TI4 reference decks
Base game + Prophecy of Kings + Thunder’s Edge, with Codex updates. 10 VP. Faction content left out: read the sheets on the table.
Public objectives
Stage I (1 VP)
- Corner the Market Control 4 planets that share the same planet trait.
- Develop Weaponry Own 2 unit upgrade technologies.
- Diversify Research Own 2 technologies in each of 2 colours.
- Erect a Monument Spend 8 resources.
- Expand Borders Control 6 planets in non-home systems.
- Found Research Outposts Control 3 planets with technology specialties.
- Intimidate Council Have 1+ ships in each of 2 systems adjacent to Mecatol Rex's system.
- Lead from the Front Spend 3 command tokens in total from your tactic and/or strategy pools.
- Negotiate Trade Routes Spend 5 trade goods.
- Sway the Council Spend 8 influence.
- Amass WealthPoK Spend 3 influence, 3 resources and 3 trade goods.
- Build DefensesPoK Have 4 or more structures.
- Discover Lost OutpostsPoK Control 2 planets that have attachments.
- Engineer a MarvelPoK Have your flagship or a war sun on the game board.
- Explore Deep SpacePoK Have units in 3 systems that contain no planets.
- Improve InfrastructurePoK Have structures on 3 planets outside your home system.
- Make HistoryPoK Have units in 2 systems that contain a legendary planet, Mecatol Rex, or an anomaly.
- Populate the Outer RimPoK Have units in 3 systems on the edge of the board, not counting your home system.
- Push BoundariesPoK Control more planets than each of 2 of your neighbours.
- Raise a FleetPoK Have 5 or more non-fighter ships in 1 system.
Stage II (2 VP)
- Centralize Galactic Trade Spend 10 trade goods.
- Conquer the Weak Control 1 planet in another player's home system.
- Form Galactic Brain Trust Control 5 planets with technology specialties.
- Found a Golden Age Spend 16 resources.
- Galvanize the People Spend 6 command tokens in total from your tactic and/or strategy pools.
- Manipulate Galactic Law Spend 16 influence.
- Master the Sciences Own 2 technologies in each of 4 colours.
- Revolutionize Warfare Own 3 unit upgrade technologies.
- Subdue the Galaxy Control 11 planets in non-home systems.
- Unify the Colonies Control 6 planets that share the same planet trait.
- Achieve SupremacyPoK Have your flagship or a war sun in another player's home system or in Mecatol Rex's system.
- Become a LegendPoK Have units in 4 systems that contain a legendary planet, Mecatol Rex, or an anomaly.
- Command an ArmadaPoK Have 8 or more non-fighter ships in 1 system.
- Construct Massive CitiesPoK Have 7 or more structures.
- Control the BorderlandsPoK Have units in 5 systems on the edge of the board, not counting your home system.
- Hold Vast ReservesPoK Spend 6 influence, 6 resources and 6 trade goods.
- Patrol Vast TerritoriesPoK Have units in 5 systems that contain no planets.
- Protect the BorderPoK Have structures on 5 planets outside your home system.
- Reclaim Ancient MonumentsPoK Control 3 planets that have attachments.
- Rule Distant LandsPoK Control 2 planets that are each in or adjacent to a different other player's home system.
Secret objectives (1 VP), by phase scored
Action phase (on completing it) (12)
- Destroy Their Greatest Ship Destroy another player's war sun or flagship.
- Make an Example of Their WorldCdx Destroy the last of a player's ground forces on a planet during the bombardment step.
- Spark a Rebellion Win a combat against the player who has the most victory points.
- Turn Their Fleets to DustCdx Destroy the last of a player's non-fighter ships in the active system during the space cannon offense step.
- Unveil Flagship Win a space combat in a system containing your flagship; not scorable if your flagship is destroyed in that combat.
- Become a MartyrPoK Lose control of a planet in a home system.
- Betray a FriendPoK Win a combat against a player whose promissory note was in your play area at the start of your tactical action.
- Brave the VoidPoK Win a combat in an anomaly.
- Darken the SkiesPoK Win a combat in another player's home system.
- Demonstrate Your PowerPoK Have 3 or more non-fighter ships in the active system at the end of a space combat.
- Fight with PrecisionCdx Destroy the last of a player's fighters in the active system during the anti-fighter barrage step.
- Prove EndurancePoK Be the last player to pass during a game round.
Status phase (26)
- Adapt New Strategies Own 2 faction technologies (Valefar Assimilator copies don't count).
- Become the Gatekeeper Have 1+ ships in a system with an alpha wormhole and 1+ ships in a system with a beta wormhole.
