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This page lists all Action Cards in Twilight Imperium (First Edition)


Base Game[]

There are 76 Action Cards in the Base game. 12 of these are Trade Agreements

Card Name Number in Deck Skill Requirements Play Text
Alien Artifact 1 - During the Political Phase If your total tech levels surpass 10, use this card to destroy an entire planet and all space ships in that system. This card cannot be used on a planet in a home system
Chemical Warfare 2 - Immediately before your Invasion Combat Segment If you have a Dreadnought in a system containing an enemy controlled planet, destroy half of the defending Ground Forces (rounded down). Chemical Warfare can bypass enemy PDS
Civil Defense 1 - During the Political Phase Place 2 free PDS on any planet under your control
Council Dissolved 1 Diplomacy or Warfare Immediately before the Political Phase The Political Phase is skipped this turn
Disclosure 2 - During the Place New Units Phase Look at all of an opponent’s action cards
Elite Fighter 3 - Immediately before the Purchase Units Phase Nominate 1 new Fighter as elite. When elite fighters hit in combat, roll another die. If the result is an even number, you may choose the casualty
Fantastic Rhetoric 2 - Immediately before you vote during the Political Phase Gain 10 additional influence for this vote
Flank Speed 4 - Immediately before a specific fleet moves in the Movement Segment Increase the move value of that fleet by 1 this turn
Good Year 2 - Immediately before the “Collect Trade Income Phase” Receive 5 additional credits for each of your active Trade Agreements
Influence in the Merchant’s Guild 4 - During the Political Phase Destroy any 1 active Trade Agreement
In the Silence of Space 2 - Immediately before your Movement Segment Your fleet may pass through a system occupied by enemy spaceships (May only be used by a fleet with movement of 2 or more)
Leader 1 - During the Receive Credits Phase Select a unit. This unit and all units that accompany it into battle receive +1 on all combat rolls. You must pay 5 credits during each Place New Units Phase. If you fail to pay, the unit is destroyed
Local Efficiency 1 - During the Political Phase Select one of your Spacedocks. That spacedock may produce 3 additional units for the remainder of its existence
Lucky Shot 2 - At any time Destroy 1 enemy Dreadnought or Cruiser currently in a system containing a planet under your control
Master of Trade 1 - Immediately after establishing the final trade agreement If you have trade agreements with all other players, immediately receive a number of credits equal to 10x the number of players
Merciless Offensive 1 - Immediately before your Movement Segment All your attacks this turn are at +1. After your turn, you must immediately pay 25 credits or remove half the credit value of all of your forces
Morale Boost 4 - Before any combat round For one combat round all your units fight at +1
Rally of The People 1 - Immediately before the “Place New Units Phase” Receive 2 Dreadnoughts in your Home system
Rare Mineral 1 - Immediately after successfully invading any neutral planet Immediately receive 25 Credits
Rise of a Messiah 1 - During the Political Phase Receive 1 Ground Force on each planet you control
Sabotage 5 - Immediately after another player plays an action card (other than another Sabotage) Cancel the effect of that card, then discard both cards
Scientist Assassination 1 - During the Technology Phase Subtract 1 tech level from any player
Secret Industrial Agent 1 - During the Political Phase Destroy any Spacedock that is not in a home system
Set Agenda 1 Diplomacy Immediately before the Political Phase Choose any agenda from the political card deck, discarded political cards or current laws. The council must now take action on this agenda rather than drawing a political card
Signal Jamming 3 - Immediately before your opponent’s Movement segment Select 1 enemy fleet. That fleet cannot move this turn
Skilled Retreat 4 - Before any round of the Space Battle Segment Immediately move your fleet to an adjacent friendly or empty system. After retreating, the attacking player resumes their turn
Spatial Jump 1 Technology Immediately before your Movement Segment You may move 1 of your fleets anywhere in the galaxy. However; you must remove half the credit value of the fleet on transit.
Stellar Criminals 2 - Immediately before the Receive Credits Phase Halve any one opponent’s income for 1 turn (round down)
Successful Spy 2 - Immediately before the Receive Credits Phase Randomly steal 2 action cards from 1 opponent
Technological Breakthrough 1 - During the Political Phase Advance 1 tech level in any field
Touch of Genius 2 - Immediately before the “Draw Action Cards Phase” Choose any card from the action card deck or from the pile of used/discarded action cards instead of drawing a card
Trade Agreement 12 - Immediately before your Movement Segment Choose another player to be your trade partner. In the Collect Trade Income Phase, trade partners receive 1 credit for each planet controlled by their partner. Either trade partner can cancel this agreement at any time


