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 |
Player Components | ||||||||
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Fourth Edition |
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Third Edition |
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First Edition |