All Star Powers cards
Every card of Star Powers, a card game for screen reader users inspired by the board game Star Realms: ships, bases and outposts of the four factions, plus the heroes, events, gambits, missions and commanders of the base set and all expansions. The card text is the same as in the game.
Play Star Powers About the game
Factions: Trade Confederation, Star Dominion, Techno Cultists, and Slime Swarm. Total cards: 398.
Starting cards
Cards: 3.
- Scout, ship, no faction. When played: +1 trade.
- Viper, ship, no faction. When played: +1 combat.
- Explorer, ship, no faction, cost 2. When played: +2 trade. Scrap: +2 combat.
Base set
Cards: 46.
- Confederation Shuttle, ship, Trade Confederation, cost 1. When played: +2 trade. Ally (Trade Confederation): +4 influence. Original: Federation Shuttle.
- Imperial Fighter, ship, Star Dominion, cost 1. When played: +2 combat, an opponent discards a card. Ally (Star Dominion): +2 combat.
- Slime Fighter, ship, Slime Swarm, cost 1. When played: +3 combat. Ally (Slime Swarm): draw a card. Original: Blob Fighter.
- Trade Bot, ship, Techno Cultists, cost 1. When played: +1 trade, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): +2 combat.
- Battle Pod, ship, Slime Swarm, cost 2. When played: +4 combat, you may scrap a card in the trade row. Ally (Slime Swarm): +2 combat.
- Corvette, ship, Star Dominion, cost 2. When played: +1 combat, draw a card. Ally (Star Dominion): +2 combat.
- Cutter, ship, Trade Confederation, cost 2. When played: +4 influence, +2 trade. Ally (Trade Confederation): +4 combat.
- Missile Bot, ship, Techno Cultists, cost 2. When played: +2 combat, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): +2 combat.
- Trade Pod, ship, Slime Swarm, cost 2. When played: +3 trade. Ally (Slime Swarm): +2 combat.
- Battle Station, outpost 5, Techno Cultists, cost 3. Scrap: +5 combat.
- Embassy Yacht, ship, Trade Confederation, cost 3. When played: +3 influence, +2 trade, if you have 2 or more bases in play: draw 2 cards.
- Imperial Frigate, ship, Star Dominion, cost 3. When played: +4 combat, an opponent discards a card. Ally (Star Dominion): +2 combat. Scrap: draw a card.
- Ram, ship, Slime Swarm, cost 3. When played: +5 combat. Ally (Slime Swarm): +2 combat. Scrap: +3 trade.
- Slime Wheel, base 5, Slime Swarm, cost 3. Each turn: +1 combat. Scrap: +3 trade. Original: Blob Wheel.
- Supply Bot, ship, Techno Cultists, cost 3. When played: +2 trade, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): +2 combat.
- Survey Vessel, ship, Star Dominion, cost 3. When played: +1 trade, draw a card. Scrap: an opponent discards a card. Original: Survey Ship.
- Trading Post, outpost 4, Trade Confederation, cost 3. Each turn: choose one: +1 influence OR +1 trade. Scrap: +3 combat.
- Cargo Hauler, ship, Trade Confederation, cost 4. When played: +4 trade. Ally (Trade Confederation): put the next ship you acquire this turn on top of your deck. Original: Freighter.
- Invisible Needle, ship, Techno Cultists, cost 4. When played: copy another ship you played this turn: this card gains its faction and abilities. Original: Stealth Needle.
- Patrol Mech, ship, Techno Cultists, cost 4. When played: choose one: +3 trade OR +5 combat. Ally (Techno Cultists): scrap a card from your hand or discard pile.
- Recycling Station, outpost 4, Star Dominion, cost 4. Each turn: choose one: +1 trade OR discard up to 2 cards, then draw that many.
- Slime Destroyer, ship, Slime Swarm, cost 4. When played: +6 combat. Ally (Slime Swarm): you may destroy target opponent base, you may scrap a card in the trade row. Original: Blob Destroyer.
- Space Station, outpost 4, Star Dominion, cost 4. Each turn: +2 combat. Ally (Star Dominion): +2 combat. Scrap: +4 trade.
- World of Barter, base 4, Trade Confederation, cost 4. Each turn: choose one: +2 influence OR +2 trade. Scrap: +5 combat. Original: Barter World.
- Battle Mech, ship, Techno Cultists, cost 5. When played: +4 combat, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): draw a card.
- Defense Center, outpost 5, Trade Confederation, cost 5. Each turn: choose one: +3 influence OR +2 combat. Ally (Trade Confederation): +2 combat.
- The Hive, base 5, Slime Swarm, cost 5. Each turn: +3 combat. Ally (Slime Swarm): draw a card.
- Trade Escort, ship, Trade Confederation, cost 5. When played: +4 influence, +4 combat. Ally (Trade Confederation): draw a card.
- World of Mechanisms, outpost 6, Techno Cultists, cost 5. Counts as a card of every faction for ally abilities. Original: Mech World.
- World of War, outpost 4, Star Dominion, cost 5. Each turn: +3 combat. Ally (Star Dominion): +4 combat. Original: War World.
- Battle Slime, ship, Slime Swarm, cost 6. When played: +8 combat. Ally (Slime Swarm): draw a card. Scrap: +4 combat. Original: Battle Blob.
- Battlecruiser, ship, Star Dominion, cost 6. When played: +5 combat, draw a card. Ally (Star Dominion): an opponent discards a card. Scrap: draw a card, you may destroy target opponent base.
- Flagship, ship, Trade Confederation, cost 6. When played: +5 combat, draw a card. Ally (Trade Confederation): +5 influence.
- Home Port, outpost 6, Trade Confederation, cost 6. Each turn: +3 trade. Scrap: draw a card, you may destroy target opponent base. Original: Port of Call.
- Junkyard, outpost 5, Techno Cultists, cost 6. Each turn: you may scrap a card from your hand or discard pile.
- Missile Mech, ship, Techno Cultists, cost 6. When played: +6 combat, you may destroy target opponent base. Ally (Techno Cultists): draw a card.
- Royal Redoubt, outpost 6, Star Dominion, cost 6. Each turn: +3 combat. Ally (Star Dominion): an opponent discards a card.
- Slime Carrier, ship, Slime Swarm, cost 6. When played: +7 combat. Ally (Slime Swarm): you may acquire a ship for free and put it on top of your deck. Original: Blob Carrier.
- Central Office, base 6, Trade Confederation, cost 7. Each turn: +2 trade, put the next ship you acquire this turn on top of your deck. Ally (Trade Confederation): draw a card.
- Dreadnought, ship, Star Dominion, cost 7. When played: +7 combat, draw a card. Scrap: +5 combat. Original: Dreadnaught.
- Machine Base, outpost 6, Techno Cultists, cost 7. Each turn: draw a card, scrap a card from your hand.
- Mothership, ship, Slime Swarm, cost 7. When played: +6 combat, draw a card. Ally (Slime Swarm): draw a card.
- Brain World, outpost 6, Techno Cultists, cost 8. Each turn: you may scrap up to 2 cards from your hand or discard pile; for each card scrapped: draw a card.
- Command Ship, ship, Trade Confederation, cost 8. When played: +4 influence, +5 combat, draw 2 cards. Ally (Trade Confederation): destroy target opponent base.
- Fleet Headquarters, base 8, Star Dominion, cost 8. Whenever you play a ship: +1 combat. Original: Fleet HQ.
- Slime World, base 7, Slime Swarm, cost 8. Each turn: choose one: +5 combat OR draw a card for each Slime Swarm card you played this turn. Original: Blob World.
Colony Wars
Cards: 43.
- Battle Bot, ship, Techno Cultists, cost 1. When played: +2 combat, you may scrap a card from your hand. Ally (Techno Cultists): +2 combat.
- Solar Skiff, ship, Trade Confederation, cost 1. When played: +2 trade. Ally (Trade Confederation): draw a card.
- Star Barge, ship, Star Dominion, cost 1. When played: +2 trade. Ally (Star Dominion): +2 combat, an opponent discards a card.
- Swarmer, ship, Slime Swarm, cost 1. When played: +3 combat, you may scrap a card in the trade row. Ally (Slime Swarm): +2 combat.
