97 leaders in the database
Letani Ospha
ACTION: Exhaust this card and choose a player's non-fighter ship; that player may replace that ship with one from their reinforcements that costs up to 2 more than the replaced ship.
Viscount Unlenn
At the start of a round of space combat: You may exhaust this card to choose 1 ship in the active system. That ship rolls 1 additional die during this combat round.
Captain Mendosa
After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the highest move value of any ship on the game board.
Umbat
ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
Carth of Golden Sands
During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.
Evelyn Delouis
At the start of a round of ground combat: You may exhaust this card to choose 1 ground force in the active system. That ground force rolls 1 additional die during this combat round.
Emissary Taivra
After a player activates a system that contains a non-delta wormhole: You may exhaust this card; that system is adjacent to all other systems that contain a wormhole during this tactical action.
I48S
After a player activates a system that contains 1 or more of their infantry: You may exhaust this card; if you do, that player may replace 1 of their infantry in that system with 1 mech from their reinforcements.
Suffi An
After the PILLAGE faction ability is used against another player: You may exhaust this card; if you do, you and that player each draw 1 action card.
Z'eu
After an agenda is revealed: You may exhaust this card to look at the top card of the agenda deck. Then, you may show that card to 1 other player.
Nekro Malleon
You may exhaust this card to choose a player; that player may discard 1 action card or spend 1 command token from their command sheet to gain 2 trade goods.
T'ro
At the end of a player's tactical action: You may exhaust this card to allow that player to place 2 infantry from their reinforcements on a planet they control in the active system.
Doctor Sucaban
When a player spends resources to research a technology: You may exhaust this card to allow that player to remove any number of their infantry from the game board. For each unit removed, reduce the resources spent by 1.
Berekar Berekon
When 1 or more of a player's units use PRODUCTION: You may exhaust this card to reduce the combined cost of the produced units by 2.
Ggrocuto Rinn
ACTION: Exhaust this card to ready any planet; if that planet is in a system that is adjacent to a planet you control, you may remove 1 infantry from that planet and return it to its reinforcements.
Brother Milor
After a player's destroyer or cruiser is destroyed: You may exhaust this card; if you do, that player may place up to 2 fighters from their reinforcements in that unit's system.
Ssruu
This card has the text ability of each other player's agent, even if that agent is exhausted.
Trillossa Aun Mirik
When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
Acamar
After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token.
Jae Mir Kan
When you would spend a command token during the secondary ability of a strategic action: You may exhaust this card to remove 1 of the active player's command tokens from the board and use it instead.
Garv and Gunn
At the end of a player's turn: You may exhaust this card to allow that player to explore 1 planet they control.
Artuno the Betrayer
When you gain trade goods from the supply: You may exhaust this card to place an equal number of trade goods on this card.
Field Marshall Mercer
At the end of a player's turn: You may exhaust this card to allow that player to remove up to 2 of their ground forces from the game board and place them on planets they control in the active system.
The Thundarian
After the "Roll Dice" step of combat: You may exhaust this card. If you do, hits are not assigned to either players' units. Return to the start of this combat round's "Roll Dice" step.
Tellurian
When a hit is produced against a unit: You may exhaust this card to cancel that hit.
The Stillness of Stars
After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
Xander Alexin Victori III
At the start of ground combat: You may exhaust this card to allow 1 player to place 1 ground force from their reinforcements on the contested planet.
Odlynn Myrr
After a system is activated: You may exhaust this card to allow 1 player who has ships in that system to move 1 of their ships from that system to an adjacent system that does not contain another player's ships.
Harka Leeds
ACTION: Exhaust this card and choose a player; that player may research 1 technology. If they do, choose and ready up to 2 of your planets.
Dame Briar
When a player's unit is destroyed: You may exhaust this card to galvanize another of that player's units in the destroyed unit's system.
Kan Kip Rel
ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.
Doctor Carrina
When another player researches a technology: You may exhaust this card to allow that player to ignore 1 prerequisite; if they do, you may place 1 infantry from your reinforcements into coexistence on a non-home planet they control.
Ahk Ravin
ACTION: Exhaust this card to choose 1 player. That player may swap the position of 2 of their ships in any systems; they may transport units when they swap.
Myru Vos
When a player moves ships: You may exhaust this card; if you do, SPACE CANNON cannot be used against those ships. If they are not transporting units, they can also move through other players' ships.
Vos Hollow
When a player's ship is destroyed during any combat: You may exhaust this card; If you do, that player's opponent must destroy one of their ships of the same type in the active system.
Letani Mitosis
After another player activates a system that contains 1 or more of your units that have PRODUCTION: You may produce 1 unit in that system.
Unlock: Have 12 ground forces on planets you control.
Dark Throne
After 1 of your units uses SUSTAIN DAMAGE, gain 1 trade good.
