A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | |
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1 | CARD TYPE | CARD NUMBER | NAME | CARD TEXT | CLARIFICATIONS | Action Cards | Artifacts | Factions | Mastery | Objectives | Singularities | Tactics | Unofficial Errata | |||||||||||||
2 | Anomalies | Governments | Obstacles | Technologies | ||||||||||||||||||||||
3 | ||||||||||||||||||||||||||
4 | Action Cards | |||||||||||||||||||||||||
5 | Action cards in general ignore restrictions. If you are able to fulfil an effect, you have to fully resolve them. They are mandatory. If they have two distinct paragraphs and you don't satisfy the condition of one paragraph you can still play it for the other. See Mining Exploitation for example. You can play it just for the storm movement, if you can't banish an Infantry from a sector with a Living Galaxy. If you would not satisfy any condition you would play it rather face-down to receive the reward for that. Symbols at the top left are relevant for the Beyond the Void campaign and have no effect on normal gameplay. | |||||||||||||||||||||||||
6 | ||||||||||||||||||||||||||
7 | Core | C-A001 | Commercial Guilds | Remove a Depletion token from another player's basic action, then gain 1 Credit. Move 1 Living Storm | ||||||||||||||||||||||
8 | C-A002 | Colony Prosperity | Gain 1 Influence if you have at least 1 Imperial colony. Gain 2 Science if you have at least 1 Science colony. | |||||||||||||||||||||||
9 | C-A003 | Corruption | Add a Depletion token to one of your basic actions to gain 1 Credit and 1 Influence. | To get the reward of 1 Credit and 1 Influence you need to deplete one basic action, hence making it unavailable until undepleted again. By adding the Depletion Token, this card does not grant you the action itself, but merely blocks it. | ||||||||||||||||||||||
10 | C-A004 | Mining Exploitation | Banish one of your units (on) a sector with a Living Galaxy token to gain 1 Credit. Move 1 Living Storm. | |||||||||||||||||||||||
11 | C-A005 | Sovereign Tribute | Gain 1 Influence for each type of colony you have on the board. Move 1 Living Storm. | |||||||||||||||||||||||
12 | C-A006 | Advanced Logistics | Remove a Depletion token from one of your basic actions if you control at least 4 adjacent sectors on the board. The previous player moves 1 Living Storm. | |||||||||||||||||||||||
13 | C-A007 | Advanced Logistics | Remove a Depletion token from one of your basic actions if you control at least 4 adjacent sectors on the board. The previous player moves 1 Living Storm. | |||||||||||||||||||||||
14 | C-A008 | Forced March | Move a Lightship two sectors away ignoring pin-down, Living Galaxies and Living Storms. | You can use Forced March only on your own Lightships. The lightship can transport ground units as per normal rules | ||||||||||||||||||||||
15 | C-A009 | Forced March | Move a Lightship two sectors away ignoring pin-down, Living Galaxies and Living Storms. | You can use Forced March only on your own Lightships. The lightship can transport ground units as per normal rules | ||||||||||||||||||||||
16 | C-A010 | Galactic Observation | Perform 2 Insight actions on components placed on sector tiles only, or move 2 Living Storms. Gain 1 Influence. | |||||||||||||||||||||||
17 | C-A011 | Champion | Replace your Heavy Fire or Planetary Strike tactic with its elite version. The previous player moves 1 Living Storm. | |||||||||||||||||||||||
18 | C-A012 | Galactic Truce | Place one of your faction tokens in a sector with your units. Skip battle resolution in this sector during cycle and remove the token. Gain 1 Influence. | Battle and Siege are part of the battle resolution, so neither will happen during the cycle. | ||||||||||||||||||||||
19 | C-A013 | Galactic Reform | Trigger your Government action, even if you already used it during this cycle. | Use Action card as if it said Perform Government Action. You can trigger the action multiple times if you have enough Influence as per normal rules | ||||||||||||||||||||||
20 | C-A014 | Private Contracts | Replace your Ground Defense or Ground Assault tactic with its elite version. The previous player moves 1 Living Storm. | |||||||||||||||||||||||
21 | C-A015 | Recruitment Decree | You may add 1 Infantry to each sector with your colonies. | Redeployment rule cannot be used here, since this is not a Recruit action. | ||||||||||||||||||||||
22 | C-A016 | Broken Legend | Replicate the effect of a face-up action card played by another player during this cycle. | The phrasing "by another player" prevents you from using this on one of your played action cards. 'During this cycle' refers to the played action card. Any effect that is permanent, persists. | ||||||||||||||||||||||
