Twilight Imperium Wiki

For info on version symbols see Version Tracking

Questions or requests? visit my message wall! - @Gowigglytuff

READ MORE

Twilight Imperium Wiki
Twilight Imperium Wiki

Splicing is an effect unique to the Twilight's Fall variant of Fourth Edition.

It is the primary method through which players gather additional abilities, unit upgrades and genomes. Each type of splice is generally initiated by a different Strategy card, and will grant cards from the respective decks.

Any time a splice card is discarded, it is shuffled back into its respective deck.

Purged cards are not shuffled back into the deck.

Resolving a Splice[]

When a splice is initiated, it will be for one of the aforementioned card types. The strategy card of game effect that caused the splice will indicate the type of splice as well as which players can participate.

The player who initiated the splice draws and reveals a number of cards of the indicated type equal to the number of participating players plus one. That player then choses one of the cards to keep. Then, the next player to the right that is participating chooses a card to keep. This continues until each participating player has chosen a card to keep.

Any remaining cards in the splice are shuffled back into their respective decks.

If there are not enough cards to fully resolve a splice, players who are unable to choose a card have their command tokens and other costs refunded, if they spent any.

Ability Cards[]

This type of spliced card alters the core capabilities of a player's Mahact King. They are placed in the player's play area when gained, and count as technologies of the color indicated in the lower-right corner of the card.

This type of splice is mostly caused by the "Magus" Strategy Card.

List of Ability Cards[]

Name Origin Tech Color Ability
Abundance UlFactionSymbol Ti icons cybernetic When 1 or more of your units use PRODUCTION, you may gain 1 trade good.
Aerie Hololattice ArgentFactionSymbol Ti icons cybernetic Other players cannot move ships through systems that contain your structures.

Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit.

Aetherstream EmpyreanFactionSymbol Ti icons propulsion After you or one of your neighbors activates a system that is adjacent to an anomaly:

You may apply +1 to the move value of all of that player's ships during this tactical action.

Agency Supply Network KeleresFactionSymbol Ti icons cybernetic Once per action, when you resolve a unit's PRODUCTION ability:

You may resolve another of your unit's PRODUCTION abilities in any system.

Amalgamation CabalFactionSymbol Ti icons warfare Capture your opponent's non-structure units that are destroyed during combat.

When you produce a unit, you may return 1 captured unit of that type to produce that unit without spending resources.

Ambush Mentak Ti icons warfare At the start of a space combat:

You may roll 1 die for each of up to 2 of your cruisers or destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to 1 of their ships.

Armada Barony Ti icons warfare The maximum number of non-fighter ships you can have in each system is equal to 2 more than the number of tokens in your fleet pool.
Assimilate L1Z1X Ti icons cybernetic When you gain control of a planet:

Replace each structure on that planet with a matching unit from your reinforcements.

Awaken UlFactionSymbol Ti icons propulsion After you activate a system that contains 1 or more of your infantry, you may replace 1 of those infantry with a PDS from your reinforcements.
Bio-Synthetic Synergy LastBastionFactionSymbol Ti icons biotic Your action cards cannot be canceled by "Shatter" action cards.

Your other abilities cannot be taken, purged, or discarded by other players and cannot have singularity tokens placed on them.

Bioplasmosis ArborecSymbolSquare Ti icons biotic At the end of the status phase:

You may remove any number of ground forces from planets you control and place them on 1 or more planets you control in the same or adjacent systems.

Chaos Mapping Saar Ti icons cybernetic At the start of your turn during the action phase:

You may produce 1 unit in a system that contains at least 1 of your units that has PRODUCTION.

Crafty Yssaril Ti icons biotic You can have any number of action cards in your hand. Game effects cannot prevent you from using this ability.

During your turn of the action phase, players that have passed cannot play action cards.

Crucible CabalFactionSymbol Ti icons propulsion Your ships do not roll for gravity rifts; apply an additional +1 to the move values of your ships that would move out of or through a gravity rift instead.
Courier Transport RalNelFactionSymbol Ti icons propulsion After you activate a system:

You may move your structures from adjacent systems that do not contain your command tokens onto planet you control in the active system.

