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