- Lancer, ship, Star Dominion, cost 2. When played: +4 combat, if an opponent has a base: +2 combat. Ally (Star Dominion): an opponent discards a card.
- Predator, ship, Slime Swarm, cost 2. When played: +4 combat. Ally (Slime Swarm): draw a card.
- Repair Bot, ship, Techno Cultists, cost 2. When played: +2 trade, you may scrap a card from your discard pile. Scrap: +2 combat.
- Signal Beacon, outpost 2, Techno Cultists, cost 2. If you played a Techno Cultist card this turn, you may put this card into your hand when you acquire it. Each turn: +2 combat. Original: Warning Beacon.
- Star Reef, base 3, Slime Swarm, cost 2. Each turn: +1 trade. Scrap: +3 combat. Original: Stellar Reef.
- Storehouse, base 3, Trade Confederation, cost 2. Each turn: +2 influence. Ally (Trade Confederation): +2 trade. Original: Storage Silo.
- Trade Tug, ship, Trade Confederation, cost 2. When played: +3 trade. Ally (Trade Confederation): +3 influence. Original: Trade Hauler.
- Cargo Pod, ship, Slime Swarm, cost 3. When played: +3 trade. Ally (Slime Swarm): +3 combat. Scrap: +3 combat.
- Escort Bot, ship, Techno Cultists, cost 3. When played: +4 combat, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): +2 combat. Original: Convoy Bot.
- Falcon, ship, Star Dominion, cost 3. When played: +2 combat, draw a card. Scrap: an opponent discards a card.
- Orbital Platform, base 4, Star Dominion, cost 3. Each turn: discard up to 1 card, then draw that many. Ally (Star Dominion): +3 combat.
- Patrol Cutter, ship, Trade Confederation, cost 3. When played: +2 trade, +3 combat. Ally (Trade Confederation): +4 influence.
- Ravager, ship, Slime Swarm, cost 3. When played: +6 combat, you may scrap up to 2 cards in the trade row.
- Bioformer, base 4, Slime Swarm, cost 4. Each turn: +3 combat. Scrap: +3 trade.
- Border Ferry, ship, Trade Confederation, cost 4. When played: +3 trade, +4 influence. Scrap: you may destroy target opponent base. Original: Frontier Ferry.
- Central Station, base 5, Trade Confederation, cost 4. Each turn: +2 trade, if you have 3 or more bases in play: +4 influence, draw a card.
- Command Center, outpost 4, Star Dominion, cost 4. Each turn: +2 trade. Whenever you play a Star Dominion ship: +2 combat.
- Gunboat, ship, Star Dominion, cost 4. When played: +5 combat, an opponent discards a card. Scrap: +4 trade. Original: Gunship.
- Miner Mech, ship, Techno Cultists, cost 4. When played: +3 trade, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): +3 combat. Original: Mining Mech.
- The Oracle, outpost 5, Techno Cultists, cost 4. Each turn: you may scrap a card from your hand. Ally (Techno Cultists): +3 combat.
- Colonist Ship, ship, Trade Confederation, cost 5. If you played a Trade Confederation card this turn, you may put this card into your hand when you acquire it. When played: +3 trade, +3 combat, +3 influence. Original: Colony Seed Ship.
- Heavy Cruiser, ship, Star Dominion, cost 5. When played: +4 combat, draw a card. Ally (Star Dominion): draw a card.
- Invisible Tower, outpost 5, Techno Cultists, cost 5. Each turn: until end of turn this card becomes a copy of any base in play. Original: Stealth Tower.
- Mech Cruiser, ship, Techno Cultists, cost 5. When played: +6 combat, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): destroy target opponent base.
- Old Battleship, ship, Star Dominion, cost 5. When played: +5 combat. Ally (Star Dominion): draw a card. Scrap: +2 combat, draw 2 cards. Original: Aging Battleship.
- Parasite, ship, Slime Swarm, cost 5. When played: choose one: +6 combat OR acquire a card for free of cost 6 or less. Ally (Slime Swarm): draw a card.
- Border Station, outpost 6, Techno Cultists, cost 6. Each turn: choose one: +2 trade OR +3 combat. Original: Frontier Station.
- Confederation Shipyard, outpost 6, Trade Confederation, cost 6. Each turn: +2 trade. Ally (Trade Confederation): put the next ship or base you acquire this turn on top of your deck. Original: Federation Shipyard.
- Peacekeeper, ship, Trade Confederation, cost 6. When played: +6 combat, +6 influence. Ally (Trade Confederation): draw a card.
- Plasma Geyser, base 5, Slime Swarm, cost 6. If you played a Slime Swarm card this turn, you may put this card into your hand when you acquire it. Each turn: +4 combat. Scrap: you may destroy target opponent base. Original: Plasma Vent.
- Supply Depot, outpost 5, Star Dominion, cost 6. Each turn: discard up to 2 cards; for each: choose one: +2 trade OR +2 combat. Ally (Star Dominion): draw a card.
- Imperial Palace, outpost 6, Star Dominion, cost 7. Each turn: draw a card, an opponent discards a card. Ally (Star Dominion): +4 combat.
- Loyal Colony, base 6, Trade Confederation, cost 7. Each turn: +3 trade, +3 combat, +3 influence.
- Moon Worm, ship, Slime Swarm, cost 7. When played: +8 combat, draw a card. Ally (Slime Swarm): you may acquire a card for free of cost 2 or less and put it into your hand. Original: Moonwurm.
- The Wrecker, ship, Techno Cultists, cost 7. When played: +6 combat, you may scrap up to 2 cards from your hand or discard pile. Ally (Techno Cultists): draw a card.
- Emperor's Dreadnought, ship, Star Dominion, cost 8. If you played a Star Dominion card this turn, you may put this card into your hand when you acquire it. When played: +8 combat, draw a card, an opponent discards a card. Original: Emperor's Dreadnaught.
- Factory World, outpost 6, Trade Confederation, cost 8. Each turn: +3 trade, put the next ship or base you acquire this turn into your hand.
- Leviathan, ship, Slime Swarm, cost 8. When played: +9 combat, draw a card, you may destroy target opponent base. Ally (Slime Swarm): you may acquire a card for free of cost 3 or less and put it into your hand.
- The Incinerator, outpost 6, Techno Cultists, cost 8. Each turn: you may scrap up to 2 cards from your hand or discard pile. Ally (Techno Cultists): +2 combat for each card scrapped by this card this turn.
Frontiers
Cards: 45.
- Border Courier, ship, Trade Confederation, cost 1. When played: +2 trade, +2 influence. Original: Frontier Runner.
- Border Hawk, ship, Star Dominion, cost 1. When played: +3 combat, draw a card, then discard a card. Original: Frontier Hawk.
- Builder Bot, ship, Techno Cultists, cost 1. When played: +1 trade, you may scrap a card from your discard pile. Ally (Techno Cultists): +1 trade. Scrap: +2 combat.
- Stinger, ship, Slime Swarm, cost 1. When played: +3 combat. Ally (Slime Swarm): +3 combat. Scrap: +1 trade.
- Cargo Vessel, ship, Star Dominion, cost 2. When played: +2 trade, an opponent discards a card. Ally (Star Dominion): +4 combat. Original: Cargo Craft.
- Orbital Shuttle, ship, Trade Confederation, cost 2. When played: +3 trade, if you have 2 or more bases in play: +4 influence, draw a card.
- Plasma Bot, ship, Techno Cultists, cost 2. When played: +3 combat, you may scrap a card from your hand. Ally (Techno Cultists): +2 combat.
- Slime Miner, ship, Slime Swarm, cost 2. When played: +3 trade, you may scrap a card in the trade row. Scrap: +2 combat. Original: Blob Miner.
- Spiked Cluster, base 3, Slime Swarm, cost 2. Each turn: +2 combat. Ally (Slime Swarm): +1 trade. Original: Spike Cluster.
- Burrower, ship, Slime Swarm, cost 3. When played: +5 combat. Ally (Slime Swarm): draw a card. Scrap: acquire a card for free of cost 4 or less.
- Captured Outpost, outpost 3, Star Dominion, cost 3. Each turn: draw a card, then discard a card.
- Crusher, ship, Slime Swarm, cost 3. When played: +6 combat. Ally (Slime Swarm): +2 trade.
- Destroyer Bot, ship, Techno Cultists, cost 3. When played: +5 combat, you may scrap a card from your discard pile.