Devotion Yin Ti icons propulsion After each space combat round:

You may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit and assign it to 1 of your opponent's ships in that system.

Dimensional Splicer Ghosts Ti icons warfare At the start of a space combat in a system that contains a wormhole and 1 or more of your ships:

You may produce 1 hit and assign it to 1 of your opponent's ships.

Dimensional Tear CabalFactionSymbol Ti icons propulsion Systems that contain your space docks are also gravity rifts; your ships do not roll for these gravity rifts. Place a dimensional tear token beneath your space docks as a reminder.
Distant Suns NaazRokhaSymbolSquare Ti icons propulsion When you explore a planet that contains 1 of your mechs:

You may draw 1 additional card; choose 1 to resolve and discard the rest.

E-Res Siphons Jol-Nar Ti icons cybernetic After another player activates a system that contains 1 or more of your ships:

Gain 4 trade goods.

Entropic Harvest CrimsonFactionSymbol Ti icons cybernetic At the end of any player's combat:

Gain 1 commodity or convert 1 of your commodities to a trade good.

Fabrication NaazRokhaSymbolSquare Ti icons cybernetic ACTION: Either purge 2 of your relic fragments of the same type to gain 1 relic or purge 1 of your relic fragments to gain 1 command token.
Fleet Logistics KeleresFactionSymbol Ti icons propulsion During each of your turns of the action phase, you may perform 2 actions instead of 1
Foresight Naalu Ti icons propulsion After another player moves ships into a system that contains 1 of more of your ships:

You may place 1 command token from your reinforcements in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

Future Path NomadFactionSheet Ti icons propulsion When you gain trade goods from choosing a previously unchosen strategy card or from the "Amicus" strategy card:

Triple those trade goods.

Genetic Research DWSFactionSymbol Ti icons biotic At the start of the status phase:

Choose a technology color and gain trade goods equal to the number of abilities you own that have that technology color.

Guild Ships Hacan Ti icons propulsion You can negotiation transactions with players who are not your neighbors.

You can exchange action cards with other players as part of transactions.

Harrow L1Z1X Ti icons warfare At the end of each round of ground combat:

Your ships in the active system may use their BOMBARDMENT abilities against your opponent's ground forces on the planet.

Hegemonic Trade Policy Winnu Ti icons cybernetic When 1 or more of your units uses PRODUCITON:

You may swap the influence and resource values of 1 planet you control during this use of PRODUCTION.

Indocrination Yin Ti icons biotic At the start of a ground combat:

You may spend 2 influence to replace 1 of your opponent's participating infantry with 1 infantry from your reinforcements.

Inheritance Systems L1Z1X Ti icons cybernetic During the status phase:

Draw 1 additional action card and gain 1 additional command token.

Instinct Training Xxcha Ti icons biotic When another player plays an action card:

You may spend 1 token from your strategy pool to cancel that action card.

Lazax Gate Folding Winnu Ti icons propulsion During your tactical actions:

Treat systems that contain legendary planets you do not control as if they contain both an alpha and beta wormhole.

Liberate LastBastionFactionSymbol Ti icons warfare When you gain control of a planet:

Ready that planet if it contains a number of your infantry equal to or greater than that planet's resource value; otherwise, place 1 infantry on that planet.

Magmus Reactor MuaatSymbolSquare Ti icons propulsion Your units can move into and through supernovas.

Each supernova that does not contain other players' units and each system that contains 1 or more of your war suns gains the PRODUCTION 5 ability as if it were one of your units.

Mirror Computing Mentak Ti icons cybernetic When you spend trade goods:

Each trade good is worth 2 resources or influence instead of 1.

Mitosis ArborecSymbolSquare Ti icons biotic At the start of the status phase:

Place 1 infantry from your reinforcements on any planet you control.

Munitions Reserves Barony Ti icons warfare At the start of each round of space combat:

You may spend 2 trade goods; you may reroll any number of your dice during this combat round.

