Choose 1 player. Exhaust each cultural planet owned by that player.
Archaeological Expedition (x1)
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 (x1)
After an agenda is revealed:
Choose 1 player. That player cannot vote on this agenda.
Blitz (x1)
At the start of an invasion:
Each of your non-fighter ships in the active system that do not have BOMBARDMENT gain BOMBARDMENT 6 until the end of the invasion.
Bribery (x1)
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.
Bunker (x1)
At the start of an invasion:
During this invasion, apply -4 to the result of each Bombardment roll against planets you control.
Confounding Legal Text (x1)
When another player is elected as the outcome of an agenda:
You are the elected player instead.
Confusing Legal Text (x1)
When you are elected as the outcome of an agenda:
Choose 1 player. That player is the elected player instead.
Construction Rider (x1)
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.
Counterstroke (x1)
After a player activates a system that contains 1 of your command tokens:
Return that command token to your tactic pool.
Coup d'Etat (x1)
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 (x1)
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.
Cripple Defenses (x1)
Action: Choose 1 planet.
Destroy each PDS on that planet.
Deadly Plot (x1)
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 (x1)
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 (x1)
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 (x4)
When an agenda is revealed:
Choose another player; that player must give you 1 promissory note from their hand.
Direct Hit (x4)
After another player's ship uses Sustain Damage to cancel a hit produced by your units or abilities
Destroy that ship.
Disable (x1)
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 (x1)
After you cast votes on an outcome of an agenda:
Cast 5 additional votes for that outcome.
Divert Funding (x1)
As an Action:
Return a non-unit upgrade, non-faction technology that you own to your technology deck. Then, research another technology.
Economic Initiative (x1)
As an Action:
Ready each cultural planet you control.
Emergency Repairs (x1)
At the start or end of a combat round:
Repair all of your units that have Sustain Damage in the active system.
Experimental Battlestation (x1)
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 (x1)
As an Action:
Explore a frontier token that is in or adjacent to a system that contains 1 or more of your ships.
Fighter Conscription (x1)
As an Action:
Place 1 fighter from your reinforcements in each system that contains 1 or more of your space docks or units that have capacity; they cannot be placed in systems that contain other players' ships.
Fighter Prototype (x1)
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 (x1)
After your ground forces make combat rolls during a round of ground combat:
Reroll any number of your dice.
Flank Speed (x4)
After you activate a system:
Apply +1 to the move value of each of your ships during this tactical action.
Focused Research (x1)
As an Action:
Spend 4 trade goods to research 1 technology.
Forward Supply Base (x1)
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 (x1)
As an Action:
Place 3 infantry from your reinforcements on 1 planet you control.
Ghost Ship (x1)
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 (x1)
After a 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 (x1)
After an agenda is revealed:
During this agenda, voting begins with the player to the right of the speaker and continues counterclockwise.
Harness Energy (x1)
After you activate an anomaly:
Replenish your commodities.
Imperial Rider (x1)
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 (x1)
As an Action:
Spend 3 influence to draw 1 secret objective.
In The Silence Of Space (x1)
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 (x1)
As an Action:
Gain 1 trade good for each industrial planet you control.
Infiltrate (x1)
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 (x1)
After an agenda is revealed:
Look at the top card of the agenda deck.
Insubordination (x1)
As an Action:
Remove 1 token from another player's tactic pool and return it to their reinforcements.
Intercept (x1)
After your opponent declares a retreat during a space combat:
Your opponent cannot retreat during this round of space combat.
Leadership Rider (x1)
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.
Lost Star Chart (x1)
After you activate a system:
During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
Lucky Shot (x1)
As an Action:
Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
Maneuvering Jets (x4)
Before you assign hits produced by another player's Space Cannon roll:
Cancel 1 hit.
Manipulate Investments (x1)
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 (x1)
After you perform an action:
You may perform an additional action this turn.
Mining Initiative (x1)
As an Action:
Gain trade goods equal to the resource value of 1 planet you control.
Morale Boost (x4)
At the start of a combat round:
Apply +1 to the result of each of your unit's combat rolls during this combat round.
Nav Suite (x1)
After you activate a system:
During the "Movement" step of this tactical action, ignore the effects of anomalies.
Parley (x1)
After another player commits units to land on a planet you control:
Return the committed units to the space area.
Plagiarize (x1)
As an Action:
Spend 5 influence and choose a non-faction technology owned by 1 of your neighbors; gain that technology.
Plague (x1)
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 (x1)
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 (x1)
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 (x1)
When another player chooses a strategy card during the strategy phase:
That player must choose a different strategy card instead, if able.
Rally (x1)
After you activate a system that contains another player's ships:
Place 2 command tokens from your reinforcements in your fleet pool.
Reactor Meltdown (x1)
As an Action:
Destroy 1 space dock in a non-home system.
Refit Troops (x1)
As an Action:
Choose 1 or 2 of your infantry on the game board; replace each of those infantry with mechs.
Reflective Shielding (x1)
When one of your ships uses SUSTAIN DAMAGE during combat:
Produce 2 hits against your opponent's ships in the active system.
Reparations (x1)
After another player gains control of a planet you control:
Exhaust 1 planet that player controls and ready 1 planet you control.
Repeal Law (x1)
As an Action:
Discard 1 law from play.
Reveal Prototype (x1)
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 Engineer (x1)
When another player discards an action card that has a component action:
Take that action card from the discard pile.
Rise of a Messiah (x1)
As an Action:
Place 1 infantry from your reinforcements on each planet you control.
Rout (x1)
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 (x4)
When another player plays an action card other than "Sabotage":
Cancel that action card.
Salvage (x1)
After you win a space combat:
Your opponent gives you all of their commodities.
Sanction (x1)
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.
Scramble Frequency (x1)
After another player makes a BOMBARDMENT, SPACE CANNON, or ANTI-FIGHTER BARRAGE roll:
That player rerolls all of their dice.
Scuttle (x1)
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 (x1)
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.
Shields Holding (x4)
Before you assign hits to your ships during a space combat:
Cancel up to 2 hits.
Signal Jamming (x1)
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 (x4)
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 (x1)
After you activate a system:
During this movement, other players cannot use SPACE CANNON against your ships.
Spy (x1)
As an Action:
Choose 1 player. That player gives you 1 random action card from their hand.
Summit (x1)
At the start of the strategy phase:
Gain 2 command tokens.
Tactical Bombardment (x1)
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.
Technology Rider (x1)
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.
Trade Rider (x1)
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.
Unexpected Action (x1)
As an Action:
Remove 1 of your command tokens from the game board and return it to your reinforcements.
Unstable Planet (x1)
As an Action:
Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
Upgrade (x1)
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 (x1)
As an Action:
Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
Veto (x1)
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 (x1)
As an Action:
Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
War Machine (x4)
When 1 or more of your units use PRODUCTION:
Apply +4 to the total PRODUCTION value of your units and reduce the combined cost of the produced units by 1.
Warfare Rider (x1)
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 (x1)
Before you roll dice for ANTI-FIGHTER BARRAGE:
Hits from this roll are produced against all ships (not just fighters).