- Control the Region Have 1+ ships in each of 6 systems.
- Cut Supply Lines Have 1+ ships in the same system as another player's space dock.
- Establish a Perimeter Have 4 PDS units on the game board.
- Forge an Alliance Control 4 cultural planets.
- Form a Spy Network Discard 5 action cards.
- Fuel the War Machine Have 3 space docks on the game board.
- Gather a Mighty Fleet Have 5 dreadnoughts on the game board.
- Learn the Secrets of the Cosmos Have 1+ ships in each of 3 systems that are each adjacent to an anomaly.
- Master the Laws of Physics Own 4 technologies of the same colour.
- Mine Rare Metals Control 4 hazardous planets.
- Monopolize Production Control 4 industrial planets.
- Occupy the Seat of the Empire Control Mecatol Rex and have 3 or more ships in its system.
- Threaten Enemies Have 1+ ships in a system adjacent to another player's home system.
- Defy Space and TimePoK Have units in the wormhole nexus.
- Destroy Heretical WorksPoK Purge 2 of your relic fragments of any type.
- Establish HegemonyPoK Control planets with a combined influence of at least 12.
- Foster CohesionPoK Be neighbours with all other players.
- Hoard Raw MaterialsPoK Control planets with a combined resource value of at least 12.
- Mechanize the MilitaryPoK Have 1 mech on each of 4 planets.
- Occupy the FringePoK Have 9 or more ground forces on a planet that does not contain 1 of your space docks.
- Produce en MassePoK Have units with a combined PRODUCTION value of at least 8 in a single system.
- Seize an IconPoK Control a legendary planet.
- Stake Your ClaimPoK Control a planet in a system that contains a planet controlled by another player.
- Strengthen BondsPoK Have another player's promissory note in your play area.
Agenda phase (2)
- Dictate PolicyPoK There are 3 or more laws in play.
- Drive the DebatePoK You, or a planet you control, are elected by an agenda.
Agendas
Laws (stay in play) (27)
- Anti-Intellectual RevolutionElect: For/Against For: after a player researches a tech, they must destroy 1 of their non-fighter ships. Against: at the start of the next strategy phase, each player exhausts 1 planet per tech they own.
- Articles of WarPoKElect: For/Against For: all mechs lose their printed abilities except SUSTAIN DAMAGE. Against: each player who voted For gains 3 trade goods.
- Checks and BalancesPoKElect: For/Against For: when choosing a strategy card in the strategy phase, a player gives it to another player who has none (or fewer than 2 in 3-4 player games), if able. Against: at the end of this agenda phase each player readies only 3 of their planets.
- Classified Document LeaksElect: Scored secret objective When revealed, if no secret objectives have been scored, discard it and reveal the next agenda. The elected scored secret becomes a public objective.
- Committee FormationElect: Player The elected player takes this card. Before voting on an agenda that elects a player, its owner may discard it to choose the elected player; no vote is held.
- Conventions of WarElect: For/Against For: players cannot use BOMBARDMENT against units on cultural planets. Against: each player who voted Against discards all their action cards.
- Enforced Travel BanElect: For/Against For: alpha and beta wormholes have no effect during movement. Against: destroy each PDS in or adjacent to a system containing a wormhole.
- Executive SanctionsElect: For/Against For: each player may hold at most 3 action cards. Against: each player discards 1 random action card.
- Fleet RegulationsElect: For/Against For: no player may have more than 4 tokens in their fleet pool. Against: each player places 1 command token from reinforcements in their fleet pool.
- Homeland Defense ActElect: For/Against For: each player may have any number of PDS units on planets they control. Against: each player destroys 1 of their PDS units.
- Imperial ArbiterElect: Player The elected player takes this card. At the end of the strategy phase, its owner may discard it to swap 1 of their strategy cards with 1 of another player's.
- Minister of CommerceElect: Player The elected player takes this card. After its owner replenishes commodities, they gain 1 trade good per neighbor.
- Minister of ExplorationElect: Player The elected player takes this card. When its owner gains control of a planet, they gain 1 trade good.
- Minister of IndustryElect: Player The elected player takes this card. When its owner places a space dock in a system, their units in that system may use PRODUCTION.
- Minister of PeaceElect: Player The elected player takes this card. After a player activates a system containing another player's units, its owner may discard it to end the active player's turn immediately.
- Minister of PolicyElect: Player The elected player takes this card. At the end of the status phase its owner draws 1 action card.
- Minister of SciencesElect: Player The elected player takes this card. When its owner resolves the Technology strategy card's primary or secondary, they research without spending resources.
