1
First launch placement
Must be in an unoccupied region without opponents or raider ships
2
Allied base launches
Must be able to perform an action on an allied base to launch there
3
Nebula restrictions
Only ships with the voyage ability are allowed in Nebula regions
4
Duplicate ship restriction
Cannot launch in a region if one of your ships is already present
5
Range requirements
Subsequent launches after your first must be in range of ships, not developments
6
Event marker advancement
Advance the event marker when launching on regions with the event icon
7
Module activation restrictions
Cannot activate a module that already contains a damage marker, ship, or energy cube
8
Damaged ship restriction
Cannot activate with a ship from the top part of the scrap yard
9
Energy activation rule
Cannot activate with energy unless there is already a ship-activated module in the same row
10
Input slot requirement
Cannot activate with an unslotted Moon slot on the input side
11
Science module activation
Activate by placing a ship on the primary reactor, choosing as many science modules as desired (each only once)
12
Abandon moons
Can be done at any time, even to receive resources needed for immediate payment
13
Null moon usage
Can be slotted as input on a module to bypass the input cost
14
Repair moon restriction
A moon with a repair icon cannot be slotted in an input slot of a module
15
Rearrange modules
Can rearrange gained modules at any time; breaking a slotted moon discards it without receiving resources
16
Free ship building
Upgrading a ship allows building it for free if that ship type is still available
17
Upgrade limitation
Each ship type can only be upgraded once
18
Permanent upgrades
Ship upgrades cannot be undone, discarded, or replaced
19
Free modules
When there is no square bracket above the gain module icon, the module is free
20
Progress tracking
Advance 1 space on the corresponding progress track for each module gained
21
Discard requirement
When buying only 1 module from Maximus or Odessa field regions, must discard 1 module from the indicated column after buying
22
Metamorphosis modules
Purple modules can be placed in any row, including the science row
23
Obliterated modules
Receive 2 damage markers when purchased; require 2 repairs before activation
24
Unstable modules
Roll a d6 after activating; on 4-6, double the effect and damage the module
25
Placement flexibility
Can build on any planet where you have a transport ship, regardless of activated region
26
Ship requirement
Must always have at least one ship; cannot use your last/only ship for a development
27
Leader scoring
Every leader in the development space and adjacent areas counts for scoring VP (max 10 VP)
28
Place new region
Immediately place new region and 3 corresponding moons on board in leftmost available spot
29
Event marker placement
Immediately place event marker on your station as a reminder
30
Complete your turn
Finish the rest of your turn if possible
31
Resolve event card
Score VP, place new raider, apply special effect, and reset event track
32
Escalation movement
Every player may move any number of ships to join the battle during escalation following range rules
33
Turn order decisions
Joining battles, playing diplomacy cards, and spending energy follow turn order with one decision per player per option
34
S-class targeting value
Equals the number of S-class ships in the active region
35
Tie resolution
If a tie is not broken after all dice are compared, everyone loses
36
Tactical operations slot
Can slot a moon when you lose to immediately gain the benefit
37
Repair action fallback
If you have nothing to repair (no ships, shields, or modules), gain 1 VP when taking a repair action
38
Tactics card draw
When reaching a tactics card limit space, immediately draw tactic cards until reaching the new hand size limit
39
Sustain effect duration
Cards with 'Sustain' stay active until the 'discard energy' step of your return to station action