Uncharted Space Expansion (UNOFFICIAL)

Uncharted Space is an unofficial community-made expansion for Twilight Imperium Fourth Edition, created to be compliant with the Asmodee guidelines on community usage of TI4 Intellectual property. The project was a spin-off of the larger Discordant Stars expansion, and adds new system tiles, cards, and planets to give players even more variety in their games of Twilight Imperium.
==Uncharted Space Planets and Tiles==
Uncharted Space includes 24 additional tiles: 5 new legendary planets, and 19 other tiles. Of these, 16 are blue-backed non-anomaly planet tiles and 8 are red-backed anomaly/empty tiles. These tiles are additionally listed in the Uncharted Space Reference Document.
=== Legendary Planets ===
Planet 	Trait 	Resources	Influence	Ability	Flavor Text
Silence	Industrial 	2 	2 	Imperial Salvage Yard
You may exhaust this card at the end of your turn to place 1 cruiser from your reinforcements in any system that contains 1 or more of your ships.	(WIP)
Echo 	Hazardous 	1 	2 	Bi-Phasic Generators
You may exhaust this card at the end of your turn to place 1 frontier token in a system that does not contain a planet.	(WIP)
Tarrock	Industrial 	3 	0 	Council Black Site
After an agenda is revealed, you may exhaust this card to predict aloud an outcome of that agenda. If your prediction is correct, draw 1 secret objective.	(WIP)
Prism 	Industrial 	0 	3 	Mystic Library
You may exhaust this card at the end of your turn and purge a non-faction, non-unit upgrade technology you own to gain 1 technology with the same number of prerequisites.	(WIP)
Domna 	Hazardous, Nebula	2 	1 	Fractal Gate
You may exhaust this card at the end of your turn to remove 1 of your ships from the game board and place that unit in an adjacent system that does not contain another player’s ships.	(WIP)
=== Other Tiles ===
Listed below are the 12 blue-backed planet tiles and 7 red-backed anomaly/empty space/wormhole tiles included in the Uncharted Space unofficial expansion.
*4257: Troac - C 0/4 
*4258: Etir V - H 4/0 
*4259: Vioss - C 3/3
*4260: Fakrenn - H 2/2, Alpha Wormhole
*4261: San-Vit - C 3/1, Lodran - H 0/2 Yellow 
*4262: Dorvok - I 1/2 Red, Derbrae - C 2/3 
*4263: Moln - I 1/2 Blue, Rysaa - H 2/0 Green 
*4264: Salin - H 1/2, Gwiyun - H 2/2
*4265: Inan - I 1/2, Swog- I 1/0 
*4266: Detic - C 3/2, Lliot - C 0/1
*4267: Qaak - C 1/1, Larred - I 1/1, Nairb- H 1/1
*4268: Sierpen - C 2/0, Mandle - I 1/1, Regnem - H 0/2
*4270: Empty Space 
*4271: Empty Space 
*4272: Nebula, Beta Wormhole
*4273: Asteroid Field, Nebula
*4274: Gravity Rift, Asteroid Field
*4275: Gravity Rift, Gamma Wormhole
*4276: Supernova, Alpha wormhole, Beta Wormhole
=== Uncharted Space Tile Gallery ===
File:4253---Silence.png|Silence
File:4254---Echo.png|Echo
File:4255---Tarrock.png|Tarrock
File:4256---Prism.png|Prism
File:4269---Domna.png|Domna, Nebula
File:4257---Troac.png|Troac
File:4258---Etir-V.png|Etir V
File:4259---Vioss.png|Vioss
File:4260---Fakrenn.png|Fakrenn, Alpha Wormhole
File:4261---San-Vit-Lodran.png|San-Vit, Lodran
File:4262---Dorvok-Derbrae.png|Dorvok, Derbrae
File:4263---Moln-Rysaa.png|Moln, Rysaa
File:4264---Salin-Gwiyun.png|Salin, Gwiyun
File:4265---Inan-Swog.png|Inan, Swog
File:4266---Detic-Lliot.png|Detic, Lliot
File:4267---Larred-Nairb-Qaak.png|Qaak, Larred, Nairb
File:4268---Mandle-Regnem-Sierpen.png|Sierpen, Mandle, Regnem
File:4270---Empty.png|Empty Space
File:4271---Empty.png|Empty Space
File:4272---Nebula-gate.png|Nebula, Beta Wormhole
File:4273---Asteroid-Nebula.png|Nebula, Asteroid Field
File:4274---Asteroid-rift.png|Asteroid Field, Gravity Rift
File:4275---Rift-gate.png|Gravity Rift, Gamma Wormhole
File:4276---Nova-gate.png|Supernova, Alpha Wormhole, Beta Wormhole
=== Planets and Tiles FAQ ===
Q: Can the Fractal Gate legendary ability of Domna be used to move a unit with capacity such as a Carrier and infantry it is transporting?