23 | C-A017 | Broken Legend | Replicate the effect of a face-up action card played by another player during this cycle. | The phrasing "by another player" prevents you from using this on one of your played action cards. 'During this cycle' refers to the played action card. Any effect that is permanent, persists. | ||||||||||||||||||||||
24 | C-A018 | Twisted Fate | Place a Victory token on one of the conditions of the objective(s). For the rest of the game, this condition also rewards 1 Victory token during scoring. | |||||||||||||||||||||||
25 | C-A019 | Unlikely Deal | Another player of your choice gains 1 VP Token then you gain 1 Credit and 2 Influence. | |||||||||||||||||||||||
26 | C-A020 | Battle Fatigue | The player(s) with the least Battle Medals remove a Depletion token from one of their basic actions. | |||||||||||||||||||||||
27 | C-A021 | Impenetrable Colony | During this cycle, your colonies require 1 extra enemy unit to be besieged. Move 1 Living Storm. | |||||||||||||||||||||||
28 | C-A022 | Martial Rivalry | Trigger a battle resolution (including siege) in a contested sector of your choice. Gain 1 Battle Medal. | This can also trigger a battle resolution in which only opponents are present. You place a Battle Medal at the beginning of the resolution. The Battle Medal gain is a separate effect. Even if you would win the previous triggered conflict, you would get an additional one. | ||||||||||||||||||||||
29 | C-A023 | Naval Tradition | Add 1 Lightship to every sector with at least 2 of your space units. Move 1 Living Storm. | Redeployment rule cannot be used here, since this is not a Recruit action. | ||||||||||||||||||||||
30 | C-A024 | Naval Tradition | Add 1 Lightship to every sector with at least 2 of your space units. Move 1 Living Storm. | Redeployment rule cannot be used here, since this is not a Recruit action. | ||||||||||||||||||||||
31 | C-A025 | Supply Shortages | Gain 1 Influence for each player with more Depletion token on their basic actions than you. Gain 1 Influence. | |||||||||||||||||||||||
32 | C-A026 | Covert Research | Banish one of your Lightships from any sector, then place a Science colony in that sector, ignoring restrictions. | Ignoring restrictions involve, except if stated otherwise on card: You can ignore colony icons on the sector and place any colony you like You can place a second colony in a sector with only one colony space You can place a colony on a sector with NO colony space You can place a colony on any sector, including standard, non-habitable, utopian and enemy controlled sectors | ||||||||||||||||||||||
33 | C-A027 | Futuristic Colony | Spend 1 Credit to place a non-productive colony in a sector you control, ignoring restrictions. | Ignoring restrictions involve, except if stated otherwise on card: You can ignore colony icons on the sector and place any colony you like You can place a second colony in a sector with only one colony space You can place a colony on a sector with NO colony space You can place a colony on any sector, including standard, non-habitable, utopian and enemy controlled sectors | ||||||||||||||||||||||
34 | C-A028 | Independent Research | Spend 1 Influence to develop a technology from any slot and with a cost of 2 or less for free. | |||||||||||||||||||||||
35 | C-A029 | Patent Sale | Banish one of your technologies to remove a Depletion token from one of your basic actions or to gain 2 Influence. | |||||||||||||||||||||||
36 | C-A030 | Breakthrough | Perform 1 Insight action. Gain 2 Science for every 3 sectors you control. | |||||||||||||||||||||||
37 | C-A031 | Alternative Plan | Banish 1 Obstacle, Anomaly, Living Galaxy token or Living Storm from a sector with your units. Gain 1 Influence. | |||||||||||||||||||||||
38 | C-A032 | Antimatter Test | Banish 1 empty sector (except starting and Utopian) adjacent to your colonies. | Empty sectors are defined by 'without any player unit or colony' | ||||||||||||||||||||||
39 | C-A033 | Covert Operations | For the remainder of this cycle, you may choose to perform only one action during each of your turns. Gain 1 Influence. | |||||||||||||||||||||||
40 | C-A034 | Corrupted Patents | Banish the top card from a technology slot of your choice, then place 2 Science on that slot and reveal any face-down technology. | Reveal the now visible, next in-line tech card, not any of your choice. | ||||||||||||||||||||||
41 | C-A035 | Corrupted Patents | Banish the top card from a technology slot of your choice, then place 2 Science on that slot and reveal any face-down technology. | Reveal the now visible, next in-line tech card, not any of your choice. | ||||||||||||||||||||||
42 | C-A036 | Decaying Star | Banish a productive sector you control to gain 1 Credit. Each player (including yourself) that removed units or colonies as a result of this action gains 1 Influence. | |||||||||||||||||||||||
