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Added by Robert Brotherus , last edited by Robert Brotherus on heinä 08, 2009  (view change)
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# Card When What
1 Advanced Reinforcements Action Place 2 GF or 1 Shock troop on controlled planet
2 Advanced Reinforcements    
3 Alien Technology Action Spend 4 resources to recieve one technology. Cost can't be reduced.
4 Armistice Action Choose opponent and a planet. That opponent can't invade planet this round.
5 Bribery After all players voted on agenda For each TG you spend you may add 1 vote
6 Chemical Warfare Before invasion Dread in this system destroys half GF (round up) and passes PDS.
7 Civil Defense Action Place two free PDS units on any planet you control that does not already have a PDS unit.
8 Command Summit Play during Strategy Phase Receive 2 extra command counters and put them in your command pool.
9 Communications Breakdown Before space battle No player may play action cards until end of the battle (Except sabotage)
10 Communications Breakdown    
11 Corporate Sponsorship Before purchasing tech You may purchase green tech 4 resources cheaper.
12 Council Dissolved After primary political is executed Player who activated political does not draw a political card.
13 Courageous to the End After one ship is destroyed Roll 2 attack die for that ship to damage opponent. You may use this card even if return fire is not allowed.
14 Courageous to the End    
15 Cultural Crisis During Strategy phase Choose a player who loses all racial abilities.
16 Determine Policy Before political card is drawn Choose any agenda from political deck or discarded politicals or from current laws in table. Council votes on this rather than draw new one. If you choose agenda from deck suffle it afterwards.
17 Diplomatic Immunity Action Choose system with one own ship. Onlu you may activate this system this turn.
18 Direct Hit (1st) After you damaged ship Destroy that ship!
19 Direct Hit (2nd)    
20 Direct Hit (3rd)    
21 Direct Hit 4(th)    
22 Disclosure Any time Look at opponent's action cards and discard one of them
23 Discredit After player voted on political resolution Change vote to abstain even if the card is 'elect' vote
24 Dug In Before bombardment Choose a planet. Your GF there are immune to bombardment this round.
25 Emergency Repairs (1st) Any time Repair all ships in chosen system.
26 Emergency repairs (2nd)    
27 Enhanced Armor (1st) Action Until end of round yoru cruisers gain 'sustain damage'
28 Enhanced Armor (2nd)    
29 Equipment Sabotage (1st) Action Destroy up to 2 PDS on planet of choice.
30 Equipment Sabotage (2nd)    
31 Experimental Battlestation After opponent has activated system and moved in Choose one space dock. That dock can fire three times as if it were your PDS.
32 Experimental Weaponry Before round of combat Until end of round your Dread and war sun hits may not be applied to fighters if possible
33 Experimental Weaponry    
34 Fantastic Rhetoric Before you vote on political card Gain 10 additional influence for this voting.
35 Faulty Targeting Systems (1st) Any time Cancel minelayers card or discard 1 mine in any system or force opponent reroll 1 PDS
36 Faulty Targeting Systems (2nd)    
37 Fighter Prototype Before space battle Fighters recieve +2 for 1 combat round
38 First Strike (1st) Immedieately after strategy phase You may take your first action before initiative order. Then resume to that order.
39 First Strike (2nd)    
40 Flank Speed (1st) After activating a system Movement to that system is increased by 1
41 Flank Speed (2nd)    
42 Flank Speed (3rd)    
43 Flank Speed (4th)    
44 Flanking Tactic (1st) Before space battle Your opponent may not retreat from battle for any reason.
45 Flanking Tactic (2nd)    
46 Flawless Strategy Action You may execute primary ability of any strategy card not chosen during strategy phase. Others may then execute secondary of it. (Draw new card no cards are left over)
47 Focused Research Before purchasing tech that requires 1 tech you dont possess Spend 6 resources to ignore 1 prequisite in tech tree
48 Friendly Fire (1st) Before space battle If opponent has more fighters than non fighters in this system he must lose half of them here (round down)
49 Friendly Fire (2nd)    
50 Friendly Fire (3rd)    
51 Friendly Fire (4th)    
52 Ghost Ship Action Place free destroyer in any wormhole space that contains no enemy ships
53 Good Year Action Recieve 1 TG for each planet you control outside HS
54 Grand Armada During Strategy phase There is no fleet supply limit in your HS. At the end of status phase you must remove any excess ships.
