Twilight's Fall – a separate game. Twilight Imperium's expansions, mods and rules topics are not part of it.

Paradigms

31 shown – use the Your game build menu to change which sources appear.

Paradigms

Artemiris Ascendant

At the start of a round of space combat in a system that contains a planet you control: Place your flagship and any combination of up to 2 cruisers or destroyers from your reinforcements into the active system. Then, purge this card.

Twilight's Fall

Awakening

ACTION: Ready a planet you control and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.

Twilight's Fall

Blessing of the Yin

ACTION: Commit up to 3 infantry from your reinforcements to any non-home planets and resolve ground combats on those planets; players cannot use SPACE CANNON against these units. Then, purge this card.

Twilight's Fall

Brilliance of the Hylar

ACTION: Draw 1 genome, 1 unit upgrade, and 1 ability. Then, purge this card.

Twilight's Fall

Brood Swarm

After you move ships into the active system: You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.

Twilight's Fall

Changing the Ways

ACTION: Swap the positions of any 2 non-Fracture systems that contain wormholes or your units, other than the Creuss systems, Ahk Creuxx system, or the wormhole nexus. Then, purge this card.

Twilight's Fall

Devour World

ACTION: Choose a planet that has a technology specialty in a system that contains your units. Destroy any other players' units on that planet. Gain trade goods equal to that planet's combined resource and influence values and draw 1 ability. Then, purge this card.

Twilight's Fall

Diaspora

ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.

Twilight's Fall

Dimensional Reflection

When you produce ships: You may place any of those ships onto this card. At the start of a combat, you may purge this card to place all ships from this card into the active system.

Twilight's Fall

Eternity's End

ACTION: Search the ability, unit upgrade, or genome deck for any card and gain it. Then, purge this card.

Twilight's Fall

Event Horizon

ACTION: Each other player rolls a die for each of their non-fighter ships that are in or adjacent to a system that contains a gravity rift; on a 1-5, return that unit to their reinforcements.

Twilight's Fall

Extortion

ACTION: Each other player shows you 1 action card from their hand. For each player, you may either take that card or force that player to discard 3 random action cards from their hand. Then, purge this card.

Twilight's Fall

Flock Migration

ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.

Twilight's Fall

Forge Legend

ACTION: Gain 1 relic and 2 command tokens. Then, purge this card.

Twilight's Fall

Gravitational Collapse

After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.

Twilight's Fall

Insurrection

At the start of a space combat that you are participating in: You may purge this card; if you do, for each other player's ship that is destroyed during this combat, place 1 ship of that type from your reinforcements in the active system.

Twilight's Fall

Intelligence Unshackled

When one of your units is destroyed: You may purge this card to designate that unit as the catalyst; roll 1 die for each other player's unit in the system. For each result equal to or greater than the catalyst's combat value, destroy that unit.

Twilight's Fall

Limit Break

When the last player passes: You may choose to no longer be passed; if you do, gain 2 command tokens, draw 1 action card, and purge this card.

Twilight's Fall

Opening the Eye

ACTION: Place 1 frontier token in each system that does not contain any planets and does not already have a frontier token. Then, explore each frontier token that is in a system that contains 1 or more of your ships. Then, purge this card.

Twilight's Fall

Overgrowth

ACTION: Produce any number of units in any number of systems that contain 1 or more of your ground forces. Then, purge this card.

Twilight's Fall

Poison of the Nefishh

At the end of the status phase: You may choose an ability owned by another player; they must either give you that ability or give you 2 other abilities. If you do, purge this card.

Twilight's Fall

Sanction of the Quieron

ACTION: Resolve the PRODUCTION abilities of your units in your home system. You may reduce the cost of each of your units to 0 during this use of PRODUCTION. Then, purge this card.

Twilight's Fall

Sins of the Father

ACTION: Perform the primary ability of any strategy card. Then, choose any number of other players. Those players may perform the secondary ability of that strategy card. Then, purge this card.

Twilight's Fall

The Laws Unwritten

ACTION: Purge an ability owned by any player. Then, purge this card.

Twilight's Fall

The Lay of Lisis

ACTION: Choose 1 system that is adjacent to 1 of your space docks. Destroy all other players' infantry and fighters in that system. Then, purge this card.

Twilight's Fall

The Winds of Change

ACTION: Reveal cards from the action card deck until you reveal 3 action cards that have component actions. Draw those cards and shuffle the rest back into the action card deck. Then, purge this card.

Twilight's Fall

Time Warp

ACTION: Place this card near the game board; your flagship and units it transports can move out of systems that contain your command tokens during this game round. At the end of that game round, purge this card.

Twilight's Fall

Twilight Directive

ACTION: Remove each of your command tokens from the game board and return them to your reinforcements. Then, purge this card.

Twilight's Fall

Voice of the Council

ACTION: Reveal 3 edicts; choose 1 to resolve and shuffle the rest back into the edict deck. Then, purge this card.

Twilight's Fall

Void Transference

ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.

Twilight's Fall

Witching Hour

ACTION: Choose a player other than the current speaker to gain the speaker token. Choose a player other than the tyrant to gain the benediction token. Then, purge this card.

Twilight's Fall