43 | C-A037 | Tactical Withdrawal | Move all your units from one sector to an adjacent sector without enemy units, ignoring restrictions. | Tactical Withdrawal ignores any restriction that applies to movement or retreat. It ignores pin-down, Living Storms, Transport abilities, if a unit is a space unit or not, anything. | ||||||||||||||||||||||
44 | C-A038 | False Alarm | Move 1 space unit (from any player) to an adjacent sector of your choice, ignoring restrictions. | False Alarm ignores pin-down and Living Storms. You can even move it into a sector with enemy units. Space units moved with this cannot transport any units with them. | ||||||||||||||||||||||
45 | C-A039 | Growing Society | Gain 1 Credit if you have at least 1 colony of each type on the board. | |||||||||||||||||||||||
46 | C-A040 | Imperial Service | Remove one of your units from the board to gain 2 Influence. | |||||||||||||||||||||||
47 | C-A041 | Imperial Service | Remove one of your units from the board to gain 2 Influence. | |||||||||||||||||||||||
48 | C-A042 | Inciting Desertion | All other players must remove 1 Infantry or 1 Lightship from the board for each Battle Medal in your play area (max. 3). | |||||||||||||||||||||||
49 | C-A043 | Informant Network | Gain 1 Influence and 1 Science for each contested sector with your units. | |||||||||||||||||||||||
50 | C-A044 | Mercenary Wings | Replace your Orbital Assault or Orbital Defense tactic with its elite version. The previous player moves 1 Living Storm. | |||||||||||||||||||||||
51 | C-A045 | Mercenary Corps | Replace your Retreat or Flanking tactic with its elite version. The previous player moves 1 Living Storm. | |||||||||||||||||||||||
52 | C-A046 | Overexploitation | Gain the resources from the exploitation area of a Living Galaxy Token you control (ignoring its requirements), then banish it. Gain 1 Influence. | |||||||||||||||||||||||
53 | C-A047 | Overexploitation | Gain the resources from the exploitation area of a Living Galaxy Token you control (ignoring its requirements), then banish it. Gain 1 Influence. | |||||||||||||||||||||||
54 | C-A048 | Paranoia | Spend 1 Influence to banish a Military colony from your empire board. | |||||||||||||||||||||||
55 | C-A049 | Paranoia | Spend 1 Influence to banish a Military colony from your empire board. | |||||||||||||||||||||||
56 | C-A050 | Plagiarism | Place 1 Science on a technology card developed by another player with a cost of 3 or less to gain its benefits until the end of the game. | |||||||||||||||||||||||
57 | C-A051 | Primal Object | Spend 1 Influence to draw 1 Artifact. The next player moves 1 Living Storm. | |||||||||||||||||||||||
58 | C-A052 | Progress Plan | Replace up to 2 of your colonies on the board with Imperial or Science Colony from your empire board. Gain 1 Influence. | You can ignore all restrictions. Just replace any of your colonies on the board. Ignoring restrictions involve, except if stated otherwise on card: You can ignore colony icons on the sector and place any colony you like You can place a second colony in a sector with only one colony space You can place a colony on a sector with NO colony space You can place a colony on any sector, including standard, non-habitable, utopian and enemy controlled sectors | ||||||||||||||||||||||
59 | C-A053 | Relive the Odyssey | Repeat one of your revealed colonization bonuses from your empire board. The next player moves 1 Living Storm. | |||||||||||||||||||||||
60 | C-A054 | Rift | Banish a sector (except starting and Utopian) with at least 4 of your units. Gain 1 Influence. | |||||||||||||||||||||||
61 | ||||||||||||||||||||||||||
62 | Alliance Expansion | AL-A01 | Age of Illumination | At the end of the cycle, if you control 2 sectors adjacent to the Utopian sector, banish a non-productive colony from your empire board and gain 2 Influence. | ||||||||||||||||||||||
63 | AL-A02 | Corruption Network | At the end of the cycle, if you have at least 4 units in a sector adjacent to an enemy colony, you may invade that colony. | One of the 4 units needs to be an Infantry (or any other unit that has the Invade ability) and then you can replace the enemy colony with one of the same type from your empire board and you gain 1 Military VP. You can even do this if there are other enemy units present on the to-be-invaded sector. There is no movement involved. | ||||||||||||||||||||||
64 | AL-A03 | Age of Discovery | At the end of the cycle, if you control at least 2 non-habitable sectors, draw 2 Living Galaxy token and place them on sectors you control. | |||||||||||||||||||||||
65 | AL-A04 | Promotion | Banish one of your Battle Medals to replace up to 2 of your Infantries with Mechs from your reserve. | |||||||||||||||||||||||
