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Cards are tactical items that you can use on your turn to provide various effects. At the start of each turn, you draw 1 card (some Artifacts, Overlords, or cards can change this), and at the end of your turn, you discard down to 3 if you have more than that. Cards require crystals to play, which are generated by crystal worlds. Your crystal meter fills at the beginning of each turn, and any unused crystals at the end of your turn are wasted.

Schemes[ | ]

Schemes are special one-time cards that are added to your hand after meeting certain prerequisites for that mission, detailed on the card. Each Overlord has their own unique schemes.

List of cards[ | ]

Bzzerk Union cards[ | ]

Base[ | ]

1 Clever Deal
+20 Credits and +1 Card.
2 Combat Simulation
Increase a fleet leader's XP by 1.
2 Deep Space Probe
Reveal a planet and its neighbors.
2 Drone Escort
Add 2 Destroyers to a fleet.
2 Embargo Goods
Random adjacent world takes up to 2 damage. Will not capture.
1 Insider Trading
Gain 15% of current Credits
2 Insight
+2 Cards.
2 Labor Camp
+10 Credit income on any planet
1 Landing Party
Allows an additional planet exploration
2 Mad Science
Gain 1 Tech at random.
1 Mineral Deposit
+40 Credits
1 One for the Team
Sacrifice a random ship to do 2 damage to a sieged planet
2 Propaganda
+5 Tyranny
2 Recall
Teleport a fleet back to your homeworld.
2 Reserve Tank
Allow a spent fleet to move again.
2 Scapegoat
-2 Unrest.
1 Strike Patrol
Add 2 Frigates to a fleet.
2 Tachyon Torpedoes
Destroy 2 enemy ships.
3 Tariffs Drone
+5 Credit income per starlane on a City
1 Tightened Grip
+25 Credits/Turn for 4 turns.

Unlocks[ | ]

3 Automated Factory
Add the Industrialized ability to a City planet you control.
2 Blind Loyalty
+20% Damage and -10 Evasion for 2 turns
5 Breeding
Duplicate every light ship in a fleet.
3 Carrier Command
Add 1 Carrier to a fleet.
3 Civic Works
Gain +15 Credit income for -3 Defense at any planet
1 Clever Deal II
+40 Credits and +2 Cards.
3 Cloning Vats
Revive the least wounded fleet commander.
3 Colonize
Convert any planet to a City planet.
2 Correct Thought
Reduces Unrest by 20%
4 Crushing Taxation
+50 Credits for each planet you control.
3 Cult of Personality
+10 Tyranny
2 Cybernetic Thrall
Lab gains +2 Research income
2 Drone Escort II
Add 3 Destroyers to a fleet.
2 Embargo Goods II
Random adjacent world takes up to 3 damage. Will not capture.
3 Eureka
Gain 1 Tech.
3 Hostile Takeover
Deal 1 Damage to a sieged world for every 50 income you control
2 Labor Camp II
+15 Credit income on any planet
3 Leader Worship
+20 Credits, +2 Research, and +1 Card.
2 Mass Production
Add 1 Cruiser to a fleet for every City planet you control.
4 Nerve Stapling
Reduces Unrest by 30%
5 Ordered Society
+30 Credits, +3 Research, +2 Def on any planet
4 Overtime
-10% Ship Cost this turn
3 Precise Tuning
+1 Crystal for 3 turns
2 Renewed Assault
Allow a planet to be sieged again.
1 Sequenced Memory
+2 Research and +1 Card.
1 Strike Patrol II
Add 4 Frigates to a fleet.
3 Suppress Dissent
+3 Def and interrupts any active Rebellion
3 Wingman
Carriers get +1 Fighter this turn.

Hoplite Clans cards[ | ]

Base[ | ]

2 Arena Deathmatch
+5 Tyranny
3 Black Ops
Gain 3 Cards for -2 Defense
2 Bully
Sacrifice -1 RP income for an immediate +5 RP
2 Combat Simulation
Increase a fleet leader's XP by 1.
2 Deep Space Probe
Reveal a planet and its neighbors.
2 Forced Labor
City gains +20 Credit income and Decaying
1 Landing Party
Allows an additional planet exploration
2 Marine Detachment
Add 1 Carrier to a fleet.
2 Mercenaries
Gain 1 Invasion Die for this turn.
2 Mobilize
Gain 4 Destroyers for -2 Planet Defense
1 Orbital Strike
-2 Defense to a sieged planet.
2 Recall
Teleport a fleet back to your homeworld.
2 Renewed Assault
Allow a planet to be sieged again.
2 Reserve Tank
Allow a spent fleet to move again.
2 Scapegoat
-2 Unrest.
1 Secret Police
+3 Defense to a controlled planet.
1 Strike Patrol
Add 2 Frigates to a fleet.
2 Tachyon Torpedoes
Destroy 2 enemy ships.
2 Tamper
Add Erratic to a Crystal World
1 Tightened Grip
+15 Credits/Turn for 4 turns.
1 Weapon Test
+2 Research

Unlocks[ | ]

