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

Abilities

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

Abilities

Abundance

Cybernetic

When 1 or more of your units use PRODUCTION, you may gain 1 trade good.

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Aerie Hololattice

Cybernetic

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.

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Aetherstream

Propulsion

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.

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Agency Supply Network

Cybernetic

Once per action, when you resolve a unit's PRODUCTION ability: You may resolve another of your unit's PRODUCTION abilities in any system.

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Amalgamation

Warfare

Capture your opponent's non-structure units that are destroyed during combat. When you produce a unit, you may return 1 captured unit of that type to produce that unit without spending resources.

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Ambush

Warfare

At the start of a space combat: You may roll 1 die for each of up to 2 of your cruisers or destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.

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Armada

Warfare

The maximum number of non-fighter ships you can have in each system is equal to 2 more than the number of tokens in your fleet pool.

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Assimilate

Cybernetic

When you gain control of a planet: Replace each structure on that planet with a matching unit from your reinforcements.

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Awaken

Propulsion

After you activate a system that contains 1 or more of your infantry, you may replace 1 of those infantry with a PDS from your reinforcements.

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Bio-Synthetic Synergy

Biotic

Your action cards cannot be canceled by "Shatter" action cards. Your other abilities cannot be taken, purged, or discarded by other players and cannot have singularity tokens placed on them.

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Bioplasmosis

Biotic

At the end of the status phase: You may remove any number of ground forces from planets you control and place them on 1 or more planets you control in the same or adjacent systems.

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Chaos Mapping

Cybernetic

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.

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Courier Transport

Propulsion

After you activate a system: You may move your structures from adjacent systems that do not contain your command tokens onto planets you control in the active system.

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Crafty

Biotic

You can have any number of action cards in your hand. Game effects cannot prevent you from using this ability. During your turn of the action phase, players that have passed cannot play action cards.

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Crucible

Propulsion

Your ships do not roll for gravity rifts; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead.

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Devotion

Propulsion

After each space combat round: You may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit and assign it to 1 of your opponent's ships in that system.

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Dimensional Splicer

Warfare

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.

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Dimensional Tear

Propulsion

Systems that contain your space docks are also gravity rifts; your ships do not roll for these gravity rifts. Place a dimensional tear token beneath your space docks as a reminder.

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Distant Suns

Propulsion

When you explore a planet that contains 1 of your mechs: You may draw 1 additional card; choose 1 to resolve and discard the rest.

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E-res Siphons

Cybernetic

After another player activates a system that contains 1 or more of your ships: Gain 4 trade goods.

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Entropic Harvest

Cybernetic

At the end of any player's combat: Gain 1 commodity or convert 1 of your commodities to a trade good.

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Fabrication

Cybernetic

Action: Either purge 2 of your relic fragments of the same type to gain 1 relic or purge 1 of your relic fragments to gain 1 command token.

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Fleet Logistics

Propulsion

During each of your turns of the action phase, you may perform 2 actions instead of 1.

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Foresight

Propulsion

After another player moves ships into a system that contains 1 or more of your ships: You may place 1 command token from your reinforcements in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

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Future Path

Propulsion

When you gain trade goods from choosing a previously unchosen strategy card or from the "Amicus" strategy card: Triple those trade goods.

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Genetic Research

Biotic

At the start of the status phase: Choose a technology color and gain trade goods equal to the number of abilities you own that have that technology color.

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Guild Ships

Propulsion

You can negotiate transactions with players who are not your neighbor. You can exchange action cards with other players as part of transactions.

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Harrow

Warfare

At the end of each round of ground combat: Your ships in the active system may use their BOMBARDMENT abilities against your opponent's ground forces on the planet.

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Hegemonic Trade Policy

Cybernetic

When 1 or more of your units use PRODUCTION: You may swap the resource and influence values of 1 planet you control during this use of PRODUCTION.

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Indoctrination

Biotic

At the start of a ground combat: You may spend 2 influence to replace 1 of your opponent's participating infantry with 1 infantry from your reinforcements.

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Inheritance Systems

Cybernetic

During the status phase: Draw 1 additional action card and gain 1 additional command token.

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Instinct Training

Biotic

When another player plays an action card: You may spend 1 token from your strategy pool to cancel that action card.

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Lazax Gate Folding

Propulsion

During your tactical actions: Treat systems that contain legendary planets you do not control as if they contain both an alpha and beta wormhole.

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Liberate

Warfare

When you gain control of a planet: Ready that planet if it contains a number of your infantry equal to or greater than that planet's resource value; otherwise, place 1 infantry on that planet.

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Magmus Reactor

Propulsion

Your units can move into and through supernovas. Each supernova that does not contain other players' units and each system that contains 1 or more of your war suns gains the PRODUCTION 5 ability as if it were one of your units.

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Mirror Computing

Cybernetic

When you spend trade goods: Each trade good is worth 2 resources or influence instead of 1.

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Mitosis

Biotic

At the start of the status phase: Place 1 infantry from your reinforcements on any planet you control.

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Munitions Reserves

Warfare

At the start of each round of space combat: You may spend 2 trade goods; you may reroll any number of your dice during this combat round.

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Nanomachines

Warfare

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.

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Neural Parasite

Biotic

At the start of your turn: Destroy 1 of another player's infantry in or adjacent to a system that contains your infantry.

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Neuroglaive

Warfare

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.

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Nomadic

Propulsion

You can score objectives even if you do not control the planets in your home system. Other players cannot activate asteroid fields that contain 1 or more of your ships.

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Non-Euclidean Shielding

Warfare

When 1 of your units uses SUSTAIN DAMAGE: Cancel 2 hits instead of 1.

