Action Cards
Action Cards
Abyssal Starpaths
After you activate a system: Choose any 2 systems that do not contain planets; those 2 systems are adjacent to one another until the end of this tactical action.
Aggressive Broker
When another player purges a component: That player must choose to allow you to either gain 2 trade goods or replenish your commodities.
AI Augury
When you pass: Return 1 of your unscored secret objectives to the secret objective deck, shuffle that deck, and draw 1 secret objective.
Ancient Burial Sites
At the start of the agenda phase: Choose 1 player. Exhaust each cultural planet owned by that player.
Arbitrage
When you pass: Gain 4 commodities; for each commodity you would gain in excess of your commodity value, gain 1 trade good instead.
Archaeological Expedition
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.
Assassinate Representative
After an agenda is revealed: Choose 1 player. That player cannot vote on this agenda.
Atomize
When your flagship is destroyed: Purge your flagship and destroy all other units in its system.
Black Market Dealings
When you are negotiating a transaction: You and the other player can include relics, action cards, and unscored secret objectives as part of this transaction. This card cannot be canceled.
Blitz
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.
Bounty Contracts
At the start of the status phase: Choose 1 revealed public objective; during this status phase, when a player scores that objective, gain 1 trade good.
Bribery
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.
Bribery
After the votes cast on an agenda are tallied: Spend any number of trade goods. For each trade good spent, add 2 additional votes to your total.
Brilliance
ACTION: Ready 1 of your planets that has a technology specialty or choose 1 player to gain their breakthrough.
Bunker
At the start of an invasion: During this invasion, apply -4 to the result of each BOMBARDMENT roll against planets you control.
Carapace Plating
After your opponent produces 1 or more hits during ground combat: Cancel up to 2 of those hits.
Classified Weapons
Before 1 or more of your units would make a roll for a unit ability: Apply +4 to the result of each of those rolls. Any hits produced by those rolls cannot be canceled.
Cloak
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.
Coerce
ACTION: Choose a player; that player must give you 1 of their abilities.
Command ×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 and into asteroid fields during this movement.
Confounding Legal Text
When another player is elected as the outcome of an agenda: You are the elected player instead.
Confused Sage
After a die is rolled: Apply +3 or -3 to the result before resolving the effects of that roll.
Confusing Legal Text
When you are elected as the outcome of an agenda: Choose 1 player. That player is the elected player instead.
Confusing Legal Text
When an agenda outcome would be resolved: You may choose to be treated as either the dissenter or the proponent, if able. The previous dissenter or proponent is treated as having the most votes after you. If you are the elected player, you may also choose 1 player to become the elected player instead.
Construction Rider
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.
Construction Rider
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 structure on a planet you control.
Contagion
After you destroy 1 or more of another player's infantry on a planet: Destroy half of that player's infantry on that planet, rounded up.
Converge
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.
Counterstroke
After another player activates a system that contains 1 of your command tokens: Return that command token to your tactic pool.
Coup d'Etat
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.
Courageous to the End
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.
Crash Landing
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 forces into coexistence.
Create
ACTION: Gain 1 relic.
Cripple Defenses
ACTION: Choose 1 planet. Destroy each PDS on that planet.
Crisis
At the end of any player's turn, if there are at least 2 players who have not passed: Skip the next player's turn.
Deadly Plot
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.
Decoy Operation
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.
Diplomacy Rider
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.
Diplomatic Pressure ×4
When an agenda is revealed: Choose another player; that player must give you 1 promissory note from their hand.
Diplomatic Pressure
When an agenda is revealed: Choose another player; that player must give you 1 promissory note from their hand.
Direct Hit ×4
After another player's ship uses SUSTAIN DAMAGE to cancel a hit produced by your units or abilities: Destroy that ship.
Direct Hit ×4
After another player's ship or ground force uses SUSTAIN DAMAGE to cancel a hit produced by your units or abilities: Destroy that unit.
Direct Hit
After another player's ship uses SUSTAIN DAMAGE to cancel a hit produced by your units or abilities: Destroy that ship.
Direct Hit (US)
After another player's ship or ground force uses SUSTAIN DAMAGE to cancel a hit produced by your units or abilities: Destroy that unit.
Disable
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.
Distinguished Councilor
After you cast votes on an outcome of an agenda: Cast 5 additional votes for that outcome.
Divert Funding
ACTION: Return a non-unit upgrade, non-faction technology that you own to your technology deck. Then, research another technology.
Divinity
When 1 of your units would be destroyed: It is not destroyed instead.
Echo Shielding
At the start of invasion: Units you control in the active system gain PLANETARY SHIELD until the end of this tactical action.
