97 technologies in the database
Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
During each of your turns of the action phase, you may perform 2 actions instead of 1.
Your ships can move through systems that contain other players' ships.
ACTION: Exhaust this card to produce 1 ship in any system that contains 1 of your space docks.
After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
Other players cannot activate asteroid fields that contain 1 or more of your ships. At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production.
At the start of the status phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
ACTION: Exhaust this card to place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
During your tactical actions, if you do not control Mecatol Rex, treat its system as if it contains both an alpha and beta wormhole. ACTION: If you control Mecatol Rex, exhaust this card to place 1 infantry from your reinforcements on Mecatol Rex.
After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
During the status phase, draw 2 action cards instead of 1.
After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
During the status phase, gain 3 command tokens instead of 2.
ACTION: Exhaust this card and choose 1 planet in a system that contains 1 or more of your ships that have BOMBARDMENT; destroy all infantry on that planet.
You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of your other technologies.
You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. During the action phase, you may exhaust 1 of your planets that has a technology specialty to gain 1 trade good.
After 1 or more of your units use BOMBARDMENT against a planet, if at least 1 of your opponent's infantry was destroyed, destroy all of your opponent's infantry on that planet.
At the end of the status phase, you may remove any number of infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
ACTION: Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.
After another player activates a system that contains 1 or more of your ships, that player removes 1 token from their fleet pool and returns it to their reinforcements.
You may exhaust this card and spend 1 token from your strategy pool when another player plays an action card; cancel that action card.
After 1 or more of your units use PRODUCTION, place 1 infantry from your reinforcements on a planet you control in that system.
After you produce units, place up to 2 infantry from your reinforcements on any planet you control or in any space area that contains 1 or more of your ships.
ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.
During your turn of the action phase, players that have passed cannot play action cards.
After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
You may exhaust this card before a player casts votes; that player must cast at least 1 vote for an outcome of your choice or remove 1 token from their fleet pool and return it to their reinforcements.
After you explore a planet, ready that planet.
At the start of the status phase, you may replace one of your non-unit upgrade technologies with a technology of the same color that has exactly 1 more prerequisite.
At the start of the status phase, gain 1 trade good for each ocean card in play.
At the start of the status phase, you may place 1 infantry from your reinforcements on a planet you control in your home system. Flip this card if the Obsidian faction is in play.
When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
At the end of your turn, you may exhaust this card to redistribute your command tokens. When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card.
When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
During an invasion, units cannot use SPACE CANNON against your units.
At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player and take 1 of their strategy cards.
You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
Exhaust this card when 1 or more of your units use PRODUCTION; swap the resource and influence values of 1 planet you control until the end of your turn.
After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
At the start of a space combat, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit against your opponent's ships; that hit must be assigned by your opponent to 1 of their non-fighter ships, if able.
Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit.
After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player.
ACTION: Exhaust this card and draw the top or bottom card of the agenda deck. Players immediately vote on this agenda as if you were the speaker; you may spend trade goods and resources on this agenda as if they were votes.
Once per action, when you resolve 1 of your units' PRODUCTION abilities, you may resolve an additional 1 of your PRODUCTION abilities in any system; the additional use does not trigger this ability.
When one of your ships is destroyed, you may produce a ship of the same type at a space dock in your home system.
When you gain this card, put The Fracture into play. Flip this card if the Obsidian faction is in play.
When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those units may roll 1 additional die.
You may exhaust this card at the start of a round of ground combat on a planet that contains 1 or more of your units that have Planetary Shield; your opponent cannot make combat rolls this combat round.
During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of their non-fighter ships.
After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
At the start of ground combat on a planet that contains 1 or more of your structures, you may produce 1 hit and assign it to 1 of your opponent's ground forces.
When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1.
Your ships can move into supernovas. After 1 or more of your units use Production in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
Your ships can move into supernovas. Each supernova that contains 1 or more of your units gains the PRODUCTION 5 ability as if it were 1 of your units.