Unlock: Have 5 non-fighter ships in 1 system.
Scavenger Zeal
When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded.
Unlock: Have 3 space docks on the game board.
Magmus
After you spend a token from your strategy pool: You may gain 1 trade good.
Unlock: Produce a war sun.
Hacan Hospitality
When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
Unlock: Have 10 trade goods.
Federation Shield
At the start of a ground combat on a planet you control: You may place 1 infantry from your reinforcements on that planet.
Unlock: Have 12 combined resources on planets you control.
Wormhole Excavators
After a player moves ships: For each ship that has a capacity value and moved through 1 or more wormholes, you may place 1 fighter from your reinforcements with that ship if you have unused capacity in the active system.
Unlock: Have units in systems containing alpha and beta wormholes.
Iconoclast
Units that have PLANETARY SHIELD do not prevent you from using BOMBARDMENT.
Unlock: Have 4 dreadnoughts on the game board.
Privateer Captain
After you win a space combat: You may force your opponent to give you 1 promissory note from their hand.
Unlock: Have 4 cruisers on the game board.
Foresight
You may produce 1 additional fighter for their cost; these additional units do not count against your production limit.
Unlock: Have 12 fighters on the game board.
Technological Singularity
After you gain a technology: You may draw 1 action card.
Unlock: Own 3 technologies.
Tekklar Legion
During the "Commit Ground Forces" step: You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
Unlock: Control 5 planets outside of your home system.
Brilliant
After you roll dice for a unit ability: You may reroll any of those dice.
Unlock: Own 8 technologies.
Reclamation
During combat: Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.
Unlock: Control Mecatol Rex or enter a combat on Mecatol Rex.
Diplomacy
Each planet you exhaust to cast votes provides 1 additional vote. Game effects cannot prevent you from voting on an agenda.
Unlock: Have 12 influence on planets you control.
Blessed Order
You may produce 1 additional infantry for their cost. These infantry do not count against your production limit.
Unlock: Use your faction ability.
Scheming
After another player activates a system that contains your units: You may look at that player's action cards, promissory notes, or secret objectives.
Unlock: Have 7 action cards.
Raid Formation
When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
Unlock: Have 6 units that have ANTI-FIGHTER BARRAGE, SPACE CANNON, or BOMBARDMENT on the game board.
Aetherstream
After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.
Unlock: Be neighbors with all other players.
Imperia
During your tactical actions, you can activate systems that contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
Unlock: Have 2 other factions' command tokens in your fleet pool.
Fabrication
When you gain control of a planet that was controlled by another player: You may explore that planet.
Unlock: Have 3 mechs in 3 systems.
The Company
You can produce your flagship without spending resources.
Unlock: Score a secret objective.
Terragenesis
When 1 or more of your units use PRODUCTION: You may gain 1 trade good.
Unlock: Have 5 structures on the game board.
Dimensional Anchor
When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
Unlock: Have units in 3 gravity rifts.
Council Patronage
After the speaker votes: You may cast up to 3 additional votes for the outcome of your choice.
Unlock: Be elected as the outcome of an agenda.
Nip and Tuck
Your action cards cannot be canceled by "Sabotage" action cards. The Nekro Virus cannot place assimilator tokens on your components.
Unlock: There are 3 galvanized units on the game board.
Watchful Ojz
When you declare a retreat: Immediately retreat up to 2 of your ships from the active system to an adjacent system that does not contain another player's ships. Place a command token from your reinforcements into that system.
Unlock: Be the last person to pass during the Action Phase.
Aello
When another player spends resources to research a technology: That player may reduce the cost by 1, if they do, gain 1 commodity or convert 1 of your commodities to a trade good.
Unlock: Have an ocean card in play.
Ahk Siever
At the end of a combat between any players: Gain 1 commodity or convert 1 of your commodities to a trade good.
Unlock: Place a breach token in a system that contains another player's unit.
Captain Aroz
You may treat planets in systems that contain your ships as if you controlled them for the purpose of scoring secret objectives.
Unlock: Have one plot card in play.
Aroz Hollow
Apply +1 to the result of each of your units' combat rolls in The Fracture.
Unlock: Have units in The Fracture.
Ultrasonic Emitter
ACTION: Produce any number of units in any number of systems that contain 1 or more of your ground forces. Then, purge this card.
Unlock: Have 3 scored objectives.
Dark Matter Affinity
ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.
Unlock: Have 3 scored objectives.
Armageddon Relay
ACTION: Choose 1 system adjacent to 1 of your space docks. Destroy all other players' infantry and fighters in that system. Then, purge this card.
Unlock: Have 3 scored objectives.
Nova Seed
After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. Then, purge this card.
Unlock: Have 3 scored objectives.
