A list of all cards by name without images.
How to import a card.
How to export a card.
Cards are a collectible element of the game.
They are divided by type of effect, usage, and allegiance. Each allegiance interacts with cards slightly differently. Players can collect, trade, and deploy cards as part of their adventures. They build their own decks with strategy and tactics in mind, enabling them to overcome challenges, face dangers, and complete fateful quests.
Cards that are not tied to any allegiance and can be used by anyone.
Cards reserved for Cult are effective only in the hands of a player aligned with the Cult allegiance.
Cult gains crew experience points in the form of cards. These cards can then be played on the ship's crew. Cult has the advantage of distributing experience to crew members who did not directly participate in gaining it.
Cards designated for Humanity cannot be played by a Cult-aligned player. The crews of Humanity ships collect experience directly and cannot influence where it will be applied.
Quest cards appear at the top of the screen when played and always feature a task with a countdown. If the task is completed within the time limit, the player receives the reward described on the card, often including additional cards.
A rarer type of card, usually permanent. Characters influence the area where they are deployed.
The most common type of card, typically providing a short-term enhancement or supplement.
Cards that generally provide enhancements during their duration.
Technical cards enabling specific gameplay actions. These are non-tradable and are rarely discardable for morale gains.
Upon being played, these have an effect on their target. Examples often include "Ship Fire" or other hazards.
Resource Sites are not implemented in the BETA version.
A Resource Site is a type of card that can only be played on a station meeting certain criteria. Once played, it generates Black Liquid in the location.