- Integration Port, outpost 5, Techno Cultists, cost 3. Each turn: +1 trade.
- Light Cruiser, ship, Star Dominion, cost 3. When played: +4 combat, an opponent discards a card. Ally (Star Dominion): +2 combat. Double ally (Star Dominion): draw a card.
- Outskirts Station, base 4, Trade Confederation, cost 3. Each turn: choose one: +1 trade OR +3 influence. Scrap: draw a card. Original: Outland Station.
- Patrol Boat, ship, Trade Confederation, cost 3. When played: +4 combat, +3 influence. Ally (Trade Confederation): +2 influence.
- Defense System, outpost 5, Techno Cultists, cost 4. Each turn: +2 combat. Ally (Techno Cultists): +2 combat.
- Farm Ship, ship, Star Dominion, cost 4. When played: +3 trade, draw a card, then discard a card. Scrap: +4 combat.
- Long-Range Tug, ship, Trade Confederation, cost 4. When played: +3 trade. Ally (Trade Confederation): +2 trade. Scrap: put the next base you acquire this turn on top of your deck. Original: Long Hauler.
- Mobile Market, outpost 4, Trade Confederation, cost 4. Each turn: +2 trade. Scrap: +2 influence, draw a card, at the end of the turn this card returns from the scrap heap to your discard pile.
- Moon Worm Larva, ship, Slime Swarm, cost 4. When played: choose one: +3 trade OR destroy target opponent base. Ally (Slime Swarm): +3 combat. Double ally (Slime Swarm): +3 combat. Original: Moonwurm Hatchling.
- Nesting Ground, base 5, Slime Swarm, cost 4. Each turn: +2 trade. Ally (Slime Swarm): +4 combat.
- Orbital Battery, outpost 4, Star Dominion, cost 4. Each turn: +3 combat. Scrap: +3 trade. Original: Orbital Gun Platform.
- Repair Mech, ship, Techno Cultists, cost 4. When played: choose one: +3 trade OR put a base from your discard pile on top of your deck. Ally (Techno Cultists): you may scrap a card from your hand or discard pile.
- Confederation Cruiser, ship, Trade Confederation, cost 5. When played: +5 combat, +4 influence. Ally (Trade Confederation): +2 combat, +2 influence. Original: Federation Cruiser.
- Conversion Yard, outpost 4, Techno Cultists, cost 5. Each turn: you may scrap a card from your hand; for each card scrapped: +4 combat.
- Enforcer Mech, ship, Techno Cultists, cost 5. When played: +5 combat, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): destroy target opponent base. Scrap: draw a card.
- Hammer, ship, Star Dominion, cost 5. When played: +3 combat, draw a card, an opponent discards a card. Ally (Star Dominion): draw a card, then discard a card. Original: Hammerhead.
- Ion Station, outpost 5, Trade Confederation, cost 5. Each turn: +2 trade. Ally (Trade Confederation): +1 trade. Double ally (Trade Confederation): +4 combat, +4 influence.
- Jamming Station, base 6, Star Dominion, cost 5. Each turn: +2 combat, an opponent discards a card. Original: Jamming Terminal.
- Pulverizer, ship, Slime Swarm, cost 5. When played: scrap a card in the trade row and gain combat equal to its cost. Ally (Slime Swarm): draw a card.
- Alpha Slime, ship, Slime Swarm, cost 6. When played: +10 combat. Original: Blob Alpha.
- Gate Ship, ship, Trade Confederation, cost 6. When played: acquire a ship or base for free of cost 6 or less and put it on top of your deck. Ally (Trade Confederation): +5 influence. Original: Gateship.
- Infested Moon, base 5, Slime Swarm, cost 6. Each turn: +4 combat. Ally (Slime Swarm): draw a card. Double ally (Slime Swarm): draw a card.
- Reclamation Station, outpost 6, Techno Cultists, cost 6. Each turn: scrap a card from your discard pile. Scrap: +3 combat for each card you scrapped this turn (including this one).
- Warp Gate Cruiser, ship, Star Dominion, cost 6. When played: discard any number of cards; for each: +2 combat, draw a card. Ally (Star Dominion): draw a card. Original: Warpgate Cruiser.
- Confederation Battleship, ship, Trade Confederation, cost 7. When played: +5 combat, +5 influence, draw a card. Ally (Trade Confederation): destroy target opponent base. Scrap: +10 influence. Original: Federation Battleship.
- Hive Queen, ship, Slime Swarm, cost 7. When played: +7 combat, draw a card. Ally (Slime Swarm): +3 combat. Double ally (Slime Swarm): +3 combat.
- Neural Node, outpost 6, Techno Cultists, cost 7. Each turn: scrap a card from your hand or discard pile and gain combat equal to its cost. Ally (Techno Cultists): draw a card. Original: Neural Nexus.
- Siege Fortress, outpost 5, Star Dominion, cost 7. Each turn: +5 combat. Ally (Star Dominion): +4 combat.
- Imperial Flagship, ship, Star Dominion, cost 8. When played: +7 combat, draw 2 cards. Ally (Star Dominion): an opponent discards a card.
- Nanobot Swarm, ship, Techno Cultists, cost 8. When played: +5 combat, draw 2 cards, you may scrap up to 2 cards from your hand or discard pile.
- Swarm Cluster, base 8, Slime Swarm, cost 8. Each turn: +5 combat. Ally (Slime Swarm): +3 combat. Double ally (Slime Swarm): +3 combat.
- Transit Node, base 6, Trade Confederation, cost 8. Each turn: +3 combat, +4 trade, +5 influence. Original: Transit Nexus.
Crisis: Bases and Battleships
Cards: 8.
- Trade Raft, ship, Trade Confederation, cost 1. When played: +1 trade. Ally (Trade Confederation): draw a card. Scrap: +1 trade.
- Defense Bot, ship, Techno Cultists, cost 2. When played: +1 combat, you may scrap a card from your hand or discard pile, if you have 2 or more bases in play: +8 combat.
- Fighter Base, outpost 5, Star Dominion, cost 3. Ally (Star Dominion): an opponent discards a card.
- Trade Wheel, base 5, Slime Swarm, cost 3. Each turn: +1 trade. Ally (Slime Swarm): +2 combat.
- Imperial Trader, ship, Star Dominion, cost 5. When played: +3 trade, draw a card. Ally (Star Dominion): +4 combat.
- Megamech, ship, Techno Cultists, cost 5. When played: +6 combat, you may return any base in play to its owner's hand. Ally (Techno Cultists): draw a card. Original: Mega Mech.
- Annihilator, ship, Slime Swarm, cost 6. When played: +7 combat, if an opponent has 2 or more bases: +6 combat. Ally (Slime Swarm): draw a card. Original: Obliterator.
- Construction Tug, ship, Trade Confederation, cost 6. When played: +3 influence, +2 trade, draw a card. Ally (Trade Confederation): put the next base you acquire this turn directly into play. Original: Construction Hauler.
Crisis: Fleets and Fortresses
Cards: 8.
- Cargo Shuttle, ship, Star Dominion, cost 1. When played: draw a card. Scrap: +1 trade. Original: Cargo Launch.
- Spiked Pod, ship, Slime Swarm, cost 1. When played: +3 combat, you may scrap up to 2 cards in the trade row. Scrap: +2 combat. Original: Spike Pod.
- Patrol Bot, ship, Techno Cultists, cost 2. When played: choose one: +2 trade OR +4 combat. Ally (Techno Cultists): scrap a card from your hand or discard pile.
- Border Fort, outpost 5, Techno Cultists, cost 4. Each turn: choose one: +1 trade OR +2 combat. Ally (Techno Cultists): scrap a card from your hand or discard pile.
- Customs Frigate, ship, Trade Confederation, cost 4. When played: acquire a ship for free of cost 4 or less and put it on top of your deck. Ally (Trade Confederation): +4 combat. Scrap: draw a card.
- Star Fortress, outpost 6, Star Dominion, cost 7. Each turn: +3 combat, draw a card, then discard a card. Ally (Star Dominion): draw a card, then discard a card.
- World of Death, base 6, Slime Swarm, cost 7. Each turn: +4 combat, you may scrap a Confederation/Cultists/Dominion card from your hand or discard pile; for each card scrapped: draw a card. Original: Death World.