Nanomachines RalNelFactionSymbol Ti icons warfare ACTION: Exhaust this card to place 1 PDS on a planet you control.

ACTION: Exhaust this card to repair all of your damaged units.

ACTION: Exhaust this card and discard 1 action card to draw 1 action card.

Neural Parasite FirmamentFactionSymbol Ti icons biotic At the start of your turn:

Destroy 1 of another player's infantry in or adjacent to a system that contains your infantry.

Neuroglaive Naalu Ti icons warfare After another player actvates a system that contains 1 or more of your ships:

That player removes 1 token from their fleet pool and returns it to their reinforcements.

Nomadic Saar Ti icons propulsion You can score objectives even if you do not control the planets in your home system.

Other players cannot activate asteroid fields that contain 1 or more of your ships.

Non-Euclidean Shielding Barony Ti icons warfare When 1 of your units uses SUSTAIN DAMAGE:

Cancel 2 hits instead of 1

Nullification Field Xxcha Ti icons cybernetic When another player activates a system that contains 1 or more of your ships:

You may exhaust this card and spend 1 token from your strategy pool to immediately end that player's turn.

Orbital Drop Sol Ti icons biotic ACTION: Spend 1 token from your strategy pool to place 2 infantry from your reinforcements on 1 planet you control.
Overwatch EmpyreanFactionSymbol Ti icons warfare After another player moves ships into a system that contains 1 of your command tokens:

You may return that token to your reinforcements.

Pacifist DWSFactionSymbol Ti icons biotic When ground forces are committed:

If your units on that planet are not already coexisting, you may choose for your units to coexist.

Peace Accords Xxcha Ti icons cybernetic After you spend a token from your strategy pool:

You may gain control of 1 planet that does not contain the custodians token or any units and is adjacent to a planet you control.

Pillage Mentak Ti icons cybernetic After 1 of your neighbors gains trade goods or resolves a transaction:

If they have 3 or more trade goods, you may take 1 of their trade goods or commodities.

Planesplitter FirmamentFactionSymbol Ti icons warfare When you gain this card put The Fracture into play.

Apply +1 to the MOVE value of each of your ships that starts its movement in The Fracture. Apply +2 to the result of each of your units' combat rolls in The Fracture.

Proxima Targeting VI LastBastionFactionSymbol Ti icons warfare Cancel 1 hit produced by each BOMBARDMENT roll against your units.

At the start of a round of ground combat, you may resolve BOMBARDMENT 7(x3) against your opponent's ground forces; if you do, resolve BOMBARDMENT 7(x3) against your own ground forces.

Puppet Council KeleresFactionSymbol Ti icons biotic At the start of the strategy phase:

Replenish your commodities, then gain 1 trade good.

Quantum Datahub Node Hacan Ti icons cybernetic At the end of the strategy phase:

You may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player and take 1 of their strategy cards.

Quantum Drive NomadFactionSheet Ti icons propulsion You can produce your flagship without spending resources.
Quantum Entaglement Ghosts Ti icons propulsion You treat all systems that contain either an alpha or beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
Radical Advancement DWSFactionSymbol Ti icons biotic At the start of the status phase:

You may choose to replace 1 of your abilities; if you do, reveal abilities from the deck until you reveal another ability with the same technology color and gain it; shuffle the replaced ability and the other revealed cards back into the deck.

Raid Formation ArgentFactionSymbol Ti icons warfare When 1 or more of your units uses ANTI-FIGHTER BARRAGE:

For each hit produced in excess of your opponent's fighters, choose 1 of your opponent's ships that has SUSTAIN DAMAGE to become damaged.

Reclaimation Winnu Ti icons cybernetic After you resolve an action during which you gained control of a legendary planet:

You may place 1 PDS and 1 space dock from your reinforcements on that planet.

Scavenge Saar Ti icons cybernetic After you gain control of a planet:

Gain 1 trade good.