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Nullification Field

Cybernetic

When 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 to immediately end that player's turn.

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Orbital Drop

Biotic

Action: Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.

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Overwatch

Warfare

After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.

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Pacifist

Biotic

When ground forces are committed: If your units on that planet are not already coexisting, you may choose for your units to coexist.

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Peace Accords

Cybernetic

After you spend a token from your strategy pool: You may gain control of 1 planet that does not contain the custodians token or any units and is adjacent to a planet you control.

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Pillage

Cybernetic

After 1 of your neighbors gains trade goods or resolves a transaction: If they have 3 or more trade goods, you may take 1 of their trade goods or commodities.

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Planesplitter

Warfare

When you gain this card put The Fracture into play. Apply +1 to the Move value to each of your ships that starts its movement in The Fracture. Apply +2 to the result of each of your units' combat rolls in The Fracture.

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Proxima Targeting VI

Warfare

Cancel 1 hit produced by each BOMBARDMENT roll against your units. At the start of a round of ground combat, you may resolve BOMBARDMENT 7 (x3) against your opponent's ground forces; if you do, resolve BOMBARDMENT 7 (x3) against your own ground forces.

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Puppet Council

Biotic

At the start of the strategy phase: Replenish your commodities, then gain 1 trade good.

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Quantum Datahub Node

Cybernetic

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.

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Quantum Drive

Propulsion

You can produce your flagship without spending resources.

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Quantum Entanglement

Propulsion

You treat all systems that contain either an alpha or beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.

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Radical Advancement

Biotic

At the start of the status phase: You may choose to replace 1 of your abilities; if you do, reveal abilities from the deck until you reveal another ability with the same technology color and gain it; shuffle the replaced ability and the other revealed cards back into the deck.

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Raid Formation

Warfare

When 1 or more of your units uses ANTI-FIGHTER BARRAGE: For each hit produced in excess of your opponent's fighters, choose 1 of your opponent's ships that has SUSTAIN DAMAGE to become damaged.

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Reclamation

Cybernetic

After you resolve an action during which you gained control of a legendary planet: You may place 1 PDS and 1 space dock from your reinforcements on that planet.

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Scavenge

Cybernetic

After you gain control of a planet: Gain 1 trade good.

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Scheming

Biotic

When you draw 1 or more action cards: Draw 1 additional action card. Then, choose and discard 1 action card from your hand.

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Singularity X

Biotic

Once per combat, after 1 of your opponent's units is destroyed: You may place the "Singularity X" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.

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Singularity Y

Biotic

Once per combat, after 1 of your opponent's units is destroyed: You may place the "Singularity Y" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.

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Singularity Z

Biotic

Once per combat, after 1 of your opponent's units is destroyed: You may place the "Singularity Z" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.

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Sled Factories

Cybernetic

When 1 or more of your units use PRODUCTION: Reduce the combined cost of the produced units by 2.

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Slipstream

Propulsion

During your tactical actions: Apply +1 to the move value of each of your ships that starts its movement in a system that contains a wormhole.

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Smothering Presence

Biotic

Other players' units in or adjacent to systems that contain your structures lose all of their unit abilities.

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Spatial Conduit Cylinder

Propulsion

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 action.

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Spec Ops Training

Biotic

After 1 of your ground forces 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.

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Stall Tactics

Propulsion

Action: Discard 1 action card from your hand.

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Star Forge

Cybernetic

Action: Spend 1 token from your strategy pool to place either 2 fighters or 1 destroyer from your reinforcements in a system that contains 1 or more of your ships.

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Stellar Genesis

Cybernetic

After you spend a token from your strategy pool: You may gain 1 trade good.

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Stymie

Biotic

After another player moves ships into a system that contains 1 or more of your units: You may place 1 command token from that player's reinforcements in any non-home system.

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Subatomic Splicer

Cybernetic

When one of your ships is destroyed: You may produce a ship of the same type at a space dock in your home system.

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Supercharge

Warfare

Before making a combat roll: Choose 1 of your units and apply +2 to the results of its combat roll.

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Survival Instinct

Warfare

After a player activates a system that contains your ships: You may move up to 2 of your ships into the active system from adjacent systems that do not contain your command tokens.

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Tactical Brilliance

Warfare

After you roll dice for a unit ability: You may reroll any of those dice.

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Telepathic

Biotic

At the end of the strategy phase: Place the Naalu "0" token on your strategy card; you are first in initiative order. This card cannot have a singularity token placed on it.

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Temporal Command Suite

Cybernetic

After any player's genome becomes exhausted: You may spend 3 influence to ready that genome; if you ready another player's genome, you may perform a transaction with that player.

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Terraform

Propulsion

Planets that contain your structures are treated as having all 3 planet traits (cultural, hazardous, and industrial).

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The Burning Eye

Warfare

You can treat planets in systems that contain your ships as if you controlled them for the purpose of scoring secret objectives.

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Unrelenting

Warfare

Apply +1 to the result of each of your units' combat rolls.

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Valkyrie Particle Weave

Warfare

After making combat rolls during a round of ground combat: If your opponent produced 1 or more hits, you produce 1 additional hit.

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Valkyrie Vanguard

Propulsion

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.

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Versatile

Biotic

When you gain command tokens during the status phase: Gain 1 additional command token.

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Voidborn

Propulsion

Nebulae do not affect your ships' movement. You can allow other players to move their ships through systems that contain your ships.

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Yin Ascendant

Biotic

When you score an objective: Draw 1 genome, ability, or unit upgrade.

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Zealous

Warfare

When 1 or more of your units roll dice for a unit ability: You may choose 1 of those units to roll 1 additional die.

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