- Capital World, outpost 6, Trade Confederation, cost 8. Each turn: +6 influence, draw a card. Original: Capitol World.
Crisis: Heroes
Cards: 8.
- Cunning Captain, hero, no faction, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: you count as having a Star Dominion card in play, an opponent discards a card.
- Ram Pilot, hero, no faction, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: +2 combat, you count as having a Slime Swarm card in play.
- Special Ops Director, hero, no faction, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: +4 influence, you count as having a Trade Confederation card in play.
- War Elder, hero, no faction, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: you count as having a Techno Cultist card in play, you may scrap a card from your hand.
- Admiral Rasmussen, hero, no faction, cost 2. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: you count as having a Star Dominion card in play, draw a card. Original: Admiral Rasmusson.
- Director Torres, hero, no faction, cost 2. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: +7 influence, you count as having a Trade Confederation card in play. Original: CEO Torres.
- High Priest Lyle, hero, no faction, cost 2. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: you count as having a Techno Cultist card in play, you may scrap a card from your hand or discard pile.
- Slime Overlord, hero, no faction, cost 2. Hero: enters play as soon as you buy it and stays there until you scrap it. Scrap: +4 combat, you count as having a Slime Swarm card in play. Original: Blob Overlord.
Crisis: Events
Cards: 8.
- Black Hole, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: discard up to 2 cards; lose 4 influence for each card you are short.
- Bombardment, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: destroy one of your bases or lose 6 influence.
- Comet, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: you may scrap up to 2 cards from your hand or discard pile.
- Galactic Summit, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: +7 influence.
- Quasar, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: draw 2 cards.
- Supernova, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: lose 5 influence. Then: scrap all cards in the trade row.
- Trade Mission, event, no faction. Event: takes effect as soon as it appears in the trade row. Current player: +4 trade, put the next ship you acquire this turn on top of your deck. Other players: draw 2 cards.
- Warp Jump, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: draw 3 cards, put 2 cards from your hand on top of your deck in any order.
United: Assault
Cards: 8.
- Trade Star, ship, Slime Swarm and Star Dominion, cost 1. When played: +2 trade. Scrap: +2 combat.
- Alliance Transport, ship, Star Dominion and Trade Confederation, cost 2. When played: +2 trade. Ally (Star Dominion): an opponent discards a card. Ally (Trade Confederation): +4 influence.
- Coalition Courier, ship, Techno Cultists and Trade Confederation, cost 3. When played: +2 trade. Ally (Techno Cultists or Trade Confederation): you may put a card of cost 5 or less from your discard pile on top of your deck. Original: Coalition Messenger.
- Slimebot, ship, Slime Swarm and Techno Cultists, cost 3. When played: +5 combat. Ally (Slime Swarm): +2 trade. Ally (Techno Cultists): you may scrap a card from your hand or discard pile. Original: Blob Bot.
- Union Stronghold, base 5, Slime Swarm and Star Dominion, cost 5. Each turn: +3 combat. Ally (Slime Swarm): you may scrap a card in the trade row. Ally (Star Dominion): an opponent discards a card.
- Exchange Point, base 7, Slime Swarm and Techno Cultists, cost 6. Each turn: +2 combat. Ally (Slime Swarm or Techno Cultists): you may scrap a card from your hand, discard pile or the trade row.
- Lookout Post, outpost 6, Techno Cultists and Trade Confederation, cost 7. Each turn: draw a card.
- Embassy Base, base 6, Star Dominion and Trade Confederation, cost 8. Each turn: draw 2 cards, discard a card.
United: Command
Cards: 8.
- Unity Fighter, ship, Slime Swarm and Techno Cultists, cost 1. When played: +3 combat, you may scrap a card in the trade row. Scrap: you may scrap a card from your hand or discard pile.
- Assault Pod, ship, Slime Swarm and Star Dominion, cost 2. When played: +3 combat. Ally (Slime Swarm or Star Dominion): draw a card.
- Alliance Frigate, ship, Star Dominion and Trade Confederation, cost 3. When played: +4 combat. Ally (Star Dominion): +3 combat. Ally (Trade Confederation): +5 influence.
- Coalition Hauler, ship, Techno Cultists and Trade Confederation, cost 4. When played: +3 trade. Ally (Trade Confederation): put the next ship you acquire this turn on top of your deck. Ally (Techno Cultists): you may scrap a card from your hand or discard pile. Original: Coalition Freighter.
- Alliance Landing, outpost 5, Star Dominion and Trade Confederation, cost 5. Each turn: +2 trade. Ally (Star Dominion or Trade Confederation): +2 combat.
- Coalition Fortress, outpost 6, Techno Cultists and Trade Confederation, cost 6. Each turn: +2 trade. Ally (Techno Cultists or Trade Confederation): choose one: +2 combat OR +3 influence.
- Unity Station, outpost 6, Slime Swarm and Techno Cultists, cost 7. Each turn: you may scrap a card from your hand or discard pile, you may scrap a card in the trade row. Ally (Slime Swarm or Techno Cultists): +4 combat.
- Union Cluster, base 8, Slime Swarm and Star Dominion, cost 8. Each turn: +4 combat. Ally (Slime Swarm or Star Dominion): draw a card.
United: Heroes
Cards: 8.
- Chairman Haygan, hero, no faction, cost 3. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Trade Confederation card in play, +4 influence. Scrap: you count as having a Trade Confederation card in play, +4 influence.
- Screecher, hero, no faction, cost 3. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm card in play, +2 combat, you may scrap a card in the trade row. Scrap: you count as having a Slime Swarm card in play, +2 combat, you may scrap a card in the trade row.
- Chancellor Hartman, hero, no faction, cost 4. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Techno Cultist card in play, you may scrap a card from your hand or discard pile. Scrap: you count as having a Techno Cultist card in play, you may scrap a card from your hand or discard pile.
- Commander Klik, hero, no faction, cost 4. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Star Dominion card in play, discard up to 1 card, then draw that many. Scrap: you count as having a Star Dominion card in play, discard up to 1 card, then draw that many.
- Commodore Zhang, hero, no faction, cost 5. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Star Dominion card in play, +4 combat, an opponent discards a card. Scrap: you count as having a Star Dominion card in play, draw a card.
- Confessor Morris, hero, no faction, cost 5. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Techno Cultist card in play, you may scrap up to 2 cards from your hand or discard pile. Scrap: you count as having a Techno Cultist card in play, draw a card.
- Director Shaner, hero, no faction, cost 5. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Trade Confederation card in play, acquire a ship or base for free of cost 3 or less and put it on top of your deck. Scrap: you count as having a Trade Confederation card in play, draw a card. Original: CEO Shaner.
- Lord of the Hive, hero, no faction, cost 5. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm card in play, +5 combat, you may scrap any number of cards in the trade row. Scrap: you count as having a Slime Swarm card in play, draw a card. Original: Hive Lord.
High Alert: Tech
Cards: 8.
- Guidance, tech, no faction, cost 1. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 1 trade: scrap a card in the trade row.
- Shield, tech, no faction, cost 1. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 1 trade: +1 influence.
- Laser, tech, no faction, cost 2. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 1 trade: +1 combat.
- Star Link, tech, no faction, cost 3. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 2 trade: look at the top 2 cards of your deck: discard one and put the other back on top. Original: Stellar Link.
- Stealth, tech, no faction, cost 3. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 2 trade: choose a faction: this turn you count as having one more card of that faction.
- Processing, tech, no faction, cost 4. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 2 trade: put the next card you acquire this turn on top of your deck.
- Tractor Beam, tech, no faction, cost 4. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 2 trade: return any base in play to its owner's hand.
- Warp, tech, no faction, cost 4. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 2 trade: draw a card, then discard a card.
High Alert: Requisition
Cards: 8.
- Warrior Battle Pod, ship, Slime Swarm, cost 2. Costs 1 trade less for each Slime Swarm card you have in play. When played: +4 combat. Ally (Slime Swarm): +3 combat. Original: Warrior Pod.
- Corsair, ship, Trade Confederation, cost 3. Costs 1 trade less for each Trade Confederation card you have in play. When played: +3 trade. Ally (Trade Confederation): +4 combat.