Scheming Yssaril Ti icons biotic When you draw 1 or more action cards:

Draw 1 additional action card. Then, choose and discard 1 action card from your hand.

Singularity X Nekro Ti icons biotic Once per combat, after 1 of your opponent's units is destroyed:

You may place the "Singularity X" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.

Singularity Y Nekro Ti icons biotic Once per combat, after 1 of your opponent's units is destroyed:

You may place the "Singularity Y" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.

Singularity Z Nekro Ti icons biotic Once per combat, after 1 of your opponent's units is destroyed:

You may place the "Singularity Z" token on one of your opponent's abilities. While that token is on a card, this card gains that card's text. You cannot place a singularity token on a card that already has a singularity token.

Sled Factories Hacan Ti icons cybernetic When 1 or more of your units use PRODUCTION:

Reduce the combined cost of the produced units by 2.

Slipstream Ghosts Ti icons propulsion During your tactical actions:

Apply +1 to the move value of each of your ships that starts its movement in a system that contains a wormhole.

Smothering Presence CrimsonFactionSymbol Ti icons biotic Other players' units in or adjacent to systems that contain your structures lose all of their unit abilities.
Spatial Conduit Cylinder Jol-Nar Ti icons propulsion After you activate a system that contains 1 or more of your units:

That system is adjacent to all other systems that contain 1 or more of your units during this action.

Spec Ops Training Sol Ti icons biotic After 1 of your ground forces is destroyed:

Roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit on this card on a planet you control in your home system.

Stall Tactics Yssaril Ti icons propulsion ACTION: Discard 1 action card from your hand.
Star Forge MuaatSymbolSquare Ti icons cybernetic ACTION: Spend 1 token from your strategy pool to place either 2 fighters or 1 destroyer from your reinforcements in a system that contains 1 or more of your ships.
Stellar Genesis MuaatSymbolSquare Ti icons cybernetic After you spend a token from your strategy pool:

You may gain 1 trade good.

Styme ArborecSymbolSquare Ti icons biotic After another player moves ships into a system that contains 1 or more of your units:

You may place 1 command token from that player's reinforcements in any non-home system.

Subatomic Splicer CrimsonFactionSymbol Ti icons cybernetic When one of your ships is destroyed:

You may produce a ship of the same type at a space dock in your home system.

Supercharge NaazRokhaSymbolSquare Ti icons warfare Before making a combat roll:

Choose 1 of your units and apply +2 to the result of its combat roll.

Survival Instict RalNelFactionSymbol Ti icons warfare After a player actives a system that contains your ships:

You may move up to 2 of your ships into the active system from adjacent systems that do not contain your command tokens.

Tactical Brilliance Jol-Nar Ti icons warfare After you roll dice for a unit ability:

You may reroll any of those dice.

Telepathic Naalu Ti icons biotic At the end of the strategy phase:

Place the Naalu "0" token on your strategy card; you are first in initiative order. This card cannot have a singularity token place on it.

Temporal Command Suite NomadFactionSheet Ti icons cybernetic After any player's genome becomes exhausted:

You may spend 3 influence to ready that genome; if you ready another player's genome, you may perform a transaction with that player.

Terraform UlFactionSymbol Ti icons propulsion Planets that contain your structures are treated as having all 3 planet traits (cultural, hazardous, and industrial)
The Burning Eye FirmamentFactionSymbol Ti icons warfare You can treat planets in systems that contain your ships as if you contolled them for the purpose of scoring secret objectives.
Unrelenting SardakkSymbolSquare Ti icons warfare Apply +1 to the result of each of your unit's combat rolls.
Valkyrie Particle Weave SardakkSymbolSquare Ti icons warfare After making combat rolls during a round of ground combat:

If your opponent produced 1 or more hits, you produce 1 additional hit.

Valkyrie Vanguard SardakkSymbolSquare Ti icons propulsion During the "Commit Ground Forces" step: You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
Versatile Sol Ti icons biotic When you gain command tokens during the status phase:

Gain 1 additional command token.

Voidborn EmpyreanFactionSymbol Ti icons propulsion Nebulae do not affect your ships' movement.