- Minister of WarElect: Player The elected player takes this card. After performing an action, its owner may discard it to return 1 of their command tokens from the board to reinforcements, then take 1 extra action.
- Nexus SovereigntyPoKElect: For/Against For: alpha and beta wormholes in the wormhole nexus have no effect during movement. Against: place a gamma wormhole token in the Mecatol Rex system.
- Political CensurePoKElect: Player The elected player takes this card and gains 1 VP; they cannot play action cards. If its owner loses this card, they lose 1 VP.
- Prophecy of IxthElect: Player The elected player takes this card. Its owner applies +1 to their fighters' combat rolls; when they use PRODUCTION they discard it unless they produce 2 or more fighters.
- Publicize Weapon SchematicsElect: For/Against For: if any player owns a war sun tech, all players may ignore war sun tech prerequisites; all war suns lose SUSTAIN DAMAGE. Against: each player who owns a war sun tech discards all their action cards.
- Regulated ConscriptionElect: For/Against For: when producing units, fighters and infantry produce only 1 unit for their cost instead of 2. Against: no effect.
- Representative GovernmentPoKElect: For/Against For: players cannot exhaust planets to vote; each player instead casts exactly 1 vote per agenda and cannot cast additional votes. Against: at the start of the next strategy phase, each player who voted Against exhausts all their cultural planets.
- Search WarrantPoKElect: Player The elected player takes this card and draws 2 secret objectives. Its owner plays with their secret objectives revealed.
- Shared ResearchElect: For/Against For: each player's units can move through nebulae. Against: each player places a command token from reinforcements in their home system, if able.
- Wormhole ReconstructionElect: For/Against For: all systems containing an alpha or beta wormhole are adjacent to each other. Against: each player places a command token from reinforcements in each wormhole system that contains 1 or more of their ships.
Directives (one-off) (23)
- Archived SecretElect: Player The elected player draws 1 secret objective.
- Armed Forces StandardizationPoKElect: Player The elected player sets their command tokens to exactly 3 tactic, 3 fleet and 2 strategy, taking from or returning extras to reinforcements.
- Arms ReductionElect: For/Against For: each player destroys all but 2 of their dreadnoughts and all but 4 of their cruisers. Against: at the start of the next strategy phase, each player exhausts each of their tech-specialty planets.
- Clandestine OperationsPoKElect: For/Against For: each player returns 2 command tokens from their command sheet to reinforcements. Against: each player returns 1 token from their fleet pool to reinforcements.
- Colonial RedistributionElect: Non-home planet other than Mecatol Rex Destroy every unit on the elected planet; then its controller picks a player with the fewest VP, who may place 1 infantry from reinforcements there.
- Compensated DisarmamentElect: Planet Destroy each ground force on the elected planet; its controller gains 1 trade good per unit destroyed.
- Covert LegislationPoKElect: Hidden (outcomes of the next agenda) When revealed, the speaker secretly draws the next agenda and reads only its outcomes (For/Against, elect player, etc.); players vote on those outcomes without knowing the effects.
- Economic EqualityElect: For/Against For: each player returns all trade goods to the supply, then gains 5 trade goods. Against: each player returns all trade goods to the supply.
- Galactic Crisis PactPoKElect: Strategy card Each player may perform the elected strategy card's secondary ability without spending a command token; tokens it places come from reinforcements.
- Incentive ProgramElect: For/Against For: reveal 1 stage I public objective from the deck. Against: reveal 1 stage II public objective from the deck.
- Ixthian ArtifactElect: For/Against For: the speaker rolls 1 die. On 6-10 each player may research 2 techs; on 1-5 destroy all units in Mecatol Rex's system and each player destroys 3 of their units in each system adjacent to it. Against: no effect.
- Judicial AbolishmentElect: Law When revealed, if no laws are in play, discard it and reveal the next agenda. Discard the elected law from play.
- Minister of AntiquesPoKElect: Player The elected player gains 1 relic.
- Miscount DisclosedElect: Law When revealed, if no laws are in play, discard it and reveal the next agenda. Vote on the elected law again as if it had just been revealed.
- MutinyElect: For/Against For: each player who voted For gains 1 VP. Against: each player who voted For loses 1 VP.
- New ConstitutionElect: For/Against When revealed, if no laws are in play, discard it and reveal the next agenda. For: discard all laws in play; at the start of the next strategy phase each player exhausts each planet in their home system. Against: no effect.
- Public ExecutionElect: Player The elected player discards all their action cards, passes the speaker token to the player on their left if they hold it, and cannot vote on any agenda this agenda phase.
- Rearmament AgreementPoKElect: For/Against For: each player places 1 mech from reinforcements on a planet they control in their home system. Against: each player replaces each of their mechs with 1 infantry from reinforcements.
