BASE SETS
Each of these base set puts 80 ships and bases into the trade deck

CORE SET • V
The one that started it all. The slowest paced base set.
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• Cards: 80 Ships & Bases

COLONY WARS • W
Introduces new mechanic that allow players to acquire cards directly to hand.
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• Cards: 80 Ships & Bases
• Mechanics: Acquire-to-hand

FRONTIERS • R
Introduces the new double-ally mechanic, rewarding players for leaning into a specific faction. The fastest paced base set.
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• Cards: 80 Ships & Bases
• Mechanics: Double-ally
SHIPS & BASES
Add new ships and bases to the trade deck

BASES (Crisis: Bases and Battleships) • B
Adds new ships and bases with a focus on abilities that care about bases.
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• Cards: 12 Ships & Bases

FIRST STRIKE (High Alert: First Strike)
Adds powerful new ships and bases, feature mechanics like double-ally and markdown (acquire cost reduction based on playing faction cards). Also includes a couple tech cards.
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• Note: Physical version only and Kickstarter-exclusive
• Cards: 14 Ships & Bases
• Mechanics: Double-ally, Markdown, Tech

FLEETS (Crisis: Fleets and Fortresses) • F
Adds a cycle of early-game ships and a cycle of late-game bases.
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• Cards: 12 Ships & Bases

FRONTIERS PROMOS • P
Adds a cycle of 1 cost utility ships, a cycle of late-game ships with powerful ally-triggered scrap abilities, a cycle of ships that can stay in hand between turns if an ally base is in play, a cycle of bases with double-ally abilities, and a POWERFUL 9 cost mercenary ship.
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• Cards: 17 Ships & Bases
• Mechanics: Docking, Double-ally

INVASION (High Alert: Invasion)
Adds ships featuring double-ally abilities and new bases.
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• Note: Physical version only
• Cards: 12 Ships & Bases
• Mechanics: Double-ally

PROMOS 1 (Promo Pack 1) • 1
Adds a cycle of bases with abilities that trigger “if a base was played this turn”, a mercenary ship, a few mid-game ships, and a couple of POWERFUL “bombs” that you either LOVE or HATE (The Ark and Megahauler, our delightful namesake).
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• Cards: 15 Ships & Bases

PROMOS 2 (Promo Pack 2) • 2
Adds full cycles of 2 cost ships and 5 cost ships, plus a mercenary base and ship for good measure.
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• Note: Kickstarter-exclusive for physical version
• Cards: 12 Ships & Bases

REQUISITION (High Alert: Requisition)
Adds ships and bases that reduce in cost to acquire for each card you play of the same faction.
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• Note: Physical version only
• Cards: 12 Ships & Bases
• Mechanics: Markdown
MULTI-FACTION SHIPS & BASES
Add new ships and bases that identify with two factions, which really changes the way you strategize as you build your deck. Using these with sets that feature the double-ally mechanic can create some really potent combos.
For a balanced multi-faction experience, consider including all 3 of these expansions.

ASSAULT (United: Assault) • A
Multi-faction cards for:
• Blob / Machine Cult
• Blob / Star Empire
• Machine Cult / Trade Federation
• Star Empire / Trade Federation
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• Cards: 12 Ships & Bases
• Mechanics: Multi-faction

COMMAND (United: Command) • K
Multi-faction cards for:
• Blob / Machine Cult
• Blob / Star Empire
• Machine Cult / Trade Federation
• Star Empire / Trade Federation
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• Cards: 12 Ships & Bases
• Mechanics: Multi-faction

STELLAR ALLIES • L
Multi-faction cards for:
• Blob / Trade Federation
• Machine Cult / Star Empire
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• Cards: 12 Ships & Bases
• Mechanics: Multi-faction
HEROES
Add a new card type, Heroes, to your trade deck. When acquired, heroes go straight into play, where they stay until you choose to use their one-time ability.

