Twilight Imperium 4 Legendary Planets
Official Planets
Hope's End
— 3 / 0
Imperial Arms Vault: You may exhaust this card at the end of your turn to place 1 mech from your reinforcements on any planet you control, or draw 1 action card.
— 3 / 0Imperial Arms Vault: You may exhaust this card at the end of your turn to place 1 mech from your reinforcements on any planet you control, or draw 1 action card.
Mallice
— 0 / 3
Exterrix Headquarters: You may exhaust this card at the end of your turn to gain 2 trade goods or convert all of your commodities into trade goods.
— 0 / 3Exterrix Headquarters: You may exhaust this card at the end of your turn to gain 2 trade goods or convert all of your commodities into trade goods.
Primor
— 2 / 1
The Atrament: You may exhaust this card at the end of your turn to place up to 2 infantry from your reinforcements on any planet you control.
— 2 / 1The Atrament: You may exhaust this card at the end of your turn to place up to 2 infantry from your reinforcements on any planet you control.
Mirage
— 1 / 2
Mirage Flight Academy: You may exhaust this card at the end of your turn to place up to 2 fighters from your reinforcements in any system that contains 1 or more of your ships.
— 1 / 2Mirage Flight Academy: You may exhaust this card at the end of your turn to place up to 2 fighters from your reinforcements in any system that contains 1 or more of your ships.
Mecatol Rex — 1 / 6
The Galactic Council: You may exhaust this card and discard 1 secret objective at the end of your turn to draw 1 secret objective.
The Galactic Council: You may exhaust this card and discard 1 secret objective at the end of your turn to draw 1 secret objective.
Tempesta
— 1 / 1
Ionian Fuel Refinery: You may exhaust this card after you activate a system to apply +1 to the move value of 1 of your ships during this tactical action.
— 1 / 1Ionian Fuel Refinery: You may exhaust this card after you activate a system to apply +1 to the move value of 1 of your ships during this tactical action.
Avernus
— 2 / 0
The Nucleus: ACTION: Exhaust this card to use the Embers of Muaat's STAR FORGE faction ability without spending a command token.
— 2 / 0The Nucleus: ACTION: Exhaust this card to use the Embers of Muaat's STAR FORGE faction ability without spending a command token.
Emelpar
— 0 / 2
The Acropolis: You may exhaust this card at the end of your turn to ready another component that isn't a strategy card.
— 0 / 2The Acropolis: You may exhaust this card at the end of your turn to ready another component that isn't a strategy card.
Faunus
— 1 / 3
Maxis Central Control: You may exhaust this card when you pass to gain control of a non-home, non-legendary planet that contains no units and has no attachments.
— 1 / 3Maxis Central Control: You may exhaust this card when you pass to gain control of a non-home, non-legendary planet that contains no units and has no attachments.
Industrex
(Asteroid Field)
— 2 / 0
Aeurex Machanica: You may exhaust this card when you pass to place 1 ship that matches a unit upgrade technology you own from your reinforcements into a system that contains your ships.
(Asteroid Field)
— 2 / 0Aeurex Machanica: You may exhaust this card when you pass to place 1 ship that matches a unit upgrade technology you own from your reinforcements into a system that contains your ships.
Thunder's Edge — 5 / 1
Jupiter Brain: Gain your breakthrough when you gain this card if you do not already have it. You may exhaust this card at the end of your turn to perform an action.
Jupiter Brain: Gain your breakthrough when you gain this card if you do not already have it. You may exhaust this card at the end of your turn to perform an action.
Styx (Relic) — 4 / 0
A Song Like Marrow: When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point.
A Song Like Marrow: When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point.
Garbozia
— 2 / 1
Dok'n Pic's Salvage Yard: You may exhaust this card when you pass to place 1 action card from the discard pile faceup on this card; you can purge cards on this card to play them as if they were in your hand.
— 2 / 1Dok'n Pic's Salvage Yard: You may exhaust this card when you pass to place 1 action card from the discard pile faceup on this card; you can purge cards on this card to play them as if they were in your hand.
Ordinian / Revelation (Commodity) (Nebula) — 0/0 ; 1/2 (Last Bastion faction starting system)
4X41D "Hyperion" VI: You may exhaust this card when you pass to draw 1 action card and gain 1 command token.
4X41D "Hyperion" VI: You may exhaust this card when you pass to draw 1 action card and gain 1 command token.
Discordant Stars / Uncharted Space Planets
Silence
— 2 / 2
Imperial Salvage Yard: You may exhaust this card at the end of your turn to place 1 cruiser from your reinforcements in any system that contains 1 or more of your ships.
— 2 / 2Imperial Salvage Yard: You may exhaust this card at the end of your turn to place 1 cruiser from your reinforcements in any system that contains 1 or more of your ships.
Echo
— 1 / 2
Bi-Phasic Generators: You may exhaust this card at the end of your turn to place 1 frontier token in a system that does not contain a planet.
— 1 / 2Bi-Phasic Generators: You may exhaust this card at the end of your turn to place 1 frontier token in a system that does not contain a planet.
Tarrock
— 3 / 0
Council Black Site: After an agenda is revealed, you may exhaust this card to predict aloud an outcome of that agenda. If your prediction is correct, draw 1 secret objective.
— 3 / 0Council Black Site: After an agenda is revealed, you may exhaust this card to predict aloud an outcome of that agenda. If your prediction is correct, draw 1 secret objective.
Prism
— 0 / 3
Mystic Library: You may exhaust this card at the end of your turn and purge a non-faction, non-unit upgrade technology you own to gain 1 technology with the same number of prerequisites.
— 0 / 3Mystic Library: You may exhaust this card at the end of your turn and purge a non-faction, non-unit upgrade technology you own to gain 1 technology with the same number of prerequisites.
Domna
, Nebula — 2 / 1
Fractal Gate: You may exhaust this card at the end of your turn to remove 1 of your ships from the game board and place that unit in an adjacent system that does not contain another player’s ships.
, Nebula — 2 / 1Fractal Gate: You may exhaust this card at the end of your turn to remove 1 of your ships from the game board and place that unit in an adjacent system that does not contain another player’s ships.