66 | AL-A05 | Stormbringer | Move up to 2 Living Storms the gain 1 Influence for each Living Storm on sectors you control. | Any Living Storm touching any of your sectors are considered 'on your sector'. | ||||||||||||||||||||||
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69 | Governments | |||||||||||||||||||||||||
70 | Core | C-A055 | Central Directive VAX-117 | As An Action For each 3 Influence: banish 1 Obstacle or 1 Anomaly from a sector with your units, or move 1 Living Storm. End Of The Cycle Removing a Depletion token from your Advance action costs 1 less Influence. | ||||||||||||||||||||||
71 | C-A056 | Central Directive Borroka | As An Action For each 3 Influence: banish 1 Obstacle or 1 Anomaly from a sector with your units, or move 1 Living Storm. End Of The Cycle Gain 1 Influence for every 2 sectors of the same type you control. | |||||||||||||||||||||||
72 | C-A057 | Military State Exodian | As An Action For each 3 Influence: replace 1 of your Infantry on the board with a Mech fom your reserve. End Of The Cycle Removing a Depletion token from your Recruit action costs 1 less Influence. | |||||||||||||||||||||||
73 | C-A058 | Military State Saura | As An Action For each 3 Influence: replace 1 of your Infantry on the board with a Mech fom your reserve. End Of The Cycle Removing a Depletion token from your Recruit action costs 1 less Influence. | |||||||||||||||||||||||
74 | C-A059 | Collective Overmind Txingur | As An Action For each 3 Influence: remove 1 of your Infantry to gain 2 Influence, or add 1 Infantry to a sector with your units instead. End Of The Cycle Removing a Depletion token from your Advance action costs 1 less Influence. | If you add 1 Infantry, this does not count as a Recruit action, hence can be used to place units into blockaded sectors. | ||||||||||||||||||||||
75 | C-A060 | Council of the Bone Goria | As An Action For each 3 Influence: add 1 enemy Infantry from a sector with your units to your Bone Coin pool. End Of The Cycle Removing a Depletion token costs 3 Influence, but you may return units from the Bone Coin pool to pay for it (1 Influence per unit). | |||||||||||||||||||||||
76 | C-A061 | Elective Conclave Delverar | As An Action For each 4 Influence: trigger the leftmost revealed colonization bonus from your empire board (each bonus can only be triggered once) Permanent Anytime you resolve an Obstacle or Anomaly, gain 1 Influence. | The left most revealed is basically the first revealed on any track on the empire board. (Not the most recently revealed of any track. That would be the rightmost revealed otherwise.) If you have 8 influence but only 1 colonization bonus revealed, then you can only activate this ability once. | ||||||||||||||||||||||
77 | C-A062 | Elective Conclave Exodian | As An Action For each 4 Influence: trigger the leftmost revealed colonization bonus from your empire board (each bonus can only be triggered once) Permanent Anytime you resolve an Obstacle or Anomaly, gain 1 Influence. | The left most revealed is basically the first revealed on any track on the empire board. (Not the most recently revealed of any track. That would be the rightmost revealed otherwise.) If you have 8 influence but only 1 colonization bonus revealed, then you can only activate this ability once. | ||||||||||||||||||||||
78 | C-A063 | Fanatic Order Borroka | As An Action For each 3 Influence: inflict 1 Direct Damage in a contested sector with your units. End Of The Cycle Gain 1 Influence for every 2 sectors of the same type you control. | The damage is applied per rules, that means that Vanguard and Resist are applied. | ||||||||||||||||||||||
79 | C-A064 | Meriocratic Society Delverar | As An Action For each 3 Influence: add 1 Infantry or 1 Lightship to a sector with your units. End Of The Cycle Removing a Depletion token from your Research action costs 1 less Influence. | This does not count as a Recruit action, hence can be used to place units into blockaded sectors. | ||||||||||||||||||||||
80 | C-A065 | Meriocratic Society VAX-117 | As An Action For each 3 Influence: add 1 Infantry or 1 Lightship to a sector with your units. End Of The Cycle Removing a Depletion token from your Research action costs 1 less Influence. | This does not count as a Recruit action, hence can be used to place units into blockaded sectors. | ||||||||||||||||||||||
81 | C-A066 | Trade Federation Goria | As An Action For each 3 Influence: place 1 Living Galaxy in a sector you control or add 1 unit from another player's reserve to your Bone Coin pool. End Of The Cycle Return any number of units from your Bone Coin pool to trigger as many exploitation areas or gain as many Science. | The Living Galaxy is face-up when placed. You can place multiple Living Galaxies in one single hex. For triggering you still need to fulfill the requirements on the Living Galaxy. The trigger is not free. This only allows you to trigger the Living Galaxy outside of income phase. The same exploitation area cannot be triggered multiple times with this action. | ||||||||||||||||||||||