Economic Initiative
ACTION: Ready each cultural planet you control.
Elevate
ACTION: Draw 1 paradigm.
Emergency Meeting
At the start of the agenda phase: Shuffle all discarded agendas into the agenda deck and look at the top 3 cards of that deck. Place each of those cards on the top or bottom of that deck in any order.
Emergency Repairs
At the start or end of a combat round: Repair all of your units that have SUSTAIN DAMAGE in the active system.
Engineer
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.
Entangle
After you activate a system: All systems that contain alpha wormholes, beta wormholes, gamma wormholes, and gravity rifts are adjacent during this movement.
Escape Clause
When another player would resolve your “Trade Agreement” promissory note: You do not give that player your commodities; that player returns your Trade Agreement promissory note.
Evolve
ACTION: Draw 1 card from any splice deck.
Exchange Program
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.
Experimental Battlestation
After another player moves ships into a 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 ships in the active system.
Exploration Probe
ACTION: Explore a frontier token that is in or adjacent to a system that contains 1 or more of your ships.
Extreme Duress
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.
Feint
When you announce a retreat: Your units immediately retreat to an eligible system; do not place a command token in that system.
Festival
ACTION: Ready a non-home planet that contains 1 of your structures. If that planet contains your monument, place 4 infantry or 1 mech on it.
Fighter Conscription
ACTION: Place 1 fighter from your reinforcements into 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.
Fighter Prototype
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.
Fire Team
After your ground forces make combat rolls during a round of ground combat: Reroll any number of your dice.
Flank Speed ×4
After you activate a system: Apply +1 to the move value of each of your ships during this tactical action.
Flank Speed
After you activate a system: Apply +1 to the move value of each of your ships during this tactical action.
Flux
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.
Focused Research
ACTION: Spend 4 trade goods to research 1 technology.
Forbidden Knowledge
When you research a technology: You may ignore 1 of that technology's prerequisites. If that technology is not a unit upgrade technology, you may ignore 2 of that technology's prerequisites.
Forward Supply Base
After another player activates a system that contains your units: Gain 3 trade goods. Then, choose another player to gain 1 trade good.
Free Trade Initiative
ACTION: For each planet trait, if you control a planet of that trait, gain 2 commodities or convert 2 of your commodities to trade goods.
Freedom Fighters
At the start of ground combat: You may place a number of infantry from your reinforcements on that planet equal to half that planet's influence value, rounded down.
Frontline Deployment
ACTION: Place 3 infantry from your reinforcements on 1 planet you control.
Fulfillment Protocols
After a player activates a system that contains 1 or more of your ships: Place up to 1 ship from your reinforcements that has a cost of 4 or less in the active system.
Genophage
ACTION: Discard 1 of your neighbors' genomes.
Ghost Ship
ACTION: Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
Ghost Squad
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.
Ghost Squad
After a player commits units to land on a planet you control: Place 1 infantry on that planet. Then, 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.
Hack Election
After an agenda is revealed: During this agenda, you vote last.
Hack Election
When an agenda outcome would be resolved: Switch the number of votes cast between 2 other players that cast at least 1 vote.
Hardlight ×2
Before hits are assigned to your units: Cancel up to 2 hits.
Harness Energy
After you activate an anomaly: Replenish your commodities.
Helix
ACTION: Initiate a splice of any type, including all players.
Hostile World
After a player commits ground forces to land on a planet you control: Roll a number of dice equal to that planet's resource value, for each result of 6 or greater, produce 1 hit against those ground forces.
Ignis
ACTION: Place a command token from your tactic pool in any non-home system; choose and destroy 1 unit in that system.
Illusory Duplication
At the start of a space combat round: Each of your non-fighter ships in the active system that does not have SUSTAIN DAMAGE gains that unit ability this combat round.
Imperial Rider
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.
Impersonation
ACTION: Spend 3 influence to draw 1 secret objective.
In The Silence Of Space
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.
Industrial Initiative
ACTION: Gain 1 trade good for each industrial planet you control.
Infiltrate
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.
Insider Information
After an agenda is revealed: Look at the top 3 cards of the agenda deck.
Insubordination
ACTION: Remove 1 token from another player's tactic pool and return it to their reinforcements.
Intercept
After your opponent declares a retreat during a space combat: Your opponent cannot retreat during this round of space combat.
Irradiate
ACTION: Choose 1 unit type other than 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.
Lash
When 1 of your units is destroyed: Destroy a unit in its system that has an equal or lower cost.
Leadership Rider
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.
Lie in Wait
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.
