Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

Genomes

31 shown – use the Your game build menu to change which sources appear.

Genomes

Action Genome

At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods.

Twilight's Fall

Altruistic Genome

When a hit is produced against a unit: You may exhaust this card to cancel that hit.

Twilight's Fall

Aristocratic Genome

At the start of a space combat round: You may exhaust this card to choose 1 ship in the active system; that ship rolls 1 additional die during this combat round.

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Breach Genome

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.

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Brutal Genome

After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.

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Captain's Genome

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 move value of the ship on the game board that has the highest move value.

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Clever Genome

This card has the ability of each other player's genomes, even if those genomes are exhausted.

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Cosmic Genome

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.

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Courier Genome

ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.

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Curious Genome

At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.

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Deployment Genome

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.

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Diplomatic Genome

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.

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Divine Genome

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.

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Enigmatic Genome

After a player activates a non-home system that contains a wormhole: You may exhaust this card; if you do, that system is adjacent to all other systems that contain a wormhole during this tactical action.

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Experimental Genome

When a player spends resources: 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.

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Human Genome

At the start of a ground combat round: 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.

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Hyper Genome

At any time: You may exhaust this card and choose another player; that player gives you 1 trade good, if able, then you each draw 1 action card.

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Investment Genome

When you gain trade goods from the supply: You may exhaust this card to place an equal number of trade goods on this card. When this card readies, gain the trade goods on this card.

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Limit Genome

After any player's command token is placed in a system: You may exhaust this card to return that token to that player's reinforcements.

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Mirror Genome

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.

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Molten Genome

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 flagship.

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Pacific Genome

ACTION: Exhaust this card and choose any 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.

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Ravenous Genome

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.

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Recursive Genome

During the action phase: 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.

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Research Genome

When a player initiates a splice: You may exhaust this card to add 3 additional cards to that splice.

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Scornful Genome

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.

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Silver Genome

During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.

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Splitting Genome

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.

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Swarm Genome

At the end of a player's tactical action: You may exhaust this card, if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system.

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Temporal Genome

After the "Roll Dice" step of combat: You may exhaust this card. If you do, hits are not assigned to either player's units. Return to the start of this combat round's "Roll Dice" step.

Twilight's Fall

Valiant Genome

After a player's unit is destroyed during combat: You may exhaust this card to roll 1 die. If the result is equal to or greater than that unit's combat value, their opponent must choose and destroy 1 of their units.

Twilight's Fall