 | Adaptation Technology — Effect: every global requirement on your cards is 2 steps looser or tighter, as you choose. Effects. |
 | Adapted Lichen — +1 plant production. Production. |
 | Advanced Ecosystems — Needs a plant, a microbe and an animal tag in play. Its value is the VP printed on it. Resources on cards. |
 | Aerobraked Ammonia Asteroid — +3 heat production and +1 plant production; put 2 microbes on another of your cards. Resources on cards. |
 | Algae — Needs 5 oceans. Take 1 plant and +2 plant production. Ocean tile. |
 | Ants — Needs 4 % oxygen. Action: move 1 microbe from any card to this one. 1 VP per 2 microbes here. Blue-card actions. |
 | Aquifer Pumping — Action: pay 8 M€ (steel may help) to place an ocean. Blue-card actions. |
 | Archaebacteria — Only at −18 °C or colder. +1 plant production. Production. |
 | Arctic Algae — Only at −12 °C or colder. Take 1 plant. Effect: whenever anyone places an ocean, take 2 plants. Effects. |
 | Artificial Lake — Needs −6 °C or warmer. Place an ocean on a land area, not an ocean area. Ocean tile. |
 | Artificial Photosynthesis — Choose +1 plant production or +2 energy production. Production. |
 | Asteroid — Temperature +1 step and take 2 titanium; remove up to 3 plants from one player. Red border. |
 | Asteroid Mining — +2 titanium production. Production. |
 | Beam from a Thorium Asteroid — Needs a Jovian tag. +3 heat production and +3 energy production. Production. |
 | Big Asteroid — Temperature +2 steps and take 4 titanium; remove up to 4 plants from one player. Red border. |
 | Biomass Combustors — Needs 6 % oxygen. One player loses 1 plant production; you get +2 energy production. Red border. |
 | Birds — Needs 13 % oxygen. One player loses 2 plant production. Action: add 1 animal here. 1 VP per animal here. Blue-card actions. |
 | Black Polar Dust — Place an ocean; −2 M€ production and +3 heat production. Ocean tile. |
 | Breathing Filters — Needs 7 % oxygen. Its value is the VP printed on it. Global parameters. |
 | Bushes — Needs −10 °C or warmer. +2 plant production and take 2 plants. Production. |
 | Capital — Needs 4 oceans. −2 energy production, +5 M€ production. Place the Capital city: it also scores 1 VP per adjacent ocean. Ocean tile. |
 | Carbonate Processing — −1 energy production, +3 heat production. Production. |
 | Cloud Seeding — Needs 3 oceans. −1 M€ production, one player loses 1 heat production; +2 plant production. Ocean tile. |
 | Colonizer Training Camp — Only while oxygen is 5 % or less. Its value is the VP printed on it. Global parameters. |
 | Comet — Temperature +1 step and place an ocean; remove up to 3 plants from one player. Ocean tile. |
 | Convoy from Europa — Place an ocean and draw 1 card. Ocean tile. |
 | Cupola City — Only while oxygen is 9 % or less. −1 energy production, +3 M€ production; place a city. City tile. |
 | Decomposers — Needs 3 % oxygen. Effect: each animal, plant or microbe tag you play (this one too) adds a microbe here. 1 VP per 3 microbes here. Effects. |
 | Deep Well Heating — +1 energy production and temperature +1 step. Production. |
 | Deimos Down — Temperature +3 steps; place this tile away from any city; take 4 steel; remove up to 6 plants from one player. City tile. |
 | Designed Microorganisms — Only at −14 °C or colder. +2 plant production. Production. |
 | Domed Crater — Only while oxygen is 7 % or less. Take 3 plants, −1 energy production, +3 M€ production; place a city. City tile. |
 | Dust Seals — Only with 3 oceans or fewer. Its value is the VP printed on it. Ocean tile. |
 | Ecological Zone — Needs a greenery of yours. Place this tile next to any greenery. Effect: each plant or animal tag you play (its own two too) adds an animal here. 1 VP per 2 animals here. Effects. |
 | Energy Saving — +1 energy production per city in play, anyone’s. City tile. |
 | Eos Chasma National Park — Needs −12 °C or warmer. Add 1 animal to one of your animal cards, take 3 plants, +2 M€ production. Resources on cards. |
 | Equatorial Magnetizer — Action: lose 1 energy production for +1 TR. Blue-card actions. |
 | Extreme-Cold Fungus — Only at −10 °C or colder. Action: take 1 plant, or put 2 microbes on another of your cards. Blue-card actions. |
 | Farming — Needs +4 °C or warmer. +2 M€ production, +2 plant production and take 2 plants. Production. |
 | Fish — Needs +2 °C or warmer. One player loses 1 plant production. Action: add 1 animal here. 1 VP per animal here. Blue-card actions. |
 | Flooding — Place an ocean; you may take 4 M€ from the owner of one adjacent tile. Ocean tile. |