You can allow other players to move their ships through systems that contain your ships.

Yin Ascendant Yin Ti icons biotic When you score an objective:

Draw 1 genome, ability or unit upgrade.

Zealous ArgentFactionSymbol Ti icons warfare When 1 or more of your units roll dice for a unit ability:

You may choose 1 of those units to roll 1 additional die.

Unit Upgrade Cards[]

This type of spliced card is placed over the top of a unit on a faction sheet and upgrades the capabilities of a unit type.

If a player ever gains two (or more) unit upgrade cards that would be placed on the same slot of a faction sheet, they must choose one to keep and discard the others, this does not apply to mechs, as mechs can have multiple unit upgrades at once.

These cards count as unit upgrade technologies, and they do not have a color.

This type of splice is mostly caused by the "Calamitas" Strategy Card.

List of Unit Upgrades[]

Name Unit Origin Cost Combat Move Capacity Ability
Advanced Carrier Carrier Sol 3 9 2 8 SUSTAIN DAMAGE
Ahk Syl Fier Cruiser Ghosts 2 6 3 1 At the start of your turn, you may place or move a Creuss wormhole token into this system
Ambassador Carrier DWSFactionSymbol 3 9 2 6 After you commit units, if units transported by Ambassadors are the only units committed to a planet, you may place those units into coexistence instead.
Corsair Cruiser Mentak 2 6 3 2 If the active system contains another player's non-fighter ships, this unit can move through systems that contain other players' ships.
Dawncrusher Dreadnought Barony 3 5 2 1 This unit cannot be destroyed by "Spark" action cards.

SUSTAIN DAMAGE

BOMBARDMENT 4

Echo of Ascension Flagship NomadFactionSheet - -1 & (+*) +1 +2 Keep this card in your play area and adjust the printed values of your flagship by the indicated amounts.
Eidolon Landwaster Mech NaazRokhaSymbolSquare - +* - - Keep this card in your play area; your mechs roll 1 additional die during combat.
Eidolon Terminus Mech CabalFactionSymbol - -1 - - Keep this card in your play area; the COMBAT value of your mechs is reduced by 1.
Exile Destroyer CrimsonFactionSymbol 1 8 4 - This unit can move through systems that contain other players' ships.

ANTI-FIGHTER BARRAGE 6(x3)

Exotrireme Dreadnought SardakkSymbolSquare 4 4 2 1 This unit cannot be destroyed by "Spark" action cards.

After a round of space combat, you may destroy this unit to destroy up to 2 ships in this system.

SUSTAIN DAMAGE

BOMBARDMENT 4(x2)

Floating Factories Space Dock Saar - - 2 5 This unit is placed in the space area instead of on a planet.

This unit can move and retreat as if it were a ship. If this unit is blockaded, it is destroyed.

PRODUCTION 7

Guild Agents Infantry Yssaril 1 (x2) 7 - - After you move this unit into a system that contains another player's units, you may look at that player's action cards and take 1 of them.
Hel-Titan PDS UlFactionSymbol - 5 - - This unit is treated as both a structure and a ground force. It cannot be transported.

You may use this unit's SPACE CANNON ability against ships that are adjacent to this unit's system.

PLANETARY SHIELD

SPACE CANNON 5

SUSTAIN DAMAGE

PRODUCTION 1

Helios Entity Space Dock LastBastionFactionSymbol - - - - This unit's PRODUCTION value is equal to 2 more than the resource value of this planet.

The resource value of this planet is increased by 2.

Up to 3 fighters in this system do no count against your ships' capacity.

PRODUCTION X

Hybrid Crystal Fighter Fighter Naalu 1 (x2) 7 2 - This unit may move without being transported. Each fighter in excess of your ships' capacity counts as 1/2 of a ship against your fleet pool.
Justicier Rail PDS Winnu - - - - Your may use this unit's SPACE CANNON ability against ships that are adjacent to this unit's system.

Hits produced by this unit must be assigned to non-fighter ships if able.

