Twilight Imperium Wiki
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Players gain action cards during the Economy Phase of the turn sequence

Action Cards give players abilities they may play at certain parts of the game (written on the card) and are kept hidden from other players

The following rules apply to Action Cards

  • A player cannot play two identical cards for the same situation/entity during one round (e.g. A player cannot play two "Flank Speed" on the same Fleet
  • A player cannot hold more than 7 action cards. If a player holds 7 action cards, they may not draw a card during the Draw Action Cards phase of the Economy Phase
    • A player can discard as many action cards as they want immediately before the Draw Action Cards Phase
  • A player can trade, sell or give action cards to other players during the political phase


List of Action Cards[]

The following section contains a list of all action cards in Twilight Imperium Second Edition

Base Game[]

There are 78 Action cards in the base game. 13 of these are Trade Agreements

Card Name Number in Deck Condition for Play Text
Trade Agreement 13
Chemical Warfare 2
Civil Defense 1
Corporate Sponsorship 1
Council Dissolved 1
Determine Policy 1
Discredit 1
Disclosure 2
Fantastic Rhetoric 2
Flank Speed 3
Good Year 2
Influence in the Merchants’ Guild 2
In the Silence of Space 1
Into the Breach 1
Local Unrest 2
Lucky Shot 1
Master of Trade 1
Morale Boost 3
Opening the Black Box 1
Plague 1
Rally of the People 1
Rare Mineral 1
Reparations 1
Rise of a Messiah 1
Sabotage 4
Scientist Assassination 1
Secret Industrial Agent 1
Signal Jamming 3
Skilled Retreat 3
Spacedock Accident 1
Spatial Jump 1
Stellar Criminals 2
Successful Spy 2
Tax Rebate 1
Technological Breakthrough 1
Thugs 1
Touch of Genius 1
Trade Stop 1
Transit Diodes 1
Uprising 4
Veto 2
Voluntary Annexation 2


Hope's End Expansion[]

Card Number in Deck Condition for Play Text
Daring Rescue 1 During the Political Phase Immediately return 1 of your captive leaders to a planet in your Home system
Flank Speed 1 Immediately before a fleet moves in the Movement segment Choose 1 fleet. Increase that fleet's movement by 1 this turn.
Focused Research 2 Immediately before purchasing a Technology that requires another single technology that you did not possess Pay 20 Credits to ignore 1 prerequisite technology requirement
Hope's End Training 3 During the Political Phase Immediately upgrade up to 2 Ground Forces on Hope's End into Shock Troops
Ion Jamming 2 During the Political Phase No ship may move into this system for the duration of this turn
Massive Transport 1 Immediately after your Movement Segment 1 of your current Spacedocks may immediately move to another friendly planet. A route that does not contain enemy ships must exist between the two planets
Out of the Frying Pan 1 During the Political Phase Immediately return 1 of your deceased leaders to a planet in your home system
Recheck 3 Immediately after you or an opponent has rolled a die during a Space Combat or Invasion Combat in which you are participating Force any combat roll to be re-rolled
Sabotage 2 Immediately after another player plays an action card Play this card to cancel the effect of any other Action card (except another sabotage), then discard both cards
Send Emissary 2 Immediately after failing an insurgence check on a single planet Reroll a failed Insurgence check roll
Trade Agreement 5 Immediately before your Movement Segment In the Receive Credits segment, both players receive 1 credit for each planet controlled by the trade 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
Training 2 During the Political Phase Turn 2 friendly Ground Forces into Shock Troops and destroy a third friendly Ground Force
Transport 3 Immediately after your Movement Segment Up to 3 friendly Ground Forces from a single planet may immediately move to another single friendly planet. A route that does not contain enemy ships must exist between these two planets
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