TI4 action cards
Base game + Prophecy of Kings + Thunder’s Edge, with Codex updates. 10 VP. Faction content left out: read the sheets on the table.
Action cards (140 cards)
Everything another player might be holding, grouped by when it’s played.
ACTION: on your turn (42)
- Archaeological ExpeditionPoKACTION: Reveal the top 3 cards of an exploration deck matching a planet you control; keep any relic fragments, discard the rest.
- BrillianceTEACTION: Either ready 1 of your planets with a technology specialty, or choose 1 player to gain their breakthrough.
- Cripple DefensesACTION: Pick 1 planet; destroy every PDS on it.
- Divert FundingPoKACTION: Return 1 non-faction technology you own that isn't a unit upgrade to your tech deck, then research a different technology.
- Economic InitiativeACTION: Ready every cultural planet you control.
- Exchange ProgramTEACTION: Pick another player. You may agree to each put 1 infantry from reinforcements into coexistence on a planet the other controls that has their ground forces; if you don't agree, each of you discards 1 token from your fleet pool.
- Exploration ProbePoKACTION: Explore a frontier token in or adjacent to a system containing 1 or more of your ships.
- Fighter Conscription ΩCdxACTION: Place 1 fighter from your reinforcements in each system containing your space dock or a ship with a capacity value, but not in systems with other players' ships.
- Focused ResearchACTION: Spend 4 trade goods to research 1 technology.
- Frontline DeploymentACTION: Place 3 infantry from your reinforcements on 1 planet you control.
- Ghost ShipACTION: Place 1 destroyer from your reinforcements in a non-home system that has a wormhole and no other players' ships.
- ImpersonationCdxACTION: Spend 3 influence to draw 1 secret objective.
- Industrial InitiativeACTION: Gain 1 trade good per industrial planet you control.
- InsubordinationACTION: Take 1 command token from another player's tactic pool and return it to their reinforcements.
- Lucky ShotACTION: Destroy 1 dreadnought, cruiser or destroyer in a system that contains a planet you control.
- Mercenary ContractTEACTION: Spend 2 trade goods to place 2 neutral infantry on a non-home planet with no units; if another player owned it, they return its planet card to the deck.
- Mining InitiativeACTION: Gain trade goods equal to the resource value of 1 planet you control.
- OverruleTEACTION: Resolve the primary ability of any readied or unchosen strategy card.
- Pirate Contract×4TEACTION: Place 1 neutral destroyer in a non-home system that has no non-neutral ships.
- Pirate FleetTEACTION: Spend 3 resources to place 1 neutral carrier, 1 cruiser, 1 destroyer and 2 fighters in a non-home system that has no non-neutral ships.
- PlagiarizeCdxACTION: Spend 5 influence to gain 1 non-faction technology owned by one of your neighbours.
- PlagueACTION: Pick 1 planet another player controls; roll 1 die per infantry there and destroy 1 infantry for each 6 or higher.
- Reactor MeltdownACTION: Destroy 1 space dock in a non-home system.
- Refit TroopsPoKACTION: Replace 1 or 2 of your infantry on the board with mechs.
- Repeal LawACTION: Discard 1 law that is in play.
- Rise of a MessiahACTION: Place 1 infantry from your reinforcements on each planet you control.
- ScuttlePoKACTION: Return 1 or 2 of your non-fighter ships on the board to your reinforcements; gain trade goods equal to their combined cost.
- Seize ArtifactPoKACTION: Pick a neighbour who has relic fragments; they give you 1 fragment of your choice.
- Signal JammingACTION: Pick a non-home system that contains or is adjacent to 1 of your ships; place a command token from another player's reinforcements in it.
- SpyACTION: Pick 1 player; they give you 1 random action card from their hand.
- Strategize×4TEACTION: Resolve the secondary ability of any readied or unchosen strategy card.
- Tactical BombardmentACTION: Pick 1 system containing your units with BOMBARDMENT; exhaust every planet other players control in it.
- Unexpected ActionACTION: Take 1 of your command tokens off the board and return it to your reinforcements.
- Unstable PlanetACTION: Pick 1 hazardous planet; exhaust it and destroy up to 3 infantry on it.
- UprisingACTION: Exhaust 1 non-home planet another player controls, then gain trade goods equal to its resource value.
- War EffortACTION: Place 1 cruiser from your reinforcements in a system containing 1 or more of your ships.