PLANETARY SHIELD

SPACE CANNON 5

Keeper Matrix PDS Xxcha - - - - Your may use this unit's SPACE CANNON ability against ships that are adjacent to this unit's system.

PLANETARY SHIELD

SPACE CANNON 5 (x2)

Letani Warrior Infantry ArborecSymbolSquare 1 (x2) 7 - - PRODUCTION 2
Linkship Destroyer RalNelFactionSymbol 1 8 2 - When this unit retreats, you may destroy 1 ship in the active system that is damaged or does not have SUSTAIN DAMAGE.

ANTI-FIGHTER BARRAGE 6 (x3)

Morphwing Fighter NaazRokhaSymbolSquare 1 (x2) 7 2 - This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.

This ship can be committed during an invasion; either return it to the space area or replace it with 1 infantry at the end of combat.

Production Biomes Space Dock Hacan - - - - Up to 3 fighters in this system do not count towards your ships' capacity.

When this unit uses PRODUCTION, you may spend 1 token from your strategy pool to gain 4 trade goods and choose another player to gain 2 trade goods.

PRODUCTION 9

Prototype War Sun War Sun MuaatSymbolSquare 12 3 (x3) 2 6 Other players' units in this system lose PLANETARY SHIELD.

This unit and other units moving at the same time can move into and through supernovas.

SUSTAIN DAMAGE

BOMBARDMENT 3 (X3)

Saggitaria Cruiser KeleresFactionSymbol 2 6 3 1 SUSTAIN DAMAGE
Strike Wing Alpha Destroyer ArgentFactionSymbol 1 7 2 1 When this unit uses ANTI-FIGHTER BARRAGE, each result of 9 or 10 also destroys 1 of your opponent's infantry in the space area of the active system.

ANTI-FIGHTER BARRAGE 6(x3)

Super-Dreadnought Dreadnought L1Z1X 4 5 2 2 This unit cannot be destroyed by "Spark" action cards.

SUSTAIN DAMAGE

BOMBARDMENT 4

The Dragon, Freed War Sun ObsidianFactionSymbol 12 3 (x3) 2 6 While you own this card, you can only have 1 war sun.

When this unit uses BOMBARDMENT, it uses it against each planet in its system and each adjacent system, even yours, ignoring PLANETARY SHIELD

SUSTAIN DAMAGE

BOMBARDMENT 3 (X3)

Triune Fighter EmpyreanFactionSymbol 1 (x2) 7 2 - This unit may move without being transported. Fighters in excess of your ships' capacity count against your fleet pool.

You may remove 3 of your fighters from systems that contain or are adjacent to a player's units to cancel an action card played by that player.

University War Sun War Sun Jol-Nar 10 4 (x3) 3 6 Other players' units in this system lose PLANETARY SHIELD.

SUSTAIN DAMAGE

BOMBARDMENT 4 (X3)

Valefar Prime Mech Nekro -1 - - - Keep this card in your play area; the COST of your mechs is reduced by 1.
Vortexer Carrier CabalFactionSymbol 3 9 2 6 Capture other players' infantry and fighters that are destroyed or removed in this unit's system or an adjacent system.

At the start of your turn, you may spend captured infantry or fighters to place equivalent units from your reinforcements in this system.

Yin Clone Infantry Yin 1 (x2) 7 - - After this unit is destroyed or removed, place the unit on this card. At the start of the status phase, place each unit that is on this card on a planet you control.


Genome Cards[]

This type of spliced card represents the genetic material of one of the fallen species of the galaxy. They can be exhausted for an effect and ready each round during the status phase. They are placed face-up in player's personal play area when gained.

Each card refers to the Agents of one of the 30 base game factions, and many are copies of those effects. However, some have strange new effects exclusive to Twilight's Fall, which can drastically alter the game.

This type of splice is mostly caused by the "Noctis" Strategy Card.