Locust
ACTION: Choose 1 infantry in a system adjacent to your units and roll 1 die. On a result of a 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.
Lost Star Chart
After you activate a system: During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
Lucky Shot
ACTION: Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
Magnificence
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.
Maneuvering Jets ×4
Before you assign hits produced by another player's SPACE CANNON roll: Cancel 1 hit.
Maneuvering Jets
Before you assign hits produced by another player's SPACE CANNON roll: Cancel 1 hit.
Manifest
ACTION: Resolve the PRODUCTION ability of 1 of your units; reduce the combined cost of the produced units by 3.
Manipulate
After cards are drawn for a splice you are not participating in: Take the cards and choose which card each participating player will take.
Manipulate Investments
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.
Master Plan
After you perform an action: Perform an additional action.
Meddle
When any die is rolled: Add or subtract 1 from its result.
Meditative Firing Cycles
At any time: You may use the SPACE CANNON ability of each of up to 3 of your units in any system against another player's ships in or adjacent to that system.
Meld
When a die is rolled by any player: Roll two dice instead, and add the results together (max 10).
Mercenary Contract
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.
Meteor
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.
Micrometeoroid Storm
ACTION: Choose 1 system that contains another player's ships. Roll 1 die for each fighter in that system. For each result of 6 or greater, destroy 1 of those units.
Mining Initiative
ACTION: Gain trade goods equal to the resource value of 1 planet you control.
Morale Boost ×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.
Morale Boost
At the start of a combat round: Apply +1 to the result of each of your unit's combat rolls during this combat round.
Mutate ×2
ACTION: Discard 1 of your abilities, then draw 1 ability.
Nav Suite
After you activate a system: During the "Movement" step of this tactical action, ignore the effect of anomalies.
Neural Hammer
ACTION: Choose 1 player with the most victory points. Look at up to 1 of their unscored secret objectives, at random.
Overrule
ACTION: Perform the primary ability of a readied or unchosen strategy card.
Overrule
ACTION: If you have at least 2 victory points more than every other player in the game, perform the primary ability of any strategy card.
Parley
After another player commits units to land on a planet you control: Return the committed units to the space area.
Pax
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.
Personnel Writ
ACTION: Ready your agent or spend 1 command token from your strategy pool to unlock your commander.
Pirate Contract ×4
ACTION: Place 1 neutral destroyer in a non-home system that contains no non-neutral ships.
Pirate Fleet
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.
Plagiarize
ACTION: Spend 5 influence and choose a non-faction technology owned by 1 of your neighbors; gain that technology.
Plague
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.
Planetary Rigs
ACTION: Choose 1 non-home planet you control other than Mecatol Rex. Reveal cards from that planet's corresponding exploration deck until you reveal an attachment; attach that attachment to that planet and discard the rest.
Political Stability
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.
Politics Rider
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.
Preparation
ACTION: Draw 1 action card.
Professional Archaeologists
ACTION: For each exploration deck, look at the top card of that deck; if that card is a relic fragment, reveal and gain that card, otherwise discard that card and gain 1 commodity.
Public Disgrace
When another player chooses a strategy card during the strategy phase: That player must choose a different strategy card instead, if able.
Puppets on a String
At the end of any player's turn, if you have passed: Perform 1 action.
Rally
After you activate a system that contains another player's ships: Place 2 command tokens from your reinforcements into your fleet pool.
Reactor Meltdown
ACTION: Destroy 1 space dock in a non-home system.
Rebel Bombing
ACTION: Spend 2 trade goods to destroy 1 of your neighbor's structures in a non-home system.
Refit Troops
ACTION: Choose 1 or 2 of your infantry on the game board; replace each of those infantry with mechs.
Reflect
ACTION: For each trade good you have, either gain 1 commodity or convert 1 of your commodities to a trade good.
Reflective Shielding
When one of your ships uses SUSTAIN DAMAGE during combat: Produce 2 hits against your opponent's ships in the active system.
Remnant Collection
ACTION: Purge any number of your relic fragments to draw an equal number of action cards.
Renegotiation
After a player resolves the effect of 1 of your faction promissory notes: That player must give you 1 promissory note from their hand, if able.
Renovation
ACTION: Replace 1 of your structures with 1 structure from your reinforcements.
Reparations
After another player gains control of a planet you control: Exhaust 1 planet that player controls and ready 1 planet you control.
Repeal Law
ACTION: Discard 1 law from play.
Rescue
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 1 of your command tokens.
Reveal Prototype
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.
Reverse
When a splice begins: Reverse the order the spliced cards are passed.
Reverse Engineer
After another player discards an action card that has a component action: Take that action card from the discard pile.
