Action Cards
Choose 1 player. Exhaust each cultural planet owned by that player.
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.
Choose 1 player. That player cannot vote on this agenda.
You and the other player can include relics, action cards, and unscored secret objectives as part of the transaction. This card cannot be cancelled.
Each of your non-fighter ships in the active system that does not have BOMBARDMENT gains BOMBARDMENT 6 until the end of the invasion.
Spend any number of trade goods. For each trade good spent, cast 1 additional vote for the outcome on which you voted.
Ready 1 of your planets that has a technology speciality or choose 1 player to gain their breakthrough.
During this invasion, apply -4 to the result of each Bombardment roll against planets you control.
You are the elected player instead.
Choose 1 player. That player is the elected player instead.
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.
Return that command token to your tactic pool.
End that player's turn; the strategic action is not resolved and the strategy card is not exhausted.
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.
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.
Destroy each PDS on that planet.
Skip the next player's turn.
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.
Remove up to 2 of your ground forces from the game board and place them on a planet you control in the active system.
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.
Choose another player; that player must give you 1 promissory note from their hand.
Destroy that ship.
Your opponents' PDS units lose Planetary Shield and Space Cannon during this invasion.
Cast 5 additional votes for that outcome.
Return a non-unit upgrade, non-faction technology that you own to your technology deck. Then, research another technology.
Ready each cultural planet you control.
Repair all of your units that have Sustain Damage in the active system.
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.
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.
Explore a frontier token that is in or adjacent to a system that contains 1 or more of your ships.
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.
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.
Apply +2 to the result of each of your fighters' combat rolls during this combat round.
Reroll any number of your dice.
Apply +1 to the move value of each of your ships during this tactical action.
Spend 4 trade goods to research 1 technology.
Gain 3 trade goods. Then, choose another player to gain 1 trade good.
Place 3 infantry from your reinforcements on 1 planet you control.
Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
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.
During this agenda, you vote last.
Replenish your commodities.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 1 victory point.
Spend 3 influence to draw 1 secret objective.
Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other players' ships.
Gain 1 trade good for each industrial planet you control.
Replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
Look at the top card of the agenda deck.
Remove 1 token from another player's tactic pool and return it to their reinforcements.
Your opponent cannot retreat during this round of space combat.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 3 command tokens.
Look at each of those player's hands of action cards, then choose and take 1 action card from each.
During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
Cancel 1 hit.
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.
Perform an additional 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.
Gain trade goods equal to the resource value of 1 planet you control.
Apply +1 to the result of each of your unit's combat rolls during this combat round.
During the "Movement" step of this tactical action, ignore the effects of anomalies.
Perform the primary ability of any readied or unchosen strategy card
Return the committed units to the space area.
Place 1 neutral destroyer in a non-home system that contains no non-neutral ships.
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.
Spend 5 influence and choose a non-faction technology owned by 1 of your neighbors; gain that technology.
Roll 1 die for each infantry on that planet. For each result of 6 or greater, destroy 1 of those units.
Do not return your strategy card(s). You do not choose strategy cards during the next strategy phase.
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.
That player must choose a different strategy card instead, if able.
Perform 1 action.
Place 2 command tokens from your reinforcements in your fleet pool.
Destroy 1 space dock in a non-home system.
Choose 1 or 2 of your infantry on the game board; replace each of those infantry with mechs.
Produce 2 hits against your opponent's ships in the active system.
Exhaust 1 planet that player controls and ready 1 planet you control.
Discard 1 law from play.
You may move 1 of your ships into the active system from any system that does not contain one of your command tokens.
Spend 4 resources to research a unit upgrade technology of the same type as 1 of your units that is participating in this combat.
Take that action card from the discard pile.
Place 1 infantry from your reinforcements on each planet you control.
Your opponent must announce a retreat, if able.
Cancel that action card.
Your opponent gives you all of their commodities.
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.
That player rerolls all of their dice.
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.
Choose 1 of your neighbors that has 1 or more relic fragments. That player must give you 1 relic fragment of your choice.
Cancel up to 2 hits.
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.
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.
During the "Movement" step of this tactical action, other players cannot use SPACE CANNON against your ships.
Choose 1 player. That player gives you 1 random action card from their hand.
Perform the secondary ability of any readied or unchosen strategy card
Gain 2 command tokens.
Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, research 1 technology.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 5 trade goods.
Remove 1 of your command tokens from the game board and return it to your reinforcements.
Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
Replace one of your cruisers in that system with one of your dreadnoughts from your reinforcements.
Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
Discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.
Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
Apply +4 to the total PRODUCTION value of those units and reduce the combined cost of the produced units by 1.
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.
Hits from this roll are produced against all ships (not just fighters).