- Research Grant ReallocationPoKElect: Player The elected player gains any 1 tech of their choice, then returns 1 fleet pool token to reinforcements per prerequisite on that tech.
- Seed of an EmpireElect: For/Against For: the player with the most VP gains 1 VP. Against: the player with the fewest VP gains 1 VP.
- Swords to PlowsharesElect: For/Against For: each player destroys half their infantry (rounded up) on each planet they control, then gains 1 trade good per infantry destroyed. Against: each player places 1 infantry from reinforcements on each planet they control.
- Unconventional MeasuresElect: For/Against For: each player who voted For draws 2 action cards. Against: each player who voted For discards all their action cards.
- Wormhole ResearchElect: For/Against For: each player with 1+ ships in a wormhole system may research 1 tech; then destroy all ships in systems containing an alpha or beta wormhole. Against: each player who voted Against returns 1 command token from their command sheet to reinforcements.
Not in the deck (taken out by PoK): Core Mining, Demilitarized Zone, Holy Planet of Ixth, Representative Government (base version), Research Team: Biotic, Research Team: Cybernetic, Research Team: Propulsion, Research Team: Warfare, Senate Sanctuary, Shard of the Throne, Terraforming Initiative, The Crown of Emphidia, The Crown of Thalnos.
Exploration cards
Cultural (20)
- Demilitarized ZonePoK Return all structures on this planet to reinforcements and move its ground forces to the space area. ATTACH: no units may be committed to, produced on or placed on this planet; its planet card can be traded in transactions during the agenda phase.
- Dyson SpherePoK ATTACH: this planet gets +2 resources and +1 influence.
- Freelancers×3PoK You may produce 1 unit in this system, and may spend influence as resources to pay for it.
- Gamma WormholePoK Put a gamma wormhole token in this system, then purge this card.
- Mercenary Outfit×3PoK You may place 1 infantry from your reinforcements on this planet.
- Paradise WorldPoK ATTACH: this planet gets +2 influence.
- Tomb of EmphidiaPoK ATTACH: this planet gets +1 influence. Whoever controls this planet and holds The Crown of Emphidia can use that relic to gain 1 VP.
- Cultural Relic Fragment×9PoK Keep face up. ACTION: purge 3 of your cultural fragments to draw the top relic.
Hazardous (20)
- Core Mine×3PoK If you have 1+ mech on this planet, or you remove 1 infantry from it, gain 1 trade good.
- Expedition×3PoK If you have 1+ mech on this planet, or you remove 1 infantry from it, ready this planet.
- Lazax SurvivorsPoK ATTACH: this planet gets +1 resource and +2 influence.
- Mining WorldPoK ATTACH: this planet gets +2 resources.
- Rich WorldPoK ATTACH: this planet gets +1 resource.
- Volatile Fuel Source×3PoK If you have 1+ mech on this planet, or you remove 1 infantry from it, gain 1 command token.
- Warfare Research FacilityPoK ATTACH: this planet gains a red (warfare) tech specialty; if it already has a specialty, it gets +1 resource and +1 influence instead.
- Hazardous Relic Fragment×7PoK Keep face up. ACTION: purge 3 of your hazardous fragments to draw the top relic.
Industrial (20)
- Abandoned Warehouses×4PoK Either gain 2 commodities, or convert up to 2 of your commodities into trade goods.
- Biotic Research FacilityPoK ATTACH: this planet gains a green (biotic) tech specialty; if it already has a specialty, it gets +1 resource and +1 influence instead.
- Cybernetic Research FacilityPoK ATTACH: this planet gains a yellow (cybernetic) tech specialty; if it already has a specialty, it gets +1 resource and +1 influence instead.
- Functioning Base×4PoK Either gain 1 commodity, or spend 1 trade good or 1 commodity to draw 1 action card.
- Local Fabricators×4PoK Either gain 1 commodity, or spend 1 trade good or 1 commodity to place 1 mech from reinforcements on this planet.
- Propulsion Research FacilityPoK ATTACH: this planet gains a blue (propulsion) tech specialty; if it already has a specialty, it gets +1 resource and +1 influence instead.
- Industrial Relic Fragment×5PoK Keep face up. ACTION: purge 3 of your industrial fragments to draw the top relic.
Frontier (20)
- Derelict Vessel×2PoK Draw 1 secret objective.
- Enigmatic Device×2PoK Keep face up in your play area. ACTION: spend 6 resources and purge this card to research 1 technology.
- Gamma RelayPoK Put a gamma wormhole token in this system, then purge this card.