- Operations Platform, base 4, Techno Cultists, cost 3. Costs 1 trade less for each Techno Cultist card you have in play. Each turn: choose one: +1 trade OR +1 combat.
- Hellfire, ship, Star Dominion, cost 4. Costs 1 trade less for each Star Dominion card you have in play. When played: +5 combat, an opponent discards a card. Ally (Star Dominion): draw a card, then discard a card.
- Tanker Mech, ship, Techno Cultists, cost 5. Costs 1 trade less for each Techno Cultist card you have in play. When played: +4 trade. Ally (Techno Cultists): you may scrap a card from your hand or discard pile. Scrap: draw a card.
- Swarm Colony, base 5, Slime Swarm, cost 6. Costs 1 trade less for each Slime Swarm card you have in play. Each turn: draw a card, then discard a card. Ally (Slime Swarm): +4 combat.
- Dominion Armory, base 6, Star Dominion, cost 7. Costs 1 trade less for each Star Dominion card you have in play. Each turn: +3 trade, an opponent discards a card. Original: The Armory.
- Moon Landing, base 5, Trade Confederation, cost 9. Costs 1 trade less for each Trade Confederation card you have in play. Each turn: for each Trade Confederation card you have in play: +1 influence, draw a card. Original: Lunar Landing.
High Alert: Invasion
Cards: 8.
- Voyager, ship, Trade Confederation, cost 1. When played: +2 trade. Ally (Trade Confederation): +2 combat. Double ally (Trade Confederation): +4 influence.
- Cargo Raptor, ship, Star Dominion, cost 2. When played: +3 trade. Ally (Star Dominion): +2 combat. Double ally (Star Dominion): an opponent discards a card.
- Swarm Cell, base 3, Slime Swarm, cost 2. Each turn: +2 combat. Ally (Slime Swarm): +2 combat.
- Fusion Bot, ship, Techno Cultists, cost 3. When played: +5 combat. Ally (Techno Cultists): you may scrap a card from your hand or discard pile. Double ally (Techno Cultists): draw a card.
- Arsenal, base 5, Star Dominion, cost 5. Each turn: +2 combat, draw a card, then discard a card.
- Naval Yard, base 6, Trade Confederation, cost 6. Each turn: choose one: +3 trade OR +4 influence.
- Alpha-Max, ship, Slime Swarm, cost 7. When played: +5 combat, draw a card. Ally (Slime Swarm): draw a card. Double ally (Slime Swarm): draw a card. Original: Alpha Max.
- Mech Fortress, base 6, Techno Cultists, cost 8. Each turn: draw a card, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): +5 combat.
High Alert: Heroes
Cards: 12.
- Administrator Tung, hero, Techno Cultists and Star Dominion, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Techno Cultist and Star Dominion card in play. Scrap: you count as having a Techno Cultist and Star Dominion card in play.
- Bio-Warrior Storm, hero, Slime Swarm and Star Dominion, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm and Star Dominion card in play. Scrap: you count as having a Slime Swarm and Star Dominion card in play.
- Bioform Freeman, hero, Slime Swarm and Techno Cultists, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm and Techno Cultist card in play. Scrap: you count as having a Slime Swarm and Techno Cultist card in play.
- Data Priest Kaufman, hero, Trade Confederation and Techno Cultists, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Trade Confederation and Techno Cultist card in play. Scrap: you count as having a Trade Confederation and Techno Cultist card in play.
- Doctor Clark, hero, Trade Confederation and Star Dominion, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Trade Confederation and Star Dominion card in play. Scrap: you count as having a Trade Confederation and Star Dominion card in play.
- Pact Seeker Sheldon, hero, Slime Swarm and Trade Confederation, cost 1. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm and Trade Confederation card in play. Scrap: you count as having a Slime Swarm and Trade Confederation card in play. Original: Pact Searcher Sheldon.
- Bio-Captain Kalle, hero, Slime Swarm and Star Dominion, cost 3. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm and Star Dominion card in play. Scrap: you count as having a Slime Swarm and Star Dominion card in play, choose one: +2 combat, an opponent discards a card OR +3 combat, scrap a card in the trade row.
- High Admiral Shaner, hero, Trade Confederation and Star Dominion, cost 3. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Trade Confederation and Star Dominion card in play. Scrap: you count as having a Trade Confederation and Star Dominion card in play, choose one: +2 combat, an opponent discards a card OR +6 influence.
- Pact Manager Scott, hero, Slime Swarm and Trade Confederation, cost 3. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm and Trade Confederation card in play. Scrap: you count as having a Slime Swarm and Trade Confederation card in play, choose one: +3 combat, scrap a card in the trade row OR +6 influence.
- Strategist Thompson, hero, Trade Confederation and Techno Cultists, cost 3. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Trade Confederation and Techno Cultist card in play. Scrap: you count as having a Trade Confederation and Techno Cultist card in play, choose one: scrap a card from your hand or discard pile OR +6 influence.
- Templar Brehmer, hero, Techno Cultists and Star Dominion, cost 3. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Techno Cultist and Star Dominion card in play. Scrap: you count as having a Techno Cultist and Star Dominion card in play, choose one: +2 combat, an opponent discards a card OR scrap a card from your hand or discard pile.
- Biodroid Otto, hero, Slime Swarm and Techno Cultists, cost 4. Hero: enters play as soon as you buy it and stays there until you scrap it. When acquired: you count as having a Slime Swarm and Techno Cultist card in play. Scrap: you count as having a Slime Swarm and Techno Cultist card in play, choose one: +3 combat, scrap a card in the trade row OR scrap a card from your hand or discard pile.
High Alert: First Strike
Cards: 18.
- Fighter Pod, ship, Slime Swarm, cost 1. When played: +3 combat. Ally (Slime Swarm): +2 trade. Double ally (Slime Swarm): +3 combat.
- Harbor Cutter, ship, Trade Confederation, cost 2. Costs 1 trade less for each Trade Confederation card you have in play. When played: +2 trade, +2 combat. Ally (Trade Confederation): +3 influence. Original: Port Cutter.
- Scavenger Bot, ship, Techno Cultists, cost 2. When played: +1 trade, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): +3 combat. Double ally (Techno Cultists): draw a card.
- Cargo Barge, ship, Star Dominion, cost 3. Costs 1 trade less for each Star Dominion card you have in play. When played: +3 trade. Ally (Star Dominion): an opponent discards a card. Scrap: draw a card.
- Missile Launcher, tech, no faction, cost 4. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 3 trade: +3 combat.
- Operations Center, base 4, Trade Confederation, cost 4. Each turn: +2 trade. Ally (Trade Confederation): +2 influence. Double ally (Trade Confederation): draw a card.
- Parks Station, base 4, Star Dominion, cost 4. Costs 1 trade less for each Star Dominion card you have in play. Each turn: +2 trade. Ally (Star Dominion): +3 combat.
- Freight Tug, ship, Trade Confederation, cost 5. When played: +4 trade. Ally (Trade Confederation): +4 combat. Double ally (Trade Confederation): put the next card you acquire this turn into your hand. Original: Freight Hauler.
- Industrial Upgrade, tech, no faction, cost 5. Tech: enters play as soon as you buy it; its ability can be used once per turn. Once per turn, pay 3 trade: draw a card.
- Sapphire City Base, base 5, Trade Confederation, cost 5. Costs 1 trade less for each Trade Confederation card you have in play. Each turn: +2 combat, +2 influence.
- Spiked Colony, base 5, Slime Swarm, cost 5. Costs 1 trade less for each Slime Swarm card you have in play. Each turn: +4 combat. Original: Spike Colony.
- Arcadia, base 5, Techno Cultists, cost 6. Each turn: you may scrap a card from your hand. Ally (Techno Cultists): you may scrap a card from your discard pile. Double ally (Techno Cultists): +6 combat.
- Battle Star, base 5, Star Dominion, cost 6. Each turn: +3 combat. Ally (Star Dominion): +3 combat. Double ally (Star Dominion): an opponent discards a card.
- Command Cruiser, ship, Star Dominion, cost 6. When played: +8 combat. Ally (Star Dominion): draw a card. Double ally (Star Dominion): draw a card.
- Trading Colony, base 5, Slime Swarm, cost 6. Each turn: +2 trade. Ally (Slime Swarm): +4 combat. Double ally (Slime Swarm): acquire a ship for free and put it on top of your deck.
