Action Cards

151 shown
  • 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).