82 | C-A067 | Trade Federation Txingur | As An Action For each 3 Influence: remove 1 of your Infantry to place 1 Living Galaxy in a sector you control or to trigger an exploitation area you control. Permanent Anytime you place a colony on the board, gain 1 Influence. | The Living Galaxy is face-up when placed. You can place multiple Living Galaxies in one single hex. You can immediately trigger placed Living Galaxies. For example if you activate twice, you can place one Living Galaxy with your first activation and trigger it immediately with the second activation. For triggering you still need to fulfill the requirements on the Living Galaxy. The trigger is not free. This only allows you to trigger the Living Galaxy outside of income phase. The same exploitation area cannot be triggered multiple times with this action. | ||||||||||||||||||||||
83 | C-A068 | Warlord Dynasty Saura | As An Action For each 4 Influence: banish 1 non-productive colony from your empire board. End Of The Cycle Removing a Depletion token from your Colonize action costs 1 less Influence. | Banished colonies don't count toward objective scoring. | ||||||||||||||||||||||
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86 | Mastery | |||||||||||||||||||||||||
87 | Core | C-A069 | Hive Mind Borroka | (*) Use the Swarm Attack tactic instead of Flanking (even after this card is flipped) (**) * ELITE * The Initiative of Swarm Attack and Ground Assault is reduced by 2. | ||||||||||||||||||||||
88 | C-A070 | Combat Precognition Delverar | (*) When you and your opponent reveal the same tactic, inflict 2 Retreat Damage before resolving the cards. (**) * ELITE * When you and your opponent reveal the same tactic, inflict 2 Direct Damage before resolving the cards. | "Same" means a tactic of the same name. It does not matter if it is an basic tactic and an elite tactic. Faction specific variations of cards (like Frenzied Assault replacing Ground Assault), count as that specific card. | ||||||||||||||||||||||
89 | C-A071 | Elite Training Exodian | (*) The Initiative of Flanking and Ground Assault is reduced by 1. (**) * ELITE * Immediately replace any tactic with its elite version. The Initiative of your tactics is reduced by 1 (min. 0) | Faction specific variations of cards (like Frenzied Assault replacing Ground Assault), count as that specific card. | ||||||||||||||||||||||
90 | C-A072 | Bone Collector Goria | (*) Once per battle, when you successfully force an enemy unit to retreat, you may add it to your Bone Coine pool. (**) * ELITE * When you successfully force an enemy unit to retreat, you may add it to your Bone Coine pool. | You force a unit by inflicting non-blocked Retreat Damage. In its Basic version, you can add one unit per battle. The elite version allows you to add every unit you force to retreat to the Bone Coin pool. This only gets triggered when the retreat is forced by the Goria player. An opponent playing a retreat card, does not trigger this. | ||||||||||||||||||||||
91 | C-A073 | Warmonger Saura | (*) Use the Frenzied Assault tactic instead of Ground Assault (even after this card is flipped) (**) * ELITE * Your Infantry gain the Courage 1 ability. | Units with the Courage X keyword can sustain up to X instances of Retreat Damage before being forced to retreat. | ||||||||||||||||||||||
92 | C-A074 | Accelerated Evolution Txingur | (*) At the start of the conflict phase, you may replace 1 of your Infantry on the board with a Mech from your reserve. (**) * ELITE * At the start of the conflict phase, you may replace up to 2 of your Infantry on the board with Lightships or Mechs from your reserve. | This does not count as a Recruit action, hence Redeployment cannot be used. | ||||||||||||||||||||||
93 | C-A075 | Robotic Infantry VAX-117 | (*) Your Infantry gain the Resist 1 ability. Anytime you would add any number of Infantry to the board, only add 1. (**) * ELITE * Immediately replace any tactic with its elite version. Your Infantry gain the Resist 1 ability. | Units with the Resist X keyword can sustain up to X damage (direct, indirect, and retreat) dealt to them before being removed or forced to retreat. | ||||||||||||||||||||||
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96 | Objectives | |||||||||||||||||||||||||
97 | ||||||||||||||||||||||||||
98 | Core | C-A076 | Survival of the Fittest | Age 1 | ||||||||||||||||||||||
99 | Imperial: Have 1 Imperial Colony on the board | |||||||||||||||||||||||||
100 | Productive: Have 1 Productive Colony on the board |