55 In the Silence of Space (1st) After activating a system Choose one of you fleets. Ships in fleet with move 2+ may move through but not stop in system occupied by enemy ships during this activation.
56 In the Silence of Space (2nd)    
57 In the Silence of Space (3rd)    
58 Influence in the Merchants' Guild Action Break one trade agreement in play.
59 Insubordination Action Remove one CC from command pool of one opponent
60 Into the Breach Before space battle Choose dread. all ships with that dread get +1 combat for this battle. Dread takes first 2 hits in this battle
61 Local Unrest (1st) Action Choose a planet in a non-Home system. Ehaust that planet and destroy one grgound force on it if able. If there are no ground forces left on the planet it reverts back to neutral status.
62 Local Unrest (2nd)    
63 Local Unrest (3nd)    
64 Local Unrest (4nd)    
65 Lucky Shot Action Destroy one enemy dread, cruiser or destroyer in a system containing planet you control.
66 Massive Transport Action Move one dock to any friendly planet. A route without enemy ships beetween start and end must exist.
67 Master of Fate During status phase before action card draws Draw one card per player and distribute one to each player as you wish. Players recieve 1 less card this status phase.
68 Master of Trade Any time Play only if you have 2 trade agreements. Refresh up to two planets.
69 Military Foresight (1st) After ship is lost in battle Place ship outside table and return it to any space dock for free next status phase
70 Military Foresight (2nd) After ship is lost in battle Place ship outside table and return it to any space dock for free next status phase
71 Minelayers After enemy enters system containing your fleet with cruisers Each cruiser iflict one automatic hit before first battle round.
72 Morale Boost (1st) Before any battle round For that round all your units get +1
73 Morale Boost (2nd)    
74 Morale Boost (3rd)    
75 Morale Boost (4th)    
76 Morale Boost (5th)    
77 Multiculturalism During Strategy phase Choose one racial ability of opponents. You gain it for this round.
78 Opening the Black Box Before purchasing tech All your red tech credits are doubled for this purchase.
79 Patrol Action Move up to 2 cruisers or destroyers in an activated system to empty adjancent system(s). Then activate those systems from reinforcements
80 Plague Action Choose opponents planet. Roll die for each GF for each even result destroy GF. Control of planet is not lost if all GF die.
81 Policy Paralysis Pafter primary ability of strategy card is resolved. One opponent may not participate in secondary ability of this card.
82 Political Stability During status phase before action card draws Keep your current strategy card. Therefore you dont choose new on strategy phase. You can't keep imperial or initiative.
83 Privateers Action Take all TG from one opponent. You get half (round down) and discard rest)
84 Productivity Spike During Strategy phase Choose space dock. Its capacity increases by planets influence for this round.
85 Public Disgrace After player chose strategy card Player must choose different strategy card.
86 Rally of the People Action Recieve one dread in HS
87 Rare Mineral (1st) After invading neutral planet Get 3 TG
88 Rare Mineral (2nd)    
89 Rare Mineral (3rd)    
90 Recheck (1st) After you or opponent rolled die in battle Reroll 1 die
91 Recheck (2nd)    
92 Recheck (3rd)    
93 Recheck (4th)    
94 Reparations After opponent invaded your planet Exhaust a planet controlled by invader then refres one own planet with equal or less resource value.