3 Antimatter Mine
Reduce enemy fleet HP by 20%.
2 Atomic Atrocity
Destroy and capture any sieged planet.
3 Burrow Down
+3 Defense to planet and each neighbor.
3 Cannon Fodder
Deal 1 Damage to a Sieged planet for each planet you control.
3 Cap Ship Missile
Destroy one capital ship
1 Core Implosion
Destroy 1 enemy ship and gain 1 card.
5 Decimate
Destroy all frigates and destroyers in an enemy fleet.
3 Engineer Corps
+50 Credits and -1 Siege for 2 turns
2 Fast Refit
Add 1 Cruiser to a fleet.
4 Field Promotion
Increase a fleet leaders level by 1
4 From the Ashes
Destroy a lab to gain a Battleship
1 Fusion Mine
Reduce enemy fleet HP by 10%.
3 Great Purge
+10 Tyranny
3 Hyperspace Nuke
-2 Defense to any planet
4 Intimidate
-4 Unrest.
2 Medal of Valor
Increase a fleet leader's XP by 2
2 New Recruits
Sacrifice -3 planet Defense to gain +20% Fleet Def
3 Orbital Bombardment
-4 Defense to a sieged planet.
4 Overdrive
Spent fleet can move again and gains +25% Rate of Fire
5 Patriotic Fervor
Fill an entire fleet with Destroyers
1 Personnel Transfer
+2 Defense to a controlled planet and +1 Card.
3 Rallying Cry
+2 Defense to all planets
1 Roid Rage
Friendly fleet gains +20% damage for 2 turns
3 Salvage Teams
+3 RP for each planet captured this turn
3 Steal Technology
Gain 1 Tech at random.
3 Survey Team
Planet exploration with an increased chance to unlock a Power
2 Tachyon Torpedoes II
Destroy 3 enemy ships.
3 Volunteer Crews
Add 1 Cruiser to a fleet for every Siege Die.

Techno Slug Party cards[ | ]

Base[ | ]

2 Amp'd Up
+5% Shields per full Crystal for 2 turns
1 Banned Experiment
+4 Research
2 Come At Me Bro
Force an enemy fleet to attack a neighboring friendly fleet.
2 Dance Crew
Add 1 Frigate per 3 Defense
2 Deep Space Probe
Reveal a planet and its neighbors.
3 Distraction
Reduce planet Action progress by 1 turn
3 Draw a Crowd
Add 1 Cruiser for each orbiting fleet
2 Holiday
+5 Tyranny
1 Landing Party
Allows an additional planet exploration
2 Mad Science
Gain 1 Tech at random.
2 Mind Expansion
+1 XP OR leader dies (minor chance)
1 Nootropics
+3 Research for 4 turns
1 One More Time
Heals ships and prevents Hangovers this turn
2 Overclock
Friendly fleet fires +10% faster this turn
4 Renegade Party
Do 4 Siege Damage OR +2 Defense to enemy planet
2 Scapegoat
-2 Unrest.
1 Sequenced Memory
+2 Research and +1 Card.
1 Space Crack
Permanently reduces an enemy planet's Defense
3 The Juice
+3 Commander Energy for 1 turn
3 Troubled Genius
Lab world gain Genius and Doomed

Unlocks[ | ]

4 Crystal Shavings
+50 Credits for each Crystal World
2 Dance Crew II
Add 2 Frigates per 3 Defense
2 Draw a Crowd
Add 1 Cruiser for each orbiting fleet
4 Electronic Warfare
Deal 2 Damage to a Sieged planet for each Lab planet you control (min 1).
3 Festival
+10 Tyranny
1 Infiltrate!
Force an enemy fleet to miss 1 turn.
2 Intelligent Nanites
Convert any planet to a Lab planet.
4 Matrix Refraction
+1 Crystal for 3 turns
3 Mega Toke
Destroy a Crystal World to tech up highest ship
3 N-Dimensional Sims
+25% Research for 2 turns
3 Nonstop Party
Do Damage equal to sieging fleets remaining moves
2 Overclock II
Friendly fleet fires +5% faster per lab owned, this turn
3 Plush Ride II
Add 1 highest tech ship to a fleet
4 Plush Ride
Add 1 highest tech ship to a fleet
2 Reality Prism
+2 Research on any Lab
2 Reserve Tank
Allow a spent fleet to move again.
4 Royal Guard
Add 1 Battleship to a fleet
1 Space Madness
Force an enemy fleet to move to a random neighboring planet.
3 Sweet Discovery
+20 Research and +2 Cards.
4 Tempo Shift
+1 Card Draw for 3 turns
3 The Juice II
Max Commander Energy for 1 turn
1 Tightened Grip
+25 Credits/Turn for 4 turns.
1 Time Joke
Refills all Crystals, +1 temp Crystal, +1 Card
3 Transcendence
+1 leader level OR leader dies (moderate chance)
3 Warp Inversion
Allows movement across a blocking or controlled starlane

Special cards[ | ]

These cards are only acquired through certain Exploration events.

3 Ambrosia Spores
Reduce the defense of a planet by 50%.
3 Plague Bomb
Reduce the defense of a planet by 50%.



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