- Scrap Factory, base 7, Techno Cultists, cost 7. Costs 1 trade less for each Techno Cultist card you have in play. Each turn: scrap a card from your hand or discard pile.
- Slime Builder, ship, Slime Swarm, cost 7. Costs 1 trade less for each Slime Swarm card you have in play. When played: +5 trade, you may scrap any number of cards in the trade row. Ally (Slime Swarm): acquire a base for free and put it on top of your deck. Original: Blob Builder.
- Giant War Mech, ship, Techno Cultists, cost 8. Costs 1 trade less for each Techno Cultist card you have in play. When played: +10 combat, you may put up to 2 bases from your discard pile on top of your deck. Ally (Techno Cultists): draw a card. Original: War Mech.
Year 1 promos
Cards: 11.
- Fortress of Oblivion, outpost 4, Techno Cultists, cost 3. Each turn: if you played a base this turn: you may scrap a card from your hand or discard pile. Original: Fortress Oblivion.
- Mercenary Cruiser, ship, no faction, cost 3. When played: choose a faction for this card, +5 combat. Original: Merc Cruiser.
- Battle Barge, ship, Star Dominion, cost 4. When played: +5 combat, an opponent discards a card, if you have 2 or more bases in play: +3 combat, you may return any base in play to its owner's hand.
- Battle Screecher, ship, Slime Swarm, cost 4. When played: +5 combat, you may scrap any number of cards in the trade row. Ally (Slime Swarm): +2 trade.
- Guard Ship, ship, Trade Confederation, cost 4. When played: +4 combat, +3 influence. Ally (Trade Confederation): +3 trade. Original: Security Craft.
- Incubator, base 7, Slime Swarm, cost 4. Each turn: if you played a base this turn: +5 combat. Original: Breeding Site.
- Mercenary Garrison, outpost 5, no faction, cost 4. Ally (Star Dominion): +2 combat. Ally (Techno Cultists): you may scrap a card from your hand or discard pile. Ally (Trade Confederation): +3 influence. Ally (Slime Swarm): you may scrap up to 2 cards in the trade row.
- Star Market, base 6, Trade Confederation, cost 4. Each turn: if you played a base this turn: choose one: +5 influence OR +3 trade. Original: Starmarket.
- Starbase Omega, base 6, Star Dominion, cost 4. Each turn: if you played a base this turn: draw a card.
- Megatug, ship, Trade Confederation, cost 7. When played: +5 influence, you may acquire a ship for free and put it on top of your deck. Ally (Trade Confederation): draw a card. Original: Megahauler.
- The Ark, ship, Techno Cultists, cost 7. When played: +5 combat, you may scrap up to 2 cards from your hand or discard pile; for each card scrapped: draw a card. Scrap: destroy target opponent base.
Year 2 promos
Cards: 9.
- Federal Transport, ship, Trade Confederation, cost 2. When played: +1 trade, +5 influence. Ally (Trade Confederation): +2 trade.
- Imperial Smuggler, ship, Star Dominion, cost 2. When played: +3 combat, draw a card, then discard a card. Scrap: +2 trade.
- Probe Bot, ship, Techno Cultists, cost 2. When played: +1 trade, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): draw a card. Scrap: +3 combat.
- War Kite, ship, Slime Swarm, cost 2. When played: +5 combat. Scrap: destroy target opponent base.
- Bounty Hunter, ship, Trade Confederation, cost 5. When played: +7 combat. Ally (Trade Confederation): +5 influence.
- Cargo Mech, ship, Techno Cultists, cost 5. When played: +4 trade, you may scrap a card from your hand or discard pile. Ally (Techno Cultists): destroy target opponent base.
- Star Knight, ship, Star Dominion, cost 5. When played: +6 combat, if an opponent has a base: +3 combat. Ally (Star Dominion): draw a card. Original: Knightstar.
- Star Ray, ship, Slime Swarm, cost 5. When played: +3 trade, draw a card. Scrap: +6 combat. Original: Stellar Ray.
- Mercenary Battlecruiser, ship, no faction, cost 6. When played: choose a faction for this card, +6 combat, draw a card. Original: Merc Battlecruiser.
Frontiers promos
Cards: 17.
- Blockade Breaker, ship, Star Dominion, cost 1. When played: discard up to 2 cards, then draw that many. Ally (Star Dominion), scrap this card: draw a card, an opponent discards a card. Original: Blockade Runner.
- Cargo Rocket, ship, Trade Confederation, cost 1. When played: +3 influence, +2 combat, +1 trade. Ally (Trade Confederation), scrap this card: put the next ship you acquire this turn on top of your deck.
- Plague Pod, ship, Slime Swarm, cost 1. When played: +2 trade. Ally (Slime Swarm), scrap this card: +6 combat.
- Recycler Bot, ship, Techno Cultists, cost 1. When played: +1 trade, you may scrap a card from your hand. Ally (Techno Cultists), scrap this card: you may scrap a card from your hand or discard pile. Original: Recycle Bot.
- Cargo Ferry, ship, Trade Confederation, cost 3. Docking: if you have a Trade Confederation base in play at the end of the turn, this ship returns to your hand. When played: +2 trade, +4 influence. Original: Freight Raft.
- Imperial Defender, ship, Star Dominion, cost 3. Docking: if you have a Star Dominion base in play at the end of the turn, this ship returns to your hand. When played: +1 combat, draw a card.
- Sentinel, ship, Slime Swarm, cost 3. Docking: if you have a Slime Swarm base in play at the end of the turn, this ship returns to your hand. When played: +5 combat.
- Temple Guardian, ship, Techno Cultists, cost 3. Docking: if you have a Techno Cultist base in play at the end of the turn, this ship returns to your hand. When played: choose one: +2 trade OR +4 combat.
- Assur-4, base 5, Trade Confederation, cost 5. Each turn: +5 influence. Ally (Trade Confederation): +2 trade. Double ally (Trade Confederation): draw a card. Original: Assur 4.
- Converter, outpost 6, Techno Cultists, cost 5. Whenever you scrap a card from your hand or discard pile: +2 combat. Ally (Techno Cultists): you may scrap a card from your hand. Double ally (Techno Cultists): you may scrap a card from your discard pile.
- Midgate Station, outpost 5, Star Dominion, cost 5. Each turn: discard any number of cards and gain trade or combat equal to that number plus 1. Ally (Star Dominion): an opponent discards a card. Double ally (Star Dominion): draw a card.
- Swarming Point, base 5, Slime Swarm, cost 5. Each turn: +3 combat. Ally (Slime Swarm): +3 combat. Double ally (Slime Swarm): +3 combat.
- Assimilator, ship, Techno Cultists, cost 7. When played: choose one: +5 trade OR +8 combat, you may scrap a card from your hand or discard pile. Ally (Techno Cultists), scrap this card: move a card from an opponent's discard pile to your discard pile.
- Demolisher, ship, Star Dominion, cost 7. When played: +6 combat, draw a card. Ally (Star Dominion), scrap this card: draw 2 cards, an opponent discards 2 cards.
- Spawning Worm, ship, Slime Swarm, cost 7. When played: +8 combat, you may destroy target opponent base. Ally (Slime Swarm), scrap this card: +8 combat. Original: Spawning Wurm.
- Trade Envoy, ship, Trade Confederation, cost 7. When played: +3 trade, +5 influence, draw a card. Ally (Trade Confederation), scrap this card: put the next ship or base you acquire this turn into your hand.
- The Colossus, ship, no faction, cost 9. When played: +10 combat, choose a faction for this card, then for each the chosen faction card you have in play: draw a card.
Frontiers events
Cards: 8.
- Mobilization, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: look at the top 4 cards of your deck, discard any of them and put the rest back.
- Patience Rewarded, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: you may set aside a card from the trade row; it can be bought until the end of the game.
- Powerful Support, event, no faction. Event: takes effect as soon as it appears in the trade row. Current player: +1 trade, you count as having a Trade Confederation, Star Dominion, Techno Cultist and Slime Swarm card in play, you count as having a Trade Confederation, Star Dominion, Techno Cultist and Slime Swarm card in play. Other players: +5 influence. Original: Powerful Backing.
- Reconnaissance Mission, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: gain an Explorer for free into your hand. Original: Recon Mission.