Only 1 Trade Agreement can be active between 2 players at any given time

Trade Stop 1 Trade or Diplomacy During the Political Phase Discard ALL active Trade Agreements
VETO 1 - During the Political Phase, before the first vote is cast Discard the current agenda. Draw another political card
Voluntary Annexation 2 - Immediately before your Movement Segment Choose any neutral planet adjacent to your home system. Place 3 ground forces there. You now control this planet


Borderlands Expansion[]

The Borderlands Expansion introduced 16 new Action Cards

Card Name Number in Deck Skill Requirements Play Text
Blitz 1 - After a successful invasion Take control of any enemy Spacedock and PDS on the invaded planet
Climb Mount Nitaka 1 - Immediately before your Movement Segment You may attack 1 player with whom you are at ‘Peace’. You are now at ‘War’ with that player
Convoy Raiders 1 Piracy Immediately before the Collect Trade Income Phase Steal the entire trade income from 1 Trade Agreement (Both trading partners must surrender their trade income to you)
Deep Infiltration 1 Espionage Immediately after Purchase Units Phase During this turn sequence, all PDS on 1 enemy planet are useless (May not fire or prevent bombardment)
Deep Space Hijack 1 - At any time As an enemy fleet enters a system with at least 1 planet occupied by you, remove 1 Dreadnought or Cruiser from the fleet and place a corresponding ship of your own fleet in your home system. If you have Piracy or Espionage, you may hijack 2 ships (May not be used if the enemy fleet enters your home system)
Evolution 1 - During the Political Phase Pay 15 Credits to gain any skill (does not include special skills)
Field Repair 1 - During the Political Phase Remove up to 2 Damage counters from any fleet
Fly on the Wall 1 Espionage During the Technology Phase You may purchase any tech advance just purchased by an opponent for only 10 credits (must be within 1 step of your own tech level)
Galactic Phonebook 1 - Immediately after any LAW has been passed Delay the effects of that law for 1 turn
Iron Vest 1 - Immediately after a successful assassination attempt on your personnel The assassination is averted
Latest Craze 1 - Immediately before the Purchase Units Phase Choose 1 unit; all players must buy at least 1 this round. If a player lacks the necessary funds to purchase this unit, they must surrender all credits to the bank without receiving any units
Local Unrest 1 - During the Political Phase For this turn, the selected Capital planet is considered a 0-0 planet
Minesweep 1 Technology At any time Eliminate all mines from 1 star system
Planned investment 1 - During the Political Phase Give up to 10 credits to another player. If this player ends the turn sequence with more resources than they began with, you receive triple the amount invested from the bank
Project ‘51’ 1 - Immediately before the Purchase Units phase Nominate 1 new Cruiser as elite. Elite cruisers receive +2 on all combat rolls
The Wind of Change 1 - During any space battle in which you are participating Sacrifice 1 fighter to destroy any enemy ship


Distant Suns Expansion[]

The Distant Suns Expansion introduced 12 new Action Cards

Card Name Number in Deck Requirements Play Text
Anarchy 1 - During the Political Phase Force 1 ‘Discontent’ planet to immediately go into ‘Rebellion’
Diversified Trading 1 - Immediately before your Movement Segment Treat this card like any regular Trade Agreement


As long as any neutral Ground Force counters remain in play, you collect 3 credits during the Collect Trade Income phase

Elbbuh Clarity 1 - At any time Probe any neutral planet. You may invade, if able, that planet this turn
Elite Carrier 1 - Immediately before the Purchase Units Phase Nominate 1 new Carrier as elite. Elite Carriers gain +2 movement, may probe and invade a planet during the same Invasion Combat Segment and all fighters based on them fight at +1
Lights Out! 1 6+ Combined tech levels At any time Use this card to replace any Supernova hex with an unused empty Hexboard piece
Local Pride 1 - During the Political Phase Play this card on any ‘Content’ Planet


Roll a die and place the corresponding units there:

  • 1-3: One Spacedock
  • 4-6: One PDS
  • 7-10: 2 Ground Forces
Reparations 1 - Immediately after a successful invasion on one of your planets Force the invading player to pay you 3 Credits for every Ground Force you lost during the Invasion (Or as many credits as the invader has if they do not have enough)
Sabotage 1 Identical to cards of same name (see above)
Tactical Barrage 1 - Immediately after rolling for all your ships after a combat round You immediately fire an extra shot from 3 of your participating ships of your choice
Terrorism 1 - At any time Force any two ‘Content’ planets into ‘Neutral’ status
Trade Agreement 2 Identical to cards of same name (see above)


Trivia[]

  • "Climb Mount Nitaka" is the English translation of the infamous Japanese Phrase "Niitakayama Nobore". This code authorized the activation of the Japanese attack on Pearl Harbour
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