List of Genome Cards[]

Name Origin Ability
Action Genome KeleresFactionSymbol At any time: You may exhaust this card to allow any player to spend commodities as if they were trade goods.
Altruistic Genome UlFactionSymbol When a hit is produced against a unit: You may exhaust this card to cancel that hit.
Aristocratic Genome Barony At the start of a space combat round: You may exhaust this card to choose 1 ship in the active system. That ship rolls 1 additional die during this combat round.
Breach Genome CrimsonFactionSymbol ACTION: Exhaust this card to choose 1 player. That player may swap the position of 2 of their ships in any systems; they may transport units when they swap.
Brutal Genome L1Z1X After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
Captain's Genome Saar After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value.
Clever Genome Yssaril This card has the text ability of each other player's genomes, even if those genomes are exhausted.
Cosmic Genome EmpyreanFactionSymbol After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token.
Courier Genome RalNelFactionSymbol ACTION: Exhaust this card to draw 2 action cards; give 1 of those cards to another player.
Curious Genome NaazRokhaSymbolSquare At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.
Deployment Genome NomadFactionSheet At the end of a player's turn: You may exhaust this card to allow that player to remove up to 2 of their ground forces from the game board and place them on planets they control in the active system.
Diplomatic Genome Xxcha ACTION: Exhaust this card to ready any planet; if that planet is in a system that is adjacent to a planet you control, you may remove 1 infantry from that planet and return it to its reinforcements.
Divine Genome Winnu When 1 or more of a player's units use PRODUCTION: You may exhaust this card to reduce the combined cost of the produced units by 2.
Enigmatic Genome Ghosts After a player activates a non-home system that contains a wormhole:: You may exhaust this card; if you do, that system is adjacent to all other systems that contain a wormhole during this tactical action.
Experimental Genome Jol-Nar When a player spends resources: You may exhaust this card to allow that player to remove any number of their infantry from the game board. For each unit removed, reduce the resources spent by 1.
Human Genome Sol At the start of a ground combat round: You may exhaust this card to choose 1 ground force in the active system; that ground force rolls 1 additional die during this combat round.
Hyper Genome Mentak At any time: You may exhaust this card and choose another player; that player gives you 1 trade good, if able, then you each draw 1 action card.
Investment Genome NomadFactionSheet When you gain trade goods from the supply: You may exhaust this card to place an equal number of trade goods on this card. When this card readies, gain the trade goods on this card.
Limit Genome Naalu After any player's command token is place in a system: You may exhaust this card to return that token to that player's reinforcements.
Mirror Genome FirmamentFactionSymbol When a player moves ships: You may exhaust this card; if you do, SPACE CANNON cannot be used against those ships. If they are not transporting units, they can also move through other players' ships.
Molten Genome MuaatSymbolSquare ACTION: Exhaust this card to choose a player; That player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their War Suns or their Flagship.
Pacific Genome ArborecSymbolSquare ACTION: Exhaust this card and choose any player's non-fighter ship; that player may replace that ship with one from their reinforcements that costs up to 2 more than the replaced ship.
Ravenous Genome CabalFactionSymbol After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
Recursive Genome Nekro During the action phase: You may exhaust this card to choose a player; that player may discard 1 action card or spend 1 command token from their command sheet to gain 2 trade goods.
Research Genome DWSFactionSymbol Whenever a player initiates a splice: You may exhaust this card to add 3 additional cards to that splice.
Scornful Genome ArgentFactionSymbol When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
Silver Genome Hacan During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.
Splitting Genome Yin After a player's destroyer or cruiser is destroyed: You may exhaust this card; if you do, that player may place up to 2 fighters from their reinforcements in that unit's system.
Swarm Genome SardakkSymbolSquare At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system.
Temporal Genome NomadFactionSheet After the "Roll Dice" step of combat: You may exhaust this card. If you do, hits are not assigned to either player's units. Return to the start of this combat round's "Roll Dice" step.
Valiant Genome LastBastionFactionSymbol When a player's unit is destroyed during combat: You may exhaust this card to roll 1 die. If the result is equal to or greater than that unit's combat value, their opponent must choose and destroy 1 of their units.