- Superflare, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: shuffle your discard pile into your deck, draw a card.
- Supply Run, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: choose one: gain an Explorer for free on top of your deck OR you may put a card from your discard pile on top of your deck.
- Tactical Maneuver, event, no faction. Event: takes effect as soon as it appears in the trade row. Current player: choose one: +2 trade OR +4 combat. Other players: choose one: +6 influence OR draw a card.
- Wormhole, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: choose one: put a card from your discard pile into your hand OR draw a card.
Star Allies
Cards: 8.
- Accord Bot, ship, Techno Cultists and Star Dominion, cost 1. When played: +2 trade. Scrap: choose one: scrap a card from your discard pile OR +2 combat, an opponent discards a card. Original: Alignment Bot.
- Pact Pod, ship, Slime Swarm and Trade Confederation, cost 2. When played: +2 trade. Ally (Slime Swarm): +5 combat. Ally (Trade Confederation): +1 trade.
- Needle Lancer, ship, Techno Cultists and Star Dominion, cost 3. When played: +5 combat. Ally (Techno Cultists or Star Dominion): repeat an ally ability you already used this turn.
- Pact Warship, ship, Slime Swarm and Trade Confederation, cost 4. When played: +5 combat. Ally (Slime Swarm): destroy target opponent base. Ally (Trade Confederation): +5 influence.
- Trade Hive, base 4, Slime Swarm and Trade Confederation, cost 5. Each turn: +2 trade. Ally (Slime Swarm or Trade Confederation): draw a card.
- Missile Silo, outpost 5, Techno Cultists and Star Dominion, cost 6. Each turn: +3 combat. Ally (Star Dominion): an opponent discards a card. Ally (Techno Cultists): destroy target opponent base.
- The Citadel, outpost 7, Techno Cultists and Star Dominion, cost 7. Each turn: an opponent discards a card, you may scrap a card from your hand or discard pile.
- Summit Site, base 6, Slime Swarm and Trade Confederation, cost 8. Each turn: draw 2 cards.
Brood and larvae
Cards: 8.
- Larva: Mutant Drone, base 2, Slime Swarm. Larva token: a Slime Swarm base with defense 2. When it hatches it is played as a ship: acquire a card for free of cost 2 or less and put it into your hand. Ally (Slime Swarm): if this larva has been in play since last turn, it hatches. Original: Mutant Drone.
- Larva: Warrior Drone, base 2, Slime Swarm. Larva token: a Slime Swarm base with defense 2. When it hatches it is played as a ship: +3 combat. Ally (Slime Swarm): if this larva has been in play since last turn, it hatches. Original: Warrior Drone.
- Larva: Worker Drone, base 2, Slime Swarm. Larva token: a Slime Swarm base with defense 2. When it hatches it is played as a ship: +2 trade. Ally (Slime Swarm): if this larva has been in play since last turn, it hatches. Original: Worker Drone.
- Larva: Young Queen, base 2, Slime Swarm. Larva token: a Slime Swarm base with defense 2. When it hatches it is played as a ship: draw 2 cards. Ally (Slime Swarm): if this larva has been in play since last turn, it hatches. Original: Young Queen.
- Orbital Crane, ship, Star Dominion, cost 3. When played: +2 trade, you may return any base in play to its owner's hand. Ally (Star Dominion): draw a card.
- Brood, ship, Slime Swarm, cost 4. When played: +6 combat, put a random larva into play. Ally (Slime Swarm): hatch one of your larvae that has been in play since last turn. Original: Brooder.
- Embassy Transport, ship, Trade Confederation, cost 4. When played: +3 trade, +3 influence. Scrap: draw a card for each base you have in play.
- Rescue Mech, ship, Techno Cultists, cost 4. When played: +5 combat, you may put a card from your discard pile on top of your deck. Original: Recovery Mech.
Other promos
Cards: 2.
- Admiral's Table, event, no faction. Event: takes effect as soon as it appears in the trade row. Each player: choose one: shuffle your discard pile into your deck OR +5 influence. Original: Admiral's Tabletop.
- Mercenary Tower, outpost 5, no faction, cost 4. Each turn: choose a faction for this card, then +1 combat. Original: Merc Tower.
Gambits
Cards: 10.
- Bold Raid, gambit, no faction. Scrap: destroy target opponent base, draw a card.
- Border Fleet, gambit, no faction. At the start of each of your turns: +1 combat. Original: Frontier Fleet.
- Energy Shield, gambit, no faction. Damage dealt to you personally (not to your bases) is reduced by 1.
- Political Maneuver, gambit, no faction. Scrap: +2 trade.
- Rise to Power, gambit, no faction. Scrap: +8 influence, draw a card.
- Salvage Operation, gambit, no faction. Scrap: put a card from your discard pile on top of your deck.
- Smuggling Run, gambit, no faction. Scrap: acquire a card for free of cost 4 or less.
- Surprise Attack, gambit, no faction. Scrap: +8 combat. Original: Surprise Assault.
- Unlikely Alliance, gambit, no faction. Scrap: draw 2 cards.
- Wild Gambit, gambit, no faction. Scrap: pay X trade: look at X gambits from the pile and keep one.
Cosmic Gambit
Cards: 11.
- Acceptable Losses, gambit, no faction. Scrap: you may scrap up to 2 cards from your hand.
- Asteroid Mining, gambit, no faction. At the start of each of your turns: +1 trade.
- Black Market, gambit, no faction. Scrap: choose a faction for this card, then the next card of the chosen faction costs 1 less (all turn).
- Exploration, gambit, no faction. Scrap: you may scrap a card from your hand or discard pile, gain an Explorer for free on top of your deck.
- Hidden Base, gambit, no faction. Scrap: put a Secret Outpost (defense 4) into play.
- Pincer Attack, gambit, no faction. Scrap: draw a card, +2 combat. Original: Two-Pronged Attack.
- Rapid Deployment, gambit, no faction. Scrap: put the next ship or base you acquire this turn into your hand.
- Secret Outpost, outpost 4, no faction.
- Triumphant Return, gambit, no faction. Scrap: buy a card from the scrap heap at its cost.
- Veteran Pilots, gambit, no faction. Whenever you play a Viper: +2 combat.
- Wild Gambit, gambit, no faction. Scrap: pay X trade: look at X gambits from the pile and keep one.
United: Missions
Cards: 12.
- Alliance, mission, no faction. Goal: use ally abilities of two different factions in one turn. Reward: acquire a ship or base for free of cost 4 or less and put it on top of your deck. Original: Ally.
- Armada, mission, no faction. Goal: play 7 or more ships in one turn. Reward: draw a card, gain an Explorer for free into your hand.
- Colonization, mission, no faction. Goal: have 2 or more bases of the same faction in play. Reward: draw 2 cards. Original: Colonize.
- Conversion, mission, no faction. Goal: play a Techno Cultist ship while you have a Techno Cultist base in play. Reward: reveal the top 3 cards of your deck: put one into your hand, discard one and put one back on top. Original: Convert.
- Defense, mission, no faction. Goal: have 2 or more outposts in play. Reward: draw a card, you may return any base in play to its owner's hand. Original: Defend.
- Diversity, mission, no faction. Goal: gain 4 trade, 5 combat and 3 influence in one turn. Reward: choose one: +4 trade OR +5 combat OR +6 influence. Original: Diversify.
- Domination, mission, no faction. Goal: play a Star Dominion ship while you have a Star Dominion base in play. Reward: +3 combat, draw a card. Original: Dominate.
- Extermination, mission, no faction. Goal: play a Slime Swarm ship while you have a Slime Swarm base in play. Reward: +3 combat, you may scrap any number of cards in the trade row. Original: Exterminate.
- Influence, mission, no faction. Goal: have 3 or more ships and bases of the same faction in play. Reward: gain 2 Explorers for free into your hand.
- Monopoly, mission, no faction. Goal: play a Trade Confederation ship while you have a Trade Confederation base in play. Reward: +10 influence. Original: Monopolize.
- Rule, mission, no faction. Goal: have bases of two or more factions in play. Reward: acquire a card for free of cost 3 or less and put it into your hand.
- Unification, mission, no faction. Goal: play three ships of different factions in one turn. Reward: +5 influence, draw a card. Original: Unite.
Command decks
Cards: 55.