- Ion StormPoK Put the ion storm token (alpha/beta wormhole) here on either side; card goes to the common play area. At the end of a Move Ships or Retreat step in which any of your ships used it, flip the token.
- Lost Crew×2PoK Draw 2 action cards.
- Merchant Station×2PoK Either replenish your commodities, or convert all your commodities to trade goods.
- MiragePoK Put the Mirage planet token (legendary) in this system; take its planet card readied. Then purge this card.
- Unknown Relic Fragment×3PoK Keep face up. Counts as a relic fragment of any type (wild).
- Dead WorldCdx Draw 1 relic.
- Entropic FieldCdx Gain 1 command token and 2 trade goods.
- Keleres Ship×2Cdx Gain 2 command tokens.
- Major Entropic FieldCdx Gain 1 command token and 3 trade goods.
- Minor Entropic FieldCdx Gain 1 command token and 1 trade good.
Relics
- Dominus OrbPoK Before you move units in a tactical action, you may purge this to also move and transport units from systems containing your command tokens. Purged after use.
- Maw of WorldsPoK At the start of the agenda phase, you may purge this and exhaust all your planets to gain any 1 technology. Purged after use.
- Scepter of EmelparPoK When you would spend a token from your strategy pool, you may exhaust this to spend one from your reinforcements instead. Reusable (exhausts).
- Shard of the ThronePoK Gain 1 VP when you gain this; lose 1 VP when you lose it. A player who gains control of a legendary planet or home-system planet you control takes this card. Never purged.
- Stellar ConverterPoK ACTION: pick a non-home, non-legendary planet (not Mecatol Rex) in a system adjacent to your BOMBARDMENT units; destroy its units, purge its attachments and card, place destroyed-planet token. Purged after use.
- The CodexPoK ACTION: purge this to take up to 3 action cards of your choice from the discard pile. Purged after use.
- The Crown of EmphidiaPoK After you perform a tactical action, you may exhaust this to explore 1 planet you control. At the end of the status phase, if you control the Tomb of Emphidia planet, you may purge this to gain 1 VP.
- The Crown of ThalnosPoK Each combat round, the owner may reroll any number of their dice with +1 to results; units that reroll but produce no hit are destroyed. Reusable.
- The ObsidianPoK When you gain this, draw 1 secret objective. You may have 1 extra secret objective (scored or unscored). Stays in play.
- The Prophet's TearsPoK When you research a technology, you may exhaust this to either ignore 1 prerequisite or draw 1 action card. Reusable (exhausts).
- Dynamis CoreCdx While in your play area, your commodity value is +2. ACTION: gain trade goods equal to your commodity value, then purge this card.
- JR-XS455-0Cdx Acts as an agent. ACTION: exhaust this and choose a player; they may spend 3 resources to place 1 structure on a planet they control, otherwise they gain 1 trade good. Reusable (exhausts).
- Nano-ForgeCdx ACTION: attach this to a non-legendary, non-home planet you control; it gets +2 resources and +2 influence and becomes legendary. Can't be used again once attached.
- Circlet of the VoidCdx Your units don't roll for gravity rifts and ignore other anomalies' movement effects. ACTION: exhaust this to explore a frontier token in a system with no other players' ships.
- Book of LatviniaCdx When gained, research up to 2 technologies with no prerequisites. ACTION: purge this; if you control planets with all 4 tech specialty colours, gain 1 VP, otherwise take the speaker token.
- NeuraloopCdx When a public objective is revealed, you may purge one of your relics to discard it and replace it with a random objective from any objective deck (it becomes public, even if secret).
- Metali Void ArmamentsTE During the anti-fighter barrage step of space combat, you may resolve ANTI-FIGHTER BARRAGE 6 (x3) against your opponent's units. Stays in play.
- Metali Void ShieldingTE Each time hits are produced against your non-fighter ships, 1 of those ships may use SUSTAIN DAMAGE as if it had it. Stays in play.
- The QuantumcoreTE When gained, gain your breakthrough. You have SYNERGY for all technology types. Stays in play.
- The Silver FlameTE Can be traded in transactions. ACTION: roll 1 die and purge this; on a 10 gain 1 VP, otherwise purge your home system and its units and you can't score public objectives. Put the Fracture into play if it isn't already.
- Lightrail OrdnanceTE Your space docks have SPACE CANNON 5 (x2) and may fire it at ships in adjacent systems. Stays in play.
- The TriadTE Can be readied and spent like a planet card; its resources and influence each equal 3 + the number of different relic fragment types you own. Stays in play.
- Heart of IxthTE After any die is rolled, you may exhaust this to add or subtract 1 from its result. Reusable (exhausts).