Shielding×1
When one of your ships uses SUSTAIN DAMAGE during combat:
Produce 2 hits against your opponent's ships in the active system.
- Reparations×1
After another player gains control of a planet you control:
Exhaust 1 planet that player controls and ready 1 planet you control.
- Repeal Law×1
As an Action:
Discard 1 law from play.
- Rescue×1
After another player moves ships into a system that contains your ships:
You may move 1 of your ships into the active system from any system that does not contain one of your command tokens.
- Reveal Prototype×1
At the start of a combat:
Spend 4 resources to research a unit upgrade technology of the same type as 1 of your units that is participating in this combat.
- Reverse×1
When a splice begins:
Reverse the order the spliced cards are passed.
- Reverse Engineer×1
When another player discards an action card that has a component action:
Take that action card from the discard pile.
- Rise×1
As an Action:
Either place 1 infantry on each planet you control or place 1 fighter in each system that contains your ships or space docks and no other players' ships.
- Rise of a Messiah×1
As an Action:
Place 1 infantry from your reinforcements on each planet you control.
- Rout×1
At the start of the "Announce Retreats" step of space combat, if you are the defender:
Your opponent must announce a retreat, if able.
- Sabotage×4
When another player plays an action card other than "Sabotage":
Cancel that action card.
- Salvage×1
After you win a space combat:
Your opponent gives you all of their commodities.
- Sanction×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, each player that voted for that outcome returns 1 command token from their fleet supply to their reinforcements.
- Scarab×1
As an Action:
Choose a spliced card you own; gain 2 Trade Goods for each card you own with a faction origin that matches that card.
- Scramble Frequency×1
After another player makes a BOMBARDMENT, SPACE CANNON, or ANTI-FIGHTER BARRAGE roll:
That player rerolls all of their dice.
- Scuttle×1
As an Action:
Choose 1 or 2 of your non-fighter ships on the game board and return them to your reinforcements; gain trade goods equal to the combined cost of those ships.
- Seize Artifact×1
As an Action:
Choose 1 of your neighbors that has 1 or more relic fragments. That player must give you 1 relic fragment of your choice.
- Shatter×2
When another player exhausts a genome or plays an action card other than "Shatter":
That genome is exhausted without effect, or that action card is canceled.
- Shields Holding×4
Before you assign hits to your ships during a space combat:
Cancel up to 2 hits.
- Signal Jamming×1
As an Action:
Chose 1 non-home system that contains or is adjacent to 1 of your ships. Place a command token from another player's reinforcements in that system.
- Skilled Retreat×4
At the start of a combat round:
Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.
- Solar Flare×1
After you activate a system:
During the "Movement" step of this tactical action, other players cannot use SPACE CANNON against your ships.
- Spark×2
After another player's unit uses SUSTAIN DAMAGE to cancel a hit produced by your units or abilities:
Destroy that unit.
- Spy×1
As an Action:
Choose 1 player. That player gives you 1 random action card from their hand.
- Starflare×1
As an Action:
Choose a supernova; each player destroys 3 of their units in that supernova and each adjacent system.
- Stasis×1
At the start of another player's turn:
Immediately end that player's turn.
- Strategize×4
As an Action:
Perform the secondary ability of any readied or unchosen strategy card
- Summit×1
At the start of the strategy phase:
Gain 2 command tokens.
- Tactical Bombardment×1
As an Action:
Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
- Tartarus×1
At the start of the strategy phase:
Choose a strategy card; that card cannot be picked unless there is no other option
- Technology Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, research 1 technology.
- Thieve×1
When a splice ends, if you did not participate:
Take all of the remaining spliced cards.
- Timestop×1
When a player activates a system that contains your units:
Immediately perform an action, during which you are the active player.
- Trade Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 5 trade goods.
- Transpose×2
As an Action:
Give 1 of your abilities to one of your neighbors, then take 1 of their abilities.
- Trine×1
During the "Space Cannon Offense" step of a tactical action:
Your units up to 2 systems away can use their SPACE CANNON abilities against ships in the active system.
- Twinning×1
After another player resolves the component action of an action card:
Immediately resolve that action card as if you played it.
- Unexpected Action×1
As an Action:
Remove 1 of your command tokens from the game board and return it to your reinforcements.
- Unravel×1
As an Action:
Choose and purge a relic. If the relic belonged to another player, that player gains 1 victory point; if it belonged to you, put The Fracture into play and place 1 additional ingress token in a system that contains your units.
- Unstable Planet×1
As an Action:
Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
- Upgrade×1
After you activate a system that contains 1 or more of your ships:
Replace one of your cruisers in that system with one of your dreadnoughts from your reinforcements.
- Uprising×1
As an Action:
Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
- Vault×1
After you activate a system:
You may ignore the effects of anomalies during this movement.
- Veto×1
When an agenda is revealed:
Discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.
- War Effort×1
As an Action:
Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
- War Machine×4
When 1 or more of your units use PRODUCTION:
Apply +4 to the total PRODUCTION value of those units and reduce the combined cost of the produced units by 1.
- Warfare Rider×1
After an agenda is revealed:
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 dreadnought from your reinforcements in a system that contains 1 or more of your ships.
- Waylay×1
Before you roll dice for ANTI-FIGHTER BARRAGE:
Hits from this roll are produced against all ships (not just fighters).