- Accord Ingenuity, gambit, no faction. Whenever you use a ship's or base's scrap ability: you may: draw a card, then discard a card. Original: Alignment Ingenuity.
- Alliance Supply, gambit, no faction. Once per turn: choose one: +2 trade OR put the next ship or base you acquire this turn on top of your deck. Original: Alliance Procurement.
- Assault Shard, ship, no faction. When played: +1 combat. Splinter (if another copy of this splinter was played this turn): +4 combat.
- Biolord Walsh (Unity), commander, Slime Swarm and Techno Cultists. Influence 70, hand size 6. Original: Biolord Walsh.
- Border Tug, ship, Trade Confederation. When played: +2 trade. Ally (Trade Confederation): put the next base you acquire this turn on top of your deck. Original: Frontier Tug.
- Cargo Launch, ship, Trade Confederation. When played: +2 trade. Ally (Trade Confederation): +2 influence. Original: Cargo Boat.
- Cluster Scout, ship, no faction. When played: +1 trade. Ally (Slime Swarm): +1 combat, you may scrap a card in the trade row.
- Cluster Viper, ship, no faction. When played: +2 combat. Ally (Slime Swarm): +1 combat.
- Coalition Efficiency, gambit, no faction. Once per turn: return a card you scrapped from your hand or discard pile this turn to your discard pile and gain 5 influence.
- Coalition Stronghold, outpost 6, no faction. Each turn: choose one: +2 combat OR +2 influence.
- Command Shard, ship, no faction. When played: +1 trade.
- Confederation Scout, ship, no faction. When played: +1 trade. Ally (Trade Confederation): the next Trade Confederation card costs 1 less. Original: Federation Scout.
- Diplomatic Shuttle, ship, Trade Confederation. When played: choose one: +1 trade OR +5 influence.
- Divine Admiral Le (Accord), commander, Techno Cultists and Star Dominion. Influence 64, hand size 6. Original: Divine Admiral Le.
- Escort Viper, ship, no faction. When played: +1 combat. Ally (Trade Confederation): +1 trade.
- Fleet Director Nandi (Alliance), commander, Trade Confederation and Star Dominion. Influence 68, hand size 5. Original: Fleet Director Nandi.
- High Admiral Jochum (Lost Fleet), commander, no faction. Influence 72, hand size 7. Original: High Admiral Jochum.
- Hive Admiral McCready (Union), commander, Slime Swarm and Star Dominion. Influence 60, hand size 6. Original: Hive Admiral McCready.
- Imperial Scout, ship, no faction. When played: +1 trade. Ally (Star Dominion): +2 combat.
- Imperial Talon, ship, Star Dominion. When played: +2 combat. Ally (Star Dominion): +2 combat.
- Imperial Viper, ship, no faction. When played: +1 combat. Ally (Star Dominion): discard up to 1 card, then draw that many.
- Jochum's Grand Plan, gambit, no faction. Scrap: you count as having a Star Dominion, Trade Confederation, Techno Cultist and Slime Swarm card in play, put a card from your discard pile into your hand. Original: Jochum's Grand Design.
- Laser Drone, ship, Techno Cultists. When played: +2 combat. Ally (Techno Cultists): +1 combat. Double ally (Techno Cultists): +2 combat.
- Le's Sortie, gambit, no faction. Scrap: you count as having a Star Dominion and Techno Cultist card in play, you may scrap a card from your hand or discard pile; for each card scrapped: draw a card. Original: Le's Foray.
- McCready's Maneuver, gambit, no faction. Scrap: +5 combat, you count as having a Slime Swarm and Star Dominion card in play, draw a card.
- Nandi's Onslaught, gambit, no faction. Scrap: you count as having a Star Dominion and Trade Confederation card in play, draw 2 cards, discard a card, each opponent discards a card.
- Newburg's Game, gambit, no faction. Scrap: +3 combat, +4 influence, you count as having a Slime Swarm and Trade Confederation card in play, draw a card.
- Overlord Newburg (Pact), commander, Slime Swarm and Trade Confederation. Influence 66, hand size 6. Original: Overlord Newburg.
- Pact Supremacy, gambit, no faction. The first time each turn you gain influence: +3 combat. Original: Pact Dominion.
- Protopod, ship, Slime Swarm. When played: +2 trade. Ally (Slime Swarm): +1 combat.
- Ranger, ship, no faction. When played: choose one: +1 trade OR +2 combat.
- Recon Shard, ship, no faction. When played: +1 trade. Splinter (if another copy of this splinter was played this turn): +5 influence.
- Ripper, ship, Slime Swarm. When played: +3 combat.
- Salvage Drone, ship, Techno Cultists. When played: choose one: +1 trade OR scrap a card from your hand or discard pile.
- Salvage Shard, ship, no faction. When played: +1 trade. Splinter (if another copy of this splinter was played this turn): scrap a card from your hand or discard pile.
- Scout Bot, ship, no faction. When played: +1 trade. Ally (Techno Cultists): you may put a card of cost 2 or less from your discard pile on top of your deck.
- Splinter Technology, gambit, no faction. Whenever you use a splinter ability: choose a faction: this turn you count as having one more card of that faction. Original: Splinter Tech.
- Star Falcon, ship, Star Dominion. When played: +2 combat. Ally (Star Dominion): an opponent discards a card. Original: Stellar Falcon.
- Supreme Director Valken (Coalition), commander, Techno Cultists and Trade Confederation. Influence 62, hand size 6. Original: High Director Valken.
- Swarmling, ship, Slime Swarm. When played: +2 combat. Ally (Slime Swarm): +1 combat, you may scrap a card in the trade row.
- Transport Shard, ship, no faction. When played: +1 trade. Splinter (if another copy of this splinter was played this turn): draw a card, then discard a card.
- Tribute Transport, ship, Star Dominion. When played: choose one: +2 trade OR draw a card, then discard a card.
- Union Blitz, gambit, no faction. Once per turn: if you have a Slime Swarm card in play: +1 combat, if you have a Star Dominion card in play: +1 combat.
- Unity Warcraft, gambit, no faction. Your bases get +1 defense, opponents' bases −1.
- Valken's Venture, gambit, no faction. Scrap: flip this gambit and put it into play as a base. Original: Valken's Enterprise.
- Viper Bot, ship, no faction. When played: +2 combat. Ally (Techno Cultists): if you scrapped a card from your hand or discard pile this turn: +3 combat.
- Walsh's Ruse, gambit, no faction. Scrap: +2 trade, you count as having a Techno Cultist and Slime Swarm card in play, put the next base you acquire this turn directly into play. Original: Walsh's Stratagem.
- Welder Drone, ship, Techno Cultists. When played: choose one: +2 trade OR +2 combat.
- Lost Dreadnought, ship, no faction, cost 8. Counts as a card of every faction for ally abilities. When played: +7 combat, draw 2 cards. Original: Lost Dreadnaught.
- Mech Battleship, ship, Techno Cultists and Star Dominion, cost 8. When played: you may scrap up to 2 cards from your hand or discard pile; for each card scrapped: draw a card, then discard a card. Ally (Techno Cultists or Star Dominion): +6 combat.
- Mech Flagship, ship, Techno Cultists and Trade Confederation, cost 8. When played: you may scrap up to 2 cards from your hand or discard pile; for each card scrapped: +3 influence. Ally (Techno Cultists or Trade Confederation): draw a card, you may destroy target opponent base. Original: Mech Command Ship.
- Mech Worm, ship, Slime Swarm and Techno Cultists, cost 8. When played: you may scrap up to 2 cards from your hand or discard pile; for each card scrapped: +4 combat. Ally (Slime Swarm or Techno Cultists): draw a card. Original: Mech Wurm.
- Meganaut, ship, Slime Swarm and Star Dominion, cost 8. When played: +7 combat, draw a card. Ally (Slime Swarm or Star Dominion): draw a card. Scrap: +6 combat.
- Super Carrier, ship, Slime Swarm and Trade Confederation, cost 8. When played: you may acquire a ship for free and put it into your hand. Ally (Slime Swarm or Trade Confederation): draw a card.
- Super Hauler, ship, Star Dominion and Trade Confederation, cost 8. When played: +4 trade, draw 2 cards. Ally (Star Dominion or Trade Confederation): draw a card. Original: Super Freighter.