Politics Consolidate Power - Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set. Investigative Committee - Play before cards are added to a skill check. All Skill Cards are played face up during this skill check. Preventative Policy - Movement: Choose 1 resource type (fuel, food, morale, or population). The next loss of this resource type during this turn is reduced by 1. Support the People - Reckless: Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards. Political Prowess - Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice). Red Tape ¤ - Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength).
Leadership Declare Emergency - Play after strength is totaled in a skill check to reduce its difficulty by 2. A limit of 1 "Declare Emergency" card may be used per skill check. Executive Order - Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. (Movement abilities may not be used.) A limit of 1 "Executive Order" card may be used per turn. At Any Cost - Reckless: Play before cards are added to a Skill check. All Treachery Cards in the Skill check count as positive strength. Major Victory - Play after you destroy a Basestar or a Centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale. Limit of 1 Major Victory card used per turn. Iron Will ¤ - Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale. State of Emergency - Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).
Tactics Launch Scout - Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination Deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor. Strategic Planning - Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll. Critical Situation - Movement: Take 1 Action. Only 1 Critical situation or Executive order may be used per turn. Guts and Initiative - Reckless: Play before cards are added to a Skill Check. Do not add cards from the Destiny Deck into this Skill Check. Scout for Fuel - Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor. Trust Instincts ¤ - Skill Check: Add the top 2 cards from the Destiny deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
Piloting Evasive Maneuvers - Play after any Viper is attacked to reroll the die. If the Viper is piloted, subtract 2 from the new roll. Maximum Firepower - Action: Play while piloting a Viper to attack up to 4 times. Full Throttle - Movement or Action: If piloting a Viper, you may move to any space area. You may then attack one Cylon ship in your area (even if you didn’t move). Run Interference - Play before Raiders are activated. The first 4 Raiders activating in your space area automatically miss (do not roll for them). Best of the Best - Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area. Protect the Fleet ¤ - Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
Engineering Repair - Action: Repair your current location, or if you are in the "Hangar Deck" location, you may repair up to 2 damaged Vipers. Scientific Research - Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength. Calculations - Play after a die is rolled to add or subtract 1 from the result. Only 1 Calculations card may be used per die roll. Jury Rigged - Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4. Build Nuke - Action: The Admiral gains 1 nuke token. Establish Network ¤ - Skill Check: Each Engineering Skill Card in this skill check counts as double strength (before totaling strength).
Treachery Broadcast Location ¤ - Reckless Skill Check: Place 1 basestar in front of Galactica and 1 civilian ship behind Galactica. Only 1 of this ability may be resolved in each Skill Check. By Your Command ¤ - Reckless Skill Check: Activate all Raiders, Heavy Raiders, and Occupation Forces (but not Centurions). Only 1 of this ability may be resolved in each Skill Check. God’s Plan ¤ - Movement: Exchange this card with the top card of the Destiny Deck. Human Weakness ¤ - Action: If at least one human player is in the Brig or Detention Center, reduce the highest resource by 1. Sabotage ¤ - Play when a human player discards a Treachery Skill Card. Damage Galactica once. Only 1 Sabotage card may be used per turn. Special Destiny ¤ - Reckless Skill Check: Each player draws 1 Treachery Skill Card. Only 1 of this ability may be resolved in each Skill Check.