Movement & activation (16)
- Counterstroke ΩCdxAfter another player activates a system containing 1 of your command tokens: Return that command token to your tactic pool.
- Decoy OperationPoKAfter another player activates a system containing 1 or more of your structures: Take up to 2 of your ground forces from the board and place them on a planet you control in the active system.
- Experimental BattlestationAfter another player moves ships into a system during a tactical action: Pick 1 of your space docks in or adjacent to that system; it uses SPACE CANNON 5 (x3) against ships in the active system.
- Flank Speed×4After you activate a system: Your ships get +1 move value for this tactical action.
- Forward Supply BaseCdxAfter another player activates a system containing your units: Gain 3 trade goods, then pick another player to gain 1 trade good.
- Harness EnergyCdxAfter you activate an anomaly: Replenish your commodities.
- In the Silence of SpaceAfter you activate a system: Pick 1 system; this tactical action, your ships in it may move through systems containing other players' ships.
- Lost Star ChartAfter you activate a system: For this tactical action, systems with alpha and beta wormholes are adjacent to each other.
- Nav SuitePoKAfter you activate a system: Ignore anomaly effects during this tactical action's Movement step.
- RallyCdxAfter you activate a system containing another player's ships: Place 2 command tokens from your reinforcements in your fleet pool.
- RescueTEAfter another player moves ships into a system containing your ships: You may move 1 of your ships into the active system from any system that doesn't contain your command token.
- Solar Flare ΩCdxAfter you activate a system: During this tactical action's Movement step, other players can't use SPACE CANNON against your ships.
- UpgradeAfter you activate a system containing 1 or more of your ships: Replace 1 of your cruisers there with a dreadnought from your reinforcements.
Space combat (31)
- Courageous to the EndAfter 1 of your ships is destroyed during a space combat: Roll 2 dice; for each result equal to or above that ship's combat value, your opponent destroys 1 of their ships (their choice). Not hits.
- Crash LandingTEWhen your last ship in the active system is destroyed: Place 1 of your ground forces from the active system's space area on a planet there other than Mecatol Rex; if other players' units are on it, it goes into coexistence.
- Direct Hit×4After another player's ship uses SUSTAIN DAMAGE to cancel a hit from your units or abilities: Destroy that ship.
- Emergency RepairsAt the start or end of a combat round: Repair all your damaged units with SUSTAIN DAMAGE in the active system.
- Fighter PrototypeAt the start of the first round of a space combat: Your fighters get +2 on combat rolls this round.
- InterceptAfter your opponent announces a retreat during a space combat: Your opponent can't retreat this combat round.
- Maneuvering Jets×4Before you assign hits from another player's SPACE CANNON roll: Cancel 1 hit.
- Morale Boost×4At the start of a combat round (space or ground): Your units get +1 on every combat roll this round.
- Reflective ShieldingCdxWhen 1 of your ships uses SUSTAIN DAMAGE during combat: Produce 2 hits against your opponent's ships in the active system.
- Reveal PrototypePoKAt the start of a combat (space or ground): Spend 4 resources to research a unit upgrade of the same unit type as 1 of your units in this combat.
- RoutPoKAt the start of the Announce Retreats step of space combat, if you are the defender: Your opponent must announce a retreat, if able.
- SalvageAfter you win a space combat: Your opponent gives you all of their commodities.
- Scramble FrequencyCdxAfter another player rolls for BOMBARDMENT, SPACE CANNON or ANTI-FIGHTER BARRAGE: That player rerolls all of those dice.
- Shields Holding×4Before you assign hits to your ships during a space combat: Cancel up to 2 hits.
- Skilled Retreat×4At the start of a space combat round: Move all your ships in the active system to an adjacent system with no other players' ships; combat ends in a draw. Place a command token from your reinforcements there. Not a retreat.
- WaylayPoKBefore you roll ANTI-FIGHTER BARRAGE: Hits from this roll can be assigned to any ships, not just fighters.
Invasion & ground combat (8)
- Blitz ΩCdxAt the start of an invasion: Each of your non-fighter ships in the active system without BOMBARDMENT gains BOMBARDMENT 6 until the invasion ends.
- BunkerAt the start of an invasion: For this invasion, each BOMBARDMENT roll against planets you control gets -4.
- DisableAt the start of an invasion in a system containing opponents' PDS: Opponents' PDS lose PLANETARY SHIELD and SPACE CANNON for this invasion.
