Apply +1 to the PRODUCTION value of each of your units with PRODUCTION. When you produce 1 or more units, reduce the combined cost of the produced units by 1.
ACTION: Purge this card to draw 3 system tiles with a blue-colored back at random; place 1 of those tiles at the edge of the game board, adjacent to at least 2 other systems. Purge the rest.
When you gain this card, research up to 2 technologies that have no prerequisites. ACTION: Purge this card; if you control planets that have all 4 types of technology specialties, gain 1 victory point. Otherwise, gain the speaker token.
Your units do not roll for gravity rifts, and you ignore the movement effects of other anomalies. ACTION: Exhaust this card to explore a frontier token in a system that does not contain any other players' ships.
Before you move units during a tactical action, you may purge this card to move and transport units that are in systems that contain 1 of your command tokens.
While this card is in your play area, your commodity value is increased by 2. ACTION: Purge this card to gain trade goods equal to your printed commodity value +2.
You may have 2 additional action cards in your hand, game effects cannot prevent you from using this ability. At any time, you may exhaust this card to draw 1 action card.
After you activate a system: Purge this card to treat 2 of your ships as adjacent to the active system until the end of this tactical action.
ACTION: Purge this card to either gain 1 relic or immediately score 1 scored secret objective, or 1 of your unscored secret objectives, if you fulfill its requirements.
After any die is rolled, you may exhaust this card to add or subtract 1 from its result.
ACTION: Exhaust this agent and choose a player; that player may spend 3 resources to place a structure on a planet they control. If they do not, they gain 1 trade good.
At the start of the agenda phase, you may purge this card and exhaust all of your planets to gain any 1 technology.
During the "Anti-Fighter Barrage" step of space combat, you may resolve ANTI-FIGHTER BARRAGE 6 (x3) against your opponent's units.
Each time hits are produced against 1 or more of your non-fighter ships, 1 of those ships may use SUSTAIN DAMAGE as if it had that ability.
ACTION: Attach this card to a non-legendary, non-home planet you control; its resource and influence values are increased by 2 and it is a legendary planet.
When a public objective is revealed, you may purge one of your relics to discard that objective and replace it with a random objective from any objective deck; that objective is a public objective, even if it is a secret objective.
When you would spend a token from your strategy pool, you may exhaust this card to spend a token from your reinforcements instead.
When 1 or more of your units roll dice for a unit ability, you may apply +1 to the result of each of those dice, and 1 of those units may roll 1 additional die.
ACTION: Choose 1 non-home, non-legendary planet other than Mecatol Rex in a system that is adjacent to 1 or more of your units that have BOMBARDMENT; destroy all units on that planet and purge its attachments and its planet card. Then, place the destroyed planet token on that planet and purge this card.
ACTION: Purge this card to take up to 3 action cards of your choice from the action card discard pile.
After you perform a tactical action, you may exhaust this card to explore 1 planet you control. At the end of the status phase, if you control the "Tomb of Emphidia", you may purge this card to gain 1 victory point.
During each combat round, this card's owner may reroll any number of their dice, applying +1 to the results; any units that reroll dice but do not produce at least 1 hit are destroyed.
When you gain this card, draw 1 secret objective. You can have 1 additional scored or unscored secret objective.
When you research a technology, you may exhaust this card to ignore 1 prerequisite or draw 1 action card.
When you gain this card, gain your breakthrough. You have SYNERGY for all technology types.
The Silver Flame may be exchanged as part of a transaction. ACTION: Roll 1 die and purge this card; if the result is a 10, gain 1 victory point. Otherwise, purge your home system and all units in it; you cannot score public objectives. Put The Fracture into play if it is not already.
This card can be readied and spent as if it were a planet card. Its resource and influence values are equal to 3 plus the number of different types of relic fragments you own.
At the start of the agenda phase, you may purge this card to resolve 1 non-strategic action.