Command archive
At the start of the agenda phase:
Choose 1 player. Exhaust each cultural planet owned by that player.
As an 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.
After an agenda is revealed:
Choose 1 player. That player cannot vote on this agenda.
When you are negotiating a transaction:
You and the other player can include relics, action cards, and unscored secret objectives as part of the transaction. This card cannot be cancelled.
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.
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.
Ready 1 of your planets that has a technology speciality or choose 1 player to gain their breakthrough.
During this invasion, apply -4 to the result of each Bombardment roll against planets you control.
When another player is elected as the outcome of an agenda:
You are the elected player instead.
When you are elected as the outcome of an agenda:
Choose 1 player. That player is the elected player instead.
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.
After another player activates a system that contains 1 of your command tokens:
Return that command token to your tactic pool.
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.
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.
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 force into coexistence.
Action: Choose 1 planet.
Destroy each PDS on that planet.
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.
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.
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.
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.
When an agenda is revealed:
Choose another player; that player must give you 1 promissory note from their hand.
After another player's ship uses Sustain Damage to cancel a hit produced by your units or abilities
Destroy that ship.
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.
After you cast votes on an outcome of an agenda:
Cast 5 additional votes for that outcome.
Return a non-unit upgrade, non-faction technology that you own to your technology deck. Then, research another technology.
Ready each cultural planet you control.
At the start or end of a combat round:
Repair all of your units that have Sustain Damage in the active system.
Choose another player. You and the 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.
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.
Explore a frontier token that is in or adjacent to a system that contains 1 or more of your ships.
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, gives you all of their trade goods, and shows you all of their secret objectives.
Place 1 fighter from your reinforcements in 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.
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.
After your ground forces make combat rolls during a round of ground combat:
Reroll any number of your dice.
After you activate a system:
Apply +1 to the move value of each of your ships during this tactical action.
Spend 4 trade goods to research 1 technology.
After another player activates a system that contains your units:
Gain 3 trade goods. Then, choose another player to gain 1 trade good.
Place 3 infantry from your reinforcements on 1 planet you control.
Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
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.
During this agenda, you vote last.
After you activate an anomaly:
Replenish your commodities.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 1 victory point.
Spend 3 influence to draw 1 secret objective.
Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other players' ships.
Gain 1 trade good for each industrial planet you control.
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.
Look at the top card of the agenda deck.
Remove 1 token from another player's tactic pool and return it to their reinforcements.
After your opponent declares a retreat during a space combat:
Your opponent cannot retreat during this round of space combat.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 3 command tokens.
After 2 of your neighbours resolve a transaction:
Look at each of those player's hands of action cards, then choose and take 1 action card from each.
During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
Before you assign hits produced by another player's Space Cannon roll:
Cancel 1 hit.
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.
After you perform an action:
Perform an additional 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.
Gain trade goods equal to the resource value of 1 planet you control.
At the start of a combat round:
Apply +1 to the result of each of your unit's combat rolls during this combat round.
During the "Movement" step of this tactical action, ignore the effects of anomalies.
Perform the primary ability of any readied or unchosen strategy card
Return the committed units to the space area.
Place 1 neutral destroyer in a non-home system that contains no non-neutral ships.
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.
Spend 5 influence and choose a non-faction technology owned by 1 of your neighbors; gain that technology.
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.
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.
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.
When another player chooses a strategy card during the strategy phase:
That player must choose a different strategy card instead, if able.
At the end of any player's turn, if you have passed:
Perform 1 action.
After you activate a system that contains another player's ships:
Place 2 command tokens from your reinforcements in your fleet pool.
Destroy 1 space dock in a non-home system.
Choose 1 or 2 of your infantry on the game board; replace each of those infantry with mechs.
When one of your ships uses SUSTAIN DAMAGE during combat:
Produce 2 hits against your opponent's ships in the active system.
After another player gains control of a planet you control:
Exhaust 1 planet that player controls and ready 1 planet you control.
Discard 1 law from play.
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 one of your command tokens.
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.
When another player discards an action card that has a component action:
Take that action card from the discard pile.
Place 1 infantry from your reinforcements on each planet you control.
At the start of the "Announce Retreats" step of space combat, if you are the defender:
Your opponent must announce a retreat, if able.
When another player plays an action card other than "Sabotage":
Cancel that action card.
After you win a space combat:
Your opponent gives you all of their commodities.
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.
After another player makes a BOMBARDMENT, SPACE CANNON, or ANTI-FIGHTER BARRAGE roll:
That player rerolls all of their dice.
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.
Choose 1 of your neighbors that has 1 or more relic fragments. That player must give you 1 relic fragment of your choice.
Before you assign hits to your ships during a space combat:
Cancel up to 2 hits.
Chose 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.
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.
During the "Movement" step of this tactical action, other players cannot use SPACE CANNON against your ships.
Choose 1 player. That player gives you 1 random action card from their hand.
Perform the secondary ability of any readied or unchosen strategy card
At the start of the strategy phase:
Gain 2 command tokens.
Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, research 1 technology.
You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 5 trade goods.
Remove 1 of your command tokens from the game board and return it to your reinforcements.
Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
After you activate a system that contains 1 or more of your ships:
Replace one of your cruisers in that system with one of your dreadnoughts from your reinforcements.
Exhaust 1 non-home planet controlled by another player. Then gain trade goods equal to its resource value.
Discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.
Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
When 1 or more of your units use PRODUCTION:
Apply +4 to the total PRODUCTION value of those units and reduce the combined cost of the produced units by 1.
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.
Before you roll dice for ANTI-FIGHTER BARRAGE:
Hits from this roll are produced against all ships (not just fighters).