A: No. The terms "Remove" and then "Place" are specifically used in this planet's legendary ability. Because of this, it will not carry transported units. When the Carrier is removed, capacity is checked, and any units in space above capacity will be returned to your reinforcements.
==Uncharted Space Additional Cards==
Uncharted Space includes the following additional cards:
*30 new action cards, which include fan-made lore further entwining the Discordant Stars factions to the broader Twilight Imperium universe
*16 new exploration cards - 4 each for the cultural, hazardous, industrial, and frontier decks
*7 new relics
=== Action Cards ===
Below is a list of the 30 Action Cards introduced in Uncharted Space, bringing the total up to 150 for base game + Prophecy of Kings + Uncharted Space.
Name 	Number in Deck	Play 	Effect 	Flavor Text
Abyssal Starpaths 	1 	After you activate a system: 	Choose any 2 systems that do not contain planets; those 2 systems are adjacent to one another until the end of this tactical action. 	The calls of the Ghoti All-Mother have left many unsuspecting captains lost in the void.
Aggressive Broker 	1 	When another player purges a component: 	That player must choose to allow you to either gain 2 trade goods or replenish your commodities. 	Kado checked their weapon. "Yeah, I know what we did with it, but they don't. They brought the money, so lets make this quick."
AI Augury 	1 	When you pass: 	Return 1 of your unscored secret objectives to the secret objective deck, shuffle that deck, and draw 1 secret objective. 	The predictive algorithms of the Ilyxium are magnificent, but at times infuriatingly cryptic.
Arbitrage 	1 	When you pass: 	Gain 4 commodities; for each commodity you would gain in excess of your commodity value, gain 1 trade good instead. 	The Sovereignty's corporations have mastered the art of using money to make money.
Bounty Contracts 	1 	At the start of the status phase: 	Choose 1 revealed public objective; during this status phase, when a player scores that objective, gain 1 trade good. 	Turra closed the case and rose from the table. "It's been a pleasure".
Carapace Plating 	1 	After your opponent produces 1 or more hits during ground combat: 	Cancel up to 2 of those hits. 	Phaquaiset clicked delightedly as the plating fell away; it was time for a counterattack.
Classified Weapons 	1 	Before 1 or more of your units would make a roll for a unit ability: 	Apply +4 to the result of each of those rolls. Any hits produced by those rolls cannot be canceled. 	Dr. Morden stood still on the bridge. "They're... beautiful."
Confused Sage 	1 	After a die is rolled: 	Apply +3 or -3 to the result before resolving the effects of that roll. 	"No no no. That can't be right..." The ancient Myko-Mentori sighed. "Ah! Yes, now I remember!"
Contagion 	1 	After you destroy 1 or more of another player’s infantry on a planet: 	Destroy half of that player's infantry on that planet, rounded up. 	The Sodality's Blight has many strains, some more virulent than others.
Echo Shielding 	1 	At the start of invasion: 	Units you control in the active system gain PLANETARY SHIELD until the end of this tactical action. 	The admiral swore as a shimmering veil spread across the planet's critical infrastructure. The invasion was now a blockade.
Emergency Meeting 	1 	At the start of the agenda phase: 	Shuffle all discarded agendas into the agenda deck and look at the top 3 cards of that deck. Place each of those cards on the top or bottom of that deck in any order. 	Given the palpable Edyn interest, the next council session was sure to be an interesting one.
Escape Clause 	1 	When another player would resolve your “Trade Agreement” promissory note: 	You do not give that player your commodities; that player returns your Trade Agreement promissory note. 	"What do you mean?" The Vaden smiled, baring rows of teeth. "You read the contract, right?"