95 Rise of a Messiah Action Recieve one GF on each planet you control
96 Ruinous Tariffs After player executes 2ndary of trade That player whom you have trade agreement with must give half of his Tgs
97 Rule by Terror Before space battle War sun or 2 dreads present: opponent must retreat or take 2 casualties
98 Sabotage (1st) After another card is played Card is cancelled (you can't cancel sabotage card)
99 Sabotage (2nd)    
100 Sabotage (3rd)    
101 Sabotage (4th)    
102 Sabotage (5ht)    
103 Scientist Assassination Play during the Strategy Phase. Choose a player. That player cannot acquire or purchase technology this turn.
104 Secret Industrial Agent Action Destroy any one dock that is not in HS
105 Shields Holding Before taking casualties Cancel up to two hits on one round of space battle.
106 Signal jamming (1st) During Strategy phase Choose one non HS. take CC from any other players reinforcements and place it there
107 Signal Jamming (2nd)    
108 Signal Jamming (3rd)    
109 Signal Jamming (4th)    
110 Skilled Retreat (1st) Play Before any round of a space battle. Choose one of your fleets that is participating in a space battle. Place a command Counter from your reinforcements in a friendly or empty unactivated system adjacent to that fleet. Move the chosen fleet to that system.
111 Skilled Retreat (2nd)    
112 Skilled Retreat (3rd)    
113 Skilled Retreat (4th)    
114 Spacedock Accident Action Dock in non HS may not build this round
115 Star of Death Before planetary landing of tactical action sequence System containing war sun destroys all GF, PDS and docks on planet. Then place radiation counter on planet. Planet reverts neutral.
116 Stellar Criminals Action Opponent must choose and exhaust half of his unexhausted planets (round down)
117 Strategic Bombardment Action Play only if war sun is in system containing enemy planets. Exhaust those planets. Roll die 1-5: discard this card 6-10: return this card to your hand.
118 Strategic Flexibility (non 4/8) During Strategy phase Play before bonus counters are placed. Return your strategy and choose new one from ones left over.
119 Strategic Planning (1st) Play During the Strategy Phase You do not have to pay command counters from your strategy allocation area in order to execute the secondary ability of strategy cards for the remainder of the game round.
120 Strategic Planning (2nd)    
121 Strategic Shift (non 4/8) During Strategy phase before first card is picked. Choose one strategy card. No player may choose that card this round.
122 Successful Spy Action Take two random action cards from one opponent
123 Surprise Assault After activating blockaded dock Dock may build units before battle is initiated.
124 Synchronicity During Strategy phase Search action card deck for any card and take it to your hand. Suffle deck.
125 Target their Flagship! (1st) Before space battle Choose one of your ships and one opposing ship. Roll 1 die to hit to destroy target ship without return fire. Your ship do not participate first round of combat.
126 Target their Flagship! (2nd)    
127 Tech Bubble After executing primary of technology Play only if you choose technology card this turn: you may also execute secondary of technology card by paying all costs it takes.
128 Temporary Stability During Strategy phase before first card is picked. Players may not play any action cards until end of status phase (except sabotage this). Any player may discard 3 action cards to cancel this card at any time.
129 Thugs After political is read Target one player that may not participate in voting this round regarding agendas.
130 Touch of Genius From duplicated card Spend 3 influence to duplicate effects of any other action card in discard pile
131 Trade Stop During Strategy phase Break all trade agreements including your own.
132 Transport Action You may move up to three GF from one planet to another you control. A route without enemy ships must exist.
133 Unexpected Action Action Remove one CC from board and place it in reinforcements.
134 Uprising Action Choose non HS. Exhaust planets in that system.
135 Usurper During Strategy phase Play only if you control Mecatol: You gain twice Mecatols amount of influence on votes even if it is exhausted. Discard this effect if you lose control of Mecatol.
136 War Footing Action Choose system that has no restriction in fleet supply in this round. At the end of status phase destroy excess ships
137 Veto After political is read Discard current agenda before voting and draw new one
138 Voluntary Annexation Action Choose neutral planet adjacent to system with planet you control. Place 3 GF there and take control of planet.
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