- Fire TeamAfter your ground forces roll dice in a ground combat round: Reroll any number of your dice.
- Ghost Squad ΩCdxAfter another player commits units to land on a planet you control: Move any number of your ground forces between planets you control in the active system.
- InfiltrateWhen you gain control of a planet: Replace each PDS and space dock on it with matching units from your reinforcements.
- ParleyAfter another player commits units to land on a planet you control: Send the committed units back to the space area.
- ReparationsAfter another player gains control of a planet you control: Exhaust 1 planet that player controls and ready 1 planet you control.
Strategy cards (4)
- Coup d'EtatPoKWhen another player would perform a strategic action: End their turn; the strategic action isn't resolved and their strategy card isn't exhausted.
- Manipulate InvestmentsPoKAt the start of the strategy phase: Put 5 trade goods from the supply on strategy cards of your choice, spread over at least 3 different cards.
- Public DisgraceWhen another player chooses a strategy card in the strategy phase: They must pick a different strategy card instead, if able.
- SummitAt the start of the strategy phase: Gain 2 command tokens.
Agenda phase (23)
- Ancient Burial SitesAt the start of the agenda phase: Pick 1 player; exhaust every cultural planet that player controls.
- Assassinate RepresentativeAfter an agenda is revealed: Pick 1 player; that player can't vote on this agenda.
- BriberyAfter the speaker votes on an agenda: Spend any number of trade goods; each one adds 1 vote for the outcome you voted for.
- Confounding Legal TextPoKWhen another player is elected as the outcome of an agenda: You become the elected player instead.
- Confusing Legal TextWhen you are elected as the outcome of an agenda: Pick 1 player; they become the elected player instead of you.
- Construction RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, place 1 space dock from your reinforcements on a planet you control.
- Deadly PlotPoKIn the agenda phase, when an outcome would be resolved: If you voted for or predicted a different outcome, discard the agenda with no effect (not replaced). Then exhaust all your planets.
- Diplomacy RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, pick 1 system containing a planet you control; every other player places a command token from their reinforcements in it.
- Diplomatic Pressure×4PoKWhen an agenda is revealed: Pick another player; they must give you 1 promissory note from their hand.
- Distinguished CouncilorAfter you cast votes on an agenda outcome: Cast 5 more votes for that outcome.
- Hack Election ΩCdxAfter an agenda is revealed: You vote last on this agenda.
- Imperial RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, gain 1 victory point.
- Insider InformationCdxAfter an agenda is revealed: Look at the top card of the agenda deck.
- Leadership RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, gain 3 command tokens.
- Politics RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, draw 3 action cards and take the speaker token.
- SanctionCdxAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, each player who voted for that outcome returns 1 command token from their fleet pool to their reinforcements.
- Technology RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, research 1 technology.
- Trade RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, gain 5 trade goods.
- VetoWhen an agenda is revealed: Discard it and reveal the next agenda from the deck; vote on that one instead.
- Warfare RiderAfter an agenda is revealed: You can't vote on this agenda. Predict an outcome aloud; if correct, place 1 dreadnought from your reinforcements in a system containing 1 or more of your ships.
Status phase / round edges (1)
- Political StabilityWhen you would return your strategy card(s) in the status phase: Keep your strategy card(s); you don't pick strategy cards in the next strategy phase.
Other (15)
- Black Market DealingsTEWhen you are negotiating a transaction: You and the other player may include relics, action cards and unscored secret objectives in the deal. This card can't be cancelled.
- CrisisTEAt the end of any player's turn, if at least 2 players haven't passed: Skip the next player's turn.
- Extreme DuressTEAt the start of another player's turn, if they have a readied strategy card: If their next action isn't a strategic action, they discard all their action cards, give you all their trade goods and show you all their secret objectives.
- Lie in WaitTEAfter 2 of your neighbours resolve a transaction: Look at both players' action card hands; take 1 card of your choice from each.
- Master Plan ΩCdxAfter you perform an action: Perform 1 additional action.
- Puppets on a StringTEAt the end of any player's turn, if you have passed: Perform 1 action.
- Reverse EngineerPoKWhen another player discards an action card that has a component action: Take that card from the discard pile.
- Sabotage×4When another player plays an action card other than Sabotage: Cancel that action card.
- War Machine Ω×4CdxWhen 1 or more of your units use PRODUCTION: Those units get +4 total PRODUCTION, and the combined cost of what you produce drops by 1.