Forbidden Knowledge 	1 	When you research a technology: 	You may ignore 1 of that technology’s prerequisites. If that technology is not a unit upgrade technology, you may ignore 2 of that technology's prerequisites. 	The Zealots knew many secrets long forgotten.
Free Trade Initiative 	1 	As an Action: 	For each planet trait, if you control a planet of that trait, gain 2 commodities or convert 2 of your commodities to trade goods. 	Celdauri trade ports were a sight to behold, boasting goods from across the known galaxy.
Freedom Fighters 	1 	At the start of ground combat: 	You may place a number of infantry from your reinforcements on that planet equal to half that planet's influence value, rounded down. 	Otto's Outlaws were among the galaxy's most feared guerilla groups.
Fulfillment Protocols 	1 	After a player activates a system that contains 1 or more of your ships: 	Place up to 1 ship from your reinforcements that has a cost of 4 or less in the active system. 	The Shipwrights were never late, though they had a habit of straining the meaning of "just-in-time" fulfillment.
Hostile World 	1 	After a player commits ground forces to land on a planet you control: 	Roll a number of dice equal to that planet's resource value, for each result of 6 or greater, produce 1 hit against those ground forces. 	"Y'ever fought the Khrask before, lad?" the commander cackled over the roar of the drop ship's engines. "We're touching down on a world that wants us dead".
Illusory Duplication 	1 	At the start of space combat: 	Each of your non-fighter ships in the active system that does not have SUSTAIN DAMAGE gains that unit ability this combat round. 	Sensors indicated only one Mortheus ship; it remained unclear which of the visible dozen it actually was.
Micrometeoroid Storm 	1 	As an Action: 	Choose 1 system that contains another player’s ships. Roll 1 die for each fighter in that system. For each result of 6 or greater, destroy 1 of those units. 	"Invaders. Destruction. Pain." The stone churned angrily. "Hatred. Judgement. Fear."
Neural Hammer 	1 	As an Action: 	Choose 1 player with the most victory points. Look at up to 1 of their unscored secret objectives, at random. 	The Cymiaen locked eyes on the diplomat, who began to scream. The lumbering mass of cybernetics and muscle didn't move again until the screaming ceased.
Personnel Writ 	1 	As an Action: 	Ready your agent or spend 1 command token from your strategy pool to unlock your commander. 	"Come." Allant's voice softly carried like distant thunder. "You have been chosen."
Planetary Rigs 	1 	As an Action: 	Choose 1 non-home planet you control other than Mecatol Rex. Reveal cards from that planet’s corresponding exploration deck until you reveal an attachment; attach that attachment to that planet and discard the rest.	Gledge dig deep, and certainly greedily, but they're the best at it.
Preparation 	1 	As an Action: 	Draw 1 action card. 	The choice was an illusion; the game has been decided from the first move.
Professional Archaeologists	1 	As an Action: 	For each exploration deck, look at the top card of that deck; if that card is a relic fragment, reveal and gain that card, otherwise discard that card and gain 1 commodity. 	What they lack in passion, they make up for in well-paid rigor.
Remnant Collection 	1 	As an Action: 	Purge any number of your relic fragments to draw an equal number of action cards. 	Vassa Hagi wasn't entirely certain what would happen next, but the relics would be lose forever, and that was enough.
Renegotiation 	1 	After a player resolves the effect of 1 of your faction's promissory notes:	That player must give you 1 promissory note from their hand, if able. 	"You made a deal with the old government," Rapdr Ironclaw sneered. "If you want a deal, comrade, start talking."
Safety Overrides 	1 	After a mech you control is destroyed during ground combat: 	Your opponent must choose and destroy 2 of their own units on that planet. 	Surrounded by his flaming exosuit, Sir Chulran made one last charge into fire, into death.
Secured Trove 	1 	As an Action: 	Purge any 2 of your relic fragments to gain 1 relic. 	C.O.O Ranc laughed, packing up the artifacts. "Always a pleasure doing business."
Singularity Charge 	1 	At the start of a combat round: 	Each unit participating in that combat becomes damaged, if able. 	Mosk Graezon knew the time had come. One well-placed shot and the opposing fleet would falter.
Special Session 	1 	After an agenda is revealed: 	Each player must vote on this agenda, if able. 	"What is it that you seek?" Kadryn asked the Council. "You yourselves cannot even say."