At the start of space combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
After making combat rolls during a round of ground combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
At the start of a combat round, you may exhaust this card to apply +1 to the result of each of your unit's combat rolls during this combat round.
ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
Cancel 1 hit produced by BOMBARDMENT rolls made against your ground forces for each of your galvanized units present. At the start of a round of ground combat, you may resolve BOMBARDMENT 8 (x3) against your opponent's ground forces; if you do, make an identical roll against your own ground forces.
ACTION: Exhaust this card to place 1 PDS on a planet you control. ACTION: Exhaust this card to repair all of your damaged units. ACTION: Exhaust this card and discard 1 action card to draw 1 action card.
Cost 1/2, Combat 7. After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Cost 1/2, Combat 8, Move 2. This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.
Cost 1, Combat 8, Move 2. ANTI-FIGHTER BARRAGE 6 (x3)
Cost 2, Combat 6, Move 3, Capacity 1.
Cost 3, Move 2, Capacity 6. SUSTAIN DAMAGE
Cost 4, Combat 5, Move 2, Capacity 1. SUSTAIN DAMAGE, BOMBARDMENT 5. This unit cannot be destroyed by "Direct Hit" action cards.
PLANETARY SHIELD, SPACE CANNON 5. You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
PRODUCTION (Planet + 4). Up to 3 fighters in this system do not count against your ships' capacity.
Cost 12, Combat 3 (x3), Move 2, Capacity 6. SUSTAIN DAMAGE, BOMBARDMENT 3 (x3)
Cost 1/2, Combat 7. PRODUCTION 2. After this unit is destroyed, roll 1 die. If the result is 6 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Cost 10, Combat 3 (x3), Move 3, Capacity 6. SUSTAIN DAMAGE, BOMBARDMENT 3 (x3). Other players' units in this system lose PLANETARY SHIELD.
Cost 3, Combat 9, Move 2, Capacity 8. SUSTAIN DAMAGE.
Cost 1/2, Combat 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Cost 4, Combat 4, Move 2, Capacity 2. SUSTAIN DAMAGE, BOMBARDMENT 4. This unit cannot be destroyed by "Direct Hit" action cards.
Cost 1/2, Combat 7, Move 2. This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.
Cost 4, Combat 5, Move 2, Capacity 1. SUSTAIN DAMAGE, BOMBARDMENT 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of space combat, you may destroy this unit to destroy up to 2 of your opponent's ships in this system.
Cost 1, Combat 7, Move 2, Capacity 1. ANTI-FIGHTER BARRAGE 6 (x3). When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system.
Cost 1/2, Combat 7. After this unit is destroyed, gain 1 commodity or convert 1 of your commodities to a trade good. Then, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
Cost 8, Combat 5 (x2), Move 2, Capacity 6. SUSTAIN DAMAGE, ANTI-FIGHTER BARRAGE 5 (x3). You may treat this unit as if it were adjacent to systems that contain 1 or more of your mechs.
Cost 2, Combat 6, Move 3, Capacity 2. SUSTAIN DAMAGE.
Combat 6. SUSTAIN DAMAGE, PRODUCTION 1, SPACE CANNON 5, PLANETARY SHIELD. This unit is both a structure and a ground force. This unit cannot be transported. You may use this unit's SPACE CANNON against ships that are adjacent to this unit's system.
PRODUCTION 7. This system is a gravity rift; your ships do not roll for this gravity rift. Up to 12 fighters in this system do not count against your ships' capacity.
Cost 1, Combat 7, Move 2. ANTI-FIGHTER BARRAGE 6 (x3). At the end of any player's combat in this unit's system or up to 2 systems away, you may place 1 active or inactive breach in that system.
This unit's PRODUCTION value is equal to 4 more than the resource value of this planet. The resource value of this planet is increased by 2. Up to 3 fighters in this system do not count against your ships' capacity.
Cost 1, Combat 8, Move 4. ANTI-FIGHTER BARRAGE 6 (x3). This unit can use the SPACE CANNON ability of 1 of your structures in its space area; each Linkship can trigger the same structure.