CRISIS HEROES (Crisis: Heroes) • H
Adds inexpensive heroes (1 – 2 trade).
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• Cards: 12 Heroes
• Mechanics: Hero

UNITED HEROES (United: Heroes) • U
Adds expensive heroes (3 – 5 trade), each with an extra ability that triggers when acquired.
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• Cards: 12 Heroes
• Mechanics: Hero

HIGH ALERT HEROES (High Alert: Heroes)
Adds 2 unique multi-faction heroes for each multi-faction combo.
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• Note: Physical version only
• Cards: 12 Heroes
• Mechanics: Hero, Multi-faction
EVENTS
Add a new card type, Events, to your trade deck. When an event enters the trade row, a game changing effect immediately triggers.

EVENTS (Crisis: Events) • E
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• Cards: 12 Events
• Mechanics: Event

FRONTIERS EVENTS • N
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• Cards: 12 Events
• Mechanics: Event
TECH
Add a new card type, Tech, to your trade deck. When acquired, tech cards go straight into play, where they stay. Each tech card has an ability that you can pay to use, once per turn.

TECH (High Alert: Tech)
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• Note: Physical version only
• Cards: 12 Tech
• Mechanics: Tech
GAMBITS
Gambits give players a new way to influence their games. When including Gambits, each player receives 2 gambit cards at the start of the game to use when they see fit for a strategic boost.

GAMBITS • G
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• Cards: 9 Gambits
• Mechanics: Gambit

COSMIC GAMBITS • C
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• Cards: 9 Gambits
• Mechanics: Gambit
MISSIONS
Missions give players an alternative win condition. Each player receives 3 at the start of the game. When a player fulfills a Mission objective, they score a reward. Completing all 3 automatically wins a player the game.

MISSIONS (United: Missions) • M
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• Cards: 12 Missions
• Mechanics: Mission
COMMAND DECKS
Command Decks give players a new way to play by giving players a Commander that come with their own unique starting deck, gambits, starting authority, and hand size. Additionally each Commander has a unique mega-ship that gets shuffled into the trade deck. If you’re playing with physical cards, you can also play one-vs-many multiplayer games using a commander as a raid boss.

THE ALIGNMENT
Play as Divine Admiral Le. Hone, favoring the Machine Cult and Star Empire factions.
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• Cards: 1 Commander, 12 card starting deck, 2 Gambits, 1 Mega-Ship
• Mechanics: Commander, Gambit, Multi-faction

THE ALLIANCE
Play as Fleet Director Nandi, favoring the Star Empire and Trade Federation factions.
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• Cards: 1 Commander, 12 card starting deck, 2 Gambits, 1 Mega-Ship
• Mechanics: Commander, Gambit, Multi-faction

THE COALITION
Play as High Director Valken, favoring the Machine Cult and Trade Federation factions.
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• Cards: 1 Commander, 12 card starting deck, 2 Gambits, 1 Mega-Ship
• Mechanics: Commander, Gambit, Multi-faction

THE PACT
Play as Overlord Newburg, favoring the Blob and Trade Federation factions.
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• Cards: 1 Commander, 12 card starting deck, 2 Gambits, 1 Mega-Ship
• Mechanics: Commander, Gambit, Multi-faction

THE UNION
Play as Hive Admiral McCready, favoring the Blob and Star Empire factions.
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• Cards: 1 Commander, 12 card starting deck, 2 Gambits, 1 Mega-Ship
• Mechanics: Commander, Gambit, Multi-faction

THE UNITY
Play as Biolord Walsh, favoring the Blob and Machine Cult factions.
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• Cards: 1 Commander, 12 card starting deck, 2 Gambits, 1 Mega-Ship
• Mechanics: Commander, Gambit, Multi-faction

LOST FLEET
Play as High Admiral Jochum, who works well with all factions.
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• Note: Kickstarter-exclusive for physical version
• Cards: 1 Commander, 14 card starting deck, 2 Gambits, 1 Mega-Ship
• Mechanics: Commander, Gambit, Multi-faction, Splinter