Galactic Securities Net
When 1 or more of your units use PRODUCTION: You may reduce the cost of each of your units to 0 during this use of PRODUCTION. If you do, purge this card.
Unlock: Have 3 scored objectives.
Helio Command Array
ACTION: Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.
Unlock: Have 3 scored objectives.
Singularity Reactor
ACTION: Swap the positions of any 2 systems that contain wormholes or your units, other than the Creuss system and the Wormhole Nexus. Then, purge this card.
Unlock: Have 3 scored objectives.
Dark Space Navigation
ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
Unlock: Have 3 scored objectives.
Sleeper Cell
At the start of space combat that you are participating in: You may purge this card; if you do, for each other player's ship that is destroyed during this combat, place 1 ship of that type from your reinforcements in the active system.
Unlock: Have 3 scored objectives.
The Oracle
C-Radium Geometry
At the end of the status phase: You may force each other player to give you 1 promissory note from their hand. Then, purge this card.
Unlock: Have 3 scored objectives.
Polymorphic Algorithm
ACTION: Choose a planet with a technology specialty in a system that contains your units. Destroy other players' units on that planet. Gain trade goods equal to that planet's combined resource and influence values and gain 1 technology matching the specialty. Then, purge this card.
Unlock: Have 3 scored objectives.
Tekklar Conditioning
After you move ships into the active system: You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.
Unlock: Have 3 scored objectives.
Genetic Memory
ACTION: For each non-unit upgrade technology you own, you may replace that technology with any technology of the same color from the deck. Then, purge this card.
Unlock: Have 3 scored objectives.
Imperial Seal
ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card. Then, purge this card.
Unlock: Have 3 scored objectives.
Political Data Nexus
ACTION: You may discard 1 law from play. Look at the top 5 cards of the agenda deck. Choose 2 to reveal, and resolve each as if you had cast 1 vote for an outcome of your choice; discard the rest. Then, purge this card.
Unlock: Have 3 scored objectives.
Spinner Overdrive
ACTION: For each planet that contains any number of your infantry, either ready that planet or place an equal number of infantry from your reinforcements on that planet. Then, purge this card.
Unlock: Have 3 scored objectives.
Guild of Spies
ACTION: Each other player shows you 1 action card from their hand. For each player, you may either take that card or force that player to discard 3 random action cards from their hand. Then, purge this card.
Unlock: Have 3 scored objectives.
Helix Protocol
ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.
Unlock: Have 3 scored objectives.
Multiverse Shift
ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships. Then, purge this card.
Unlock: Have 3 scored objectives.
Benediction
ACTION: Move all units in the space area of any system to 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. Then, purge this card.
Unlock: Have 3 scored objectives.
Perfect Synthesis
ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool. Then, purge this card.
Unlock: Have 3 scored objectives.
Probability Matrix
ACTION: Place this card near the game board; your flagship and units it transports can move out of systems that contain your command tokens during this game round. Then, purge this card.
Unlock: Have 3 scored objectives.
Geoform
ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit. Then, purge this card.
Unlock: Have 3 scored objectives.
Dimensional Anchor
ACTION: Each other player rolls a die for each of their non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.
Unlock: Have 3 scored objectives.
Icarus Drive
ACTION: For each law in play, gain 1 command token. Then, reveal cards from the agenda deck until you reveal a law; place that law face up in your play area and discard the rest. Then, purge this card.
Unlock: Have 3 scored objectives.
ENTITY 4X41A "APOLLO"
When one of your galvanized units is destroyed: You may purge this card to roll 1 die for each unit in its system that belongs to another player; if the result is equal to or greater than the galvanized unit's combat value, destroy that unit.
Unlock: Have 3 scored objectives.
SIGNAL INTRUSION
After the last player passes: You may choose to no longer be passed; if you do, gain 2 command tokens, draw 1 action card, and purge this card.
Unlock: Have 3 scored objectives.
WAVE FUNCTION COLLAPSE
ACTION: Purge this card and a non-unit upgrade technology you own or from your deck; then, purge all cards with the same name owned by other players and in other players' decks. Then, each player that purged a technology they owned researches another technology.
Unlock: Have 3 scored objectives.
FRAGMENT REALITY
When you produce ships: You may place any of those ships on this card. At the start of a space combat, you may purge this card to place all ships from this card into the active system.
Unlock: Have 3 scored objectives.
THE BLADE BECKONS
ACTION: Place 1 of your plot cards in play with any other player's control token on it. Then, you may place any player's control token on 1 of your in-play plot cards; one plot cannot have two of the same player's tokens. Then, purge this card.
Unlock: Have 3 scored objectives.
THE BLADE REVEALED
ACTION: Ready all of your planets. Then, purge this card.
Unlock: Have 3 scored objectives.