1
Purchase equipment
Spend 1 Aqua each to buy up to four equipment cards from the Pool into your Hand
2
Research auction
Take top card of a patent deck plus its bonus supports, paying Aqua equal to number of cards taken
3
Boost equipment
Pay Aqua equal to Mass to boost equipment cards marked LEO, HOME, or LAB to specified location
4
ET Production
Produce equipment cards marked ANY at a Factory of any Spectral Type
5
Promote equipment
Pay cost in Aqua at a Lab (or Anchored Bernal if BER specified) to upgrade equipment cards after unlocking related equipment upgrade
6
Explore Sites
Require Curiosity Rover/Exomars Rover on Site with site potential die ≥1
7
Observe from space
Require Hubble/Webb Telescope at location in space (or Flyeye Observatory station on Site)
8
Perform discovery rolls
Roll d4 discovery die, draw that many discoveries from bag, fill empty discovery spots
9
Survey Sites
Use Base Array/Infrared Array to re-roll dice equal to survey value after site type roll
10
Land on new Sites
Perform site hazard roll (1d6 determines 1-3 hazard dice) then site type roll (hazard, terrain, and site potential dice)
11
Perform shielding rolls
When landing, lifting off, or entering CME, roll test dice equal to highest shielding value vs hazard dice sum
12
Move along buggy roads
Once per year as free action, move Rover or buggy platform card between Sites carrying Cargo with Mass ≤2
13
Traverse wormholes
Roll 1 test die and 1 hazard die; success (sum ≠2) traverses wormhole with transit time equal to Heliocentric Zone borders crossed minus 1 year
14
Unlock equipment upgrades
Fill both discovery spots on Research Lab playmat to enable promoting related equipment cards
15
Complete research projects
Fill all four discovery spots and pay unlock cost to gain ongoing ability
16
Unlock extra test die
Fill white discovery spot below research project unlock costs for one-time use on any test dice roll
17
Generate Aqua from discoveries
Fill all four discovery spots in single row on Emergency Response/Infrastructure playmat to receive 8, 6, or 4 Aqua
18
Unlock stations
Fill both discovery spots above station card and pay unlock cost
19
Build stations
Decommission Station Module card at location with Colocated engineer or Crew as free action
20
Unlock outpost expansions
Fill both discovery spots and pay unlock cost to bring Space Outpost or Site Outpost playmat into play
21
Deploy satellites
Decommission Satellite card at Lagrange Point as free action, place leftmost white cube from playmat to map location
22
Unlock network abilities
Fill both discovery spots and pay unlock cost for ongoing abilities
23
Perform transmit operation
Require two contacts at different locations; at least one must be Crew/Human Colonist with Operational Radio Antenna
24
Track damaged cards
Place red damaged card on top of damaged cards; damaged cards are non-operational Cargo
25
Repair damaged cards
Require Human (not Space Tourists) or Repair Bot with Spare Parts; Decommission one Spare Parts to repair all Colocated damaged cards
26
Drill for samples
Require Operational Percussive Drill on Site; roll 1d6 per card instructions to collect Spectral Type sample card
27
Perform rescue
Require Rescue Pod on Site; roll 1d6 per card to flip to SUCCESS side
28
Conduct experiments
Require Bio Experiment at Operational Life Sciences Unit or Field Experiment on Site; roll 1d6 per card to flip to SUCCESS side
29
Engage tractor beam
Require Operational Tractor Beam Colocated or Adjacent to target Stack or Synodic Comet
30
Anchor Drift Bernals
Decommission specified Operational support card and required water FTs (12 minus Heliocentric Zone borders to LEO)
31
Identify isolated Crew/Colonists
Those not Colocated with another Human are isolated
32
Track lonely status
Place grey lonely card on lonely Crew/Human Colonist during loneliness events
33
Apply lonely limitations
Lonely units cannot build Colony, repair Glitch, perform operations (except transmit), use abilities/specialties, or complete missions
34
Cure loneliness
Colocate with another Human or successfully complete transmit operation as contact
35
Resolve loneliness events
Isolated Crew and Human Colonists become lonely (Season Blue rolls 4-5, all seasons roll 4)
36
Place wormholes
On roll of 6 during Season Blue, roll location dice and place entrance on map
37
Handle CMEs
On placement, roll location, size (3d6), and 2 hazard dice; CME requires shielding roll to enter
38
Handle black holes
On placement, roll location and size (3d6); Spacecraft entering black hole immediately Decommissioned
39
Remove red busted disks
Fill white discovery spot and pay unlock cost (2, 4, 6, or 8 Aqua) to remove one red busted disk as free action
40
Perform bonus operations
Every third year, perform one bonus explore, observe, or transmit operation