=== Cultural Exploration Cards ===
Card 	Number in Deck	Effect
Star Chart 	1 	This card may be exchanged as part of a transaction.
ACTION: Purge 2 of your Star Charts to draw 1 system tile with a blue-colored back at random; place that tile at the edge of the game board, adjacent to at least 2 other systems.
Deserted Trade Station	1 	For each planet in this system, gain 1 trade good.
Distinguished Admiral 	1 	Redistribute up to 1 command token, or spend 2 influence to gain 1 command token.
Council Preserve 	1 	ATTACH: When you exhaust this planet to cast votes, cast 5 additional votes.
Note: The token with a council icon on it is used to identify this attachment on the board:
=== Industrial Exploration Cards ===
Card 	Number in Deck	Effect
Star Chart 	1 	This card may be exchanged as part of a transaction.
ACTION: Purge 2 of your Star Charts to draw 1 system tile with a blue-colored back at random; place that tile at the edge of the game board, adjacent to at least 2 other systems.
Hidden Laboratory	1 	Explore the frontier deck in this system.
Ancient Shipyard 	1 	Place up to 1 cruiser from your reinforcements in this system if it contains no other players' ships.
Orbital Foundries	1 	ATTACH: This planet has a PRODUCTION value of 2 as if it were a unit.
Note: The token with two space docks on it is used to identify this attachment on the board:
=== Hazardous Exploration Cards ===
Card 	Number in Deck	Effect
Star Chart 	1 	This card may be exchanged as part of a transaction.
ACTION: Purge 2 of your Star Charts to draw 1 system tile with a blue-colored back at random; place that tile at the edge of the game board, adjacent to at least 2 other systems.
Seedy Spaceport	1 	If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, ready your agent or draw 1 action card.
Scorched Depot 	1 	If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, remove 1 command token from this system or redistribute 1 of your command tokens.
Arcane Citadel 	1 	ATTACH: When you exhaust this planet, place 1 infantry from your reinforcements on this planet. Apply +1 to each of your unit's combat rolls on this planet.
Note: The token with a stylised structure on it is used to identify this attachment on the board:
=== Frontier Cards ===
Card 	Number in Deck	Effect
Star Chart 	1 	This card may be exchanged as part of a transaction.
ACTION: Purge 2 of your Star Charts to draw 1 system tile with a blue-colored back at random; place that tile at the edge of the game board, adjacent to at least 2 other systems.
Folded Space 	1 	Place 1 command token from your reinforcements in your fleet pool and move any number of your units in this system to the space area of another system that contains no other players' ships.
Suspicious Wreckage	1 	Choose 2 other players; each of those players must give you 1 promissory note from their hand.
Dark Visions 	1 	Look at the top card of each exploration deck; discard any number of those cards and explore up to 1 planet you control. Then, shuffle each exploration deck.
=== Relics ===
Card 	Effect
Accretion Engine	Apply +1 to the PRODUCTION value of each of your units with PRODUCTION. When you produce 1 or more units, reduce the combined cost of the produced units by 1.
Azdel’s Key 	ACTION: Purge this card to draw 3 system tiles with a blue-colored back at random; place 1 of those tiles at the edge of the game board, adjacent to at least 2 other systems. Purge the rest.
E6-G0 Network 	You may have 2 additional action cards in your hand, game effects cannot prevent you from using this ability.
At any time, you may exhaust this card to draw 1 action card.
Eye of Vogul 	After you activate a system:
Purge this card to treat 2 of your ships as adjacent to the active system until the end of this tactical action.
Starfall Array 	When 1 or more of your units roll dice for a unit ability, you may apply +1 to the result of each of those dice, and 1 of those units may roll 1 additional die.
Forgotten Throne	ACTION: Purge this card to either gain 1 relic or immediately score 1 scored secret objective, or 1 of your unscored secret objectives, if you fulfill its requirements.
Twilight Mirror 	At the start of the agenda phase, you may purge this card to resolve 1 non-strategic action.
==Trivia==
* Prism was updated on 07/15/24, to have the current effect. The prior effect read, "ACTION: Exhaust this card to replace 1 of your non-faction non-unit upgrade technologies with another technology from your technology deck with the same number of prerequisites."
* Starfall Array was updated on 07/15/24. The prior text read: "Apply +1 to the results of each of your unit's ability rolls."
Category:Unofficial Expansions
Category:Discordant Stars