Rise
ACTION: Either place 1 infantry on each planet you control or place 1 fighter in each system that contains your ships or space docks and no other players' ships.
Rise of a Messiah
ACTION: Place 1 infantry from your reinforcements on each planet you control.
Rout
At the start of the "Announce Retreats" step of space combat, if you are the defender: Your opponent must announce a retreat, if able.
Sabotage ×4
When another player plays an action card other than "Sabotage": Cancel that action card.
Sabotage
When another player plays an action card other than Sabotage: Cancel that action card.
Safety Overrides
After a mech you control is destroyed during ground combat: Your opponent must choose and destroy 2 of their own units on that planet.
Salvage
After you win a space combat: Your opponent gives you all of their commodities.
Salvage
At the start of the "Assign Hits" step of space combat: Capture each of your opponent's ship destroyed during this step. Then, gain 1 trade good for each non-fighter ships captured in this way.
Sanction
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.
Scarab
ACTION: Choose a spliced card you own; gain 2 trade goods for each card you own with a faction origin that matches that card.
Scramble Frequency
After another player makes a BOMBARDMENT, SPACE CANNON, or ANTI-FIGHTER BARRAGE roll: That player rerolls all of their dice.
Scuttle
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.
Secured Trove
ACTION: Purge any 2 of your relic fragments to gain 1 relic.
Seize Artifact
ACTION: Choose 1 of your neighbors that has 1 or more relic fragments. That player must give you 1 relic fragment of your choice.
Shatter ×2
When a player exhausts a genome or plays an action card other than "Shatter": That genome is exhausted without effect, or that action card is canceled.
Shields Holding ×4
Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
Shields Holding
Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
Signal Jamming
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.
Singularity Charge
At the start of a round of combat: Each unit participating in that combat becomes damaged, if able.
Skilled Retreat ×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.
Skilled Retreat
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.
Solar Flare
After you activate a system: During the "Movement" step of this tactical action, other players cannot use SPACE CANNON against your ships.
Spark ×2
After another player's unit uses Sustain Damage to cancel a hit produced by your units or abilities: Destroy that unit.
Special Session
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, after the agenda has been fully resolved, ready all your planets and reveal 1 agenda from the top of the deck. Players vote on this agenda.
Special Session
After an agenda is revealed: Each player must vote on this agenda, if able.
Spy
ACTION: Choose 1 player. That player gives you 1 random action card from their hand.
Starflare
ACTION: Choose a supernova; each player destroys 3 of their units in that supernova and each adjacent system.
Stasis
At the start of another player's turn: Immediately end that player's turn.
Strategize ×4
ACTION: Perform the secondary ability of any readied or unchosen strategy card.
Summit
At the start of the strategy phase: Gain 2 command tokens.
Tactical Bombardment
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.
Tactical Bombardment
ACTION: Choose a system that contains another player's ready planet and is adjacent to or contains 1 or more of your units that have BOMBARDMENT. Roll for each BOMBARDMENT ability of these units. For each hit, exhaust 1 planet controlled by another player in that system.
Tartarus
At the start of the strategy phase: Choose a strategy card; that card cannot be picked unless there is no other option.
Technology Rider
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.
Thieve
When a splice ends, if you did not participate: Take all of the remaining spliced cards.
Timestop
When a player activates a system that contains your units: Immediately perform an action, during which you are the active player.
Trade Rider
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.
Transpose ×2
ACTION: Give 1 of your abilities to one of your neighbors, then take 1 of their abilities.
Trine
During the "Space Cannon Offense" step of a tactical action: Your units up to 2 systems away can use their SPACE CANNON abilities against ships in the active system.
Twinning
After another player resolves the component action of an action card: Immediately resolve that action card as if you had played it.
Unexpected Action
ACTION: Remove 1 of your command tokens from the game board and return it to your reinforcements.
Unravel
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.
Unstable Planet
ACTION: Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
Upgrade
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.
Uprising
ACTION: Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
Vault
After you activate a system: You may ignore the effects of anomalies during this movement.
Veto
When an agenda is revealed: Discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.
War Effort
ACTION: Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
War Machine ×4
When 1 or more of your units use PRODUCTION: Apply +4 to the total PRODUCTION value of your units and reduce the combined cost of the produced units by 1.
War Machine
When 1 or more of your units use PRODUCTION: Apply +4 to the total PRODUCTION value of your units and reduce the combined cost of the produced units by 1.
Warfare Rider
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.
Waylay
Before you roll dice for ANTI-FIGHTER BARRAGE: Hits from this roll are produced against all ships (not just fighters).