 | Food Factory — −1 plant production, +4 M€ production. Production. |
 | Fueled Generators — −1 M€ production, +1 energy production. Production. |
 | Fusion Power — Needs 2 power tags. +3 energy production. Production. |
 | GHG Factories — −1 energy production, +4 heat production. Production. |
 | GHG Producing Bacteria — Needs 4 % oxygen. Action: add 1 microbe here, or remove 2 to raise the temperature 1 step. Blue-card actions. |
 | Ganymede Colony — Place a city on its reserved area off Mars. 1 VP per Jovian tag you have. City tile. |
 | Geothermal Power — +2 energy production. Production. |
 | Giant Ice Asteroid — Temperature +2 steps and place 2 oceans; remove up to 6 plants from one player. Ocean tile. |
 | Giant Space Mirror — +3 energy production. Production. |
 | Grass — Needs −16 °C or warmer. +1 plant production and take 3 plants. Production. |
 | Great Dam — Needs 4 oceans. +2 energy production; place this tile next to an ocean. Ocean tile. |
 | Greenhouses — Take 1 plant per city in play, anyone’s. City tile. |
 | Heat Trappers — One player loses 2 heat production; you get +1 energy production. Red border. |
 | Heather — Needs −14 °C or warmer. +1 plant production and take 1 plant. Production. |
 | Herbivores — Needs 8 % oxygen. Add 1 animal here; one player loses 1 plant production. Effect: each greenery you place adds an animal here. 1 VP per 2 animals here. Effects. |
 | Ice Asteroid — Place 2 oceans. Ocean tile. |
 | Ice Cap Melting — Needs +2 °C or warmer. Place an ocean. Ocean tile. |
 | Immigrant City — −1 energy production, −2 M€ production; place a city. Effect: +1 M€ production whenever any city is placed, this one included. Effects. |
 | Immigration Shuttles — +5 M€ production. 1 VP for every 3 cities in play, anyone’s. Production. |
 | Import of Advanced GHG — +2 heat production. Production. |
 | Imported GHG — +1 heat production and take 3 heat. Production. |
 | Imported Hydrogen — Place an ocean; then take 3 plants, or put 3 microbes or 2 animals on another of your cards. Resources on cards. |
 | Imported Nitrogen — TR +1, take 4 plants, put 3 microbes on one of your other cards and 2 animals on another. Resources on cards. |
 | Industrial Microbes — +1 energy production and +1 steel production. Production. |
 | Insects — Needs 6 % oxygen. +1 plant production per plant tag you have. Production. |
 | Insulation — Move any number of steps (at least 1) from heat production to M€ production. Production. |
 | Ironworks — Action: spend 4 energy to take 1 steel and raise oxygen 1 step. Blue-card actions. |
 | Kelp Farming — Needs 6 oceans. +2 M€ production, +3 plant production and take 2 plants. Ocean tile. |
 | Lake Marineris — Needs 0 °C or warmer. Place 2 oceans. Ocean tile. |
 | Large Convoy — Place an ocean and draw 2 cards; take 5 plants or put 4 animals on another of your cards. Resources on cards. |
 | Lava Flows — Temperature +2 steps; place this tile on one of the four volcanic areas. Special tiles. |
 | Lichen — Needs −24 °C or warmer. +1 plant production. Production. |
 | Livestock — Needs 9 % oxygen. −1 plant production, +2 M€ production. Action: add 1 animal here. 1 VP per animal here. Blue-card actions. |
 | Local Heat Trapping — Spend 5 heat to take 4 plants or put 2 animals on another of your cards. Resources on cards. |
 | Lunar Beam — −2 M€ production; +2 heat production and +2 energy production. Production. |
 | Magnetic Field Dome — −2 energy production, +1 plant production, TR +1. Production. |
 | Magnetic Field Generators — −4 energy production, +2 plant production, TR +3; place this tile. Special tiles. |
 | Mangrove — Needs +4 °C or warmer. Place a greenery on an ocean area, ignoring the normal rules, and raise oxygen. Ocean tile. |
 | Martian Rails — Action: spend 1 energy to take 1 M€ per city on Mars. Blue-card actions. |
 | Methane from Titan — Needs 2 % oxygen. +2 heat production and +2 plant production. Production. |
 | Micro-Mills — +1 heat production. Production. |
 | Mining Expedition — Oxygen +1 step; remove 2 plants from one player; take 2 steel. Red border. |
 | Mining Rights — Place this tile on an area with a steel or titanium bonus; +1 production of that metal. Special tiles. |
 | Mohole Area — +4 heat production; place this tile on an ocean area. Ocean tile. |
 | Moss — Needs 3 oceans; lose 1 plant. +1 plant production. Ocean tile. |
 | Natural Preserve — Only while oxygen is 4 % or less. Place this tile next to no other tile; +1 M€ production. Special tiles. |
 | Nitrite Reducing Bacteria — Put 3 microbes here. Action: add 1 microbe here, or remove 3 for +1 TR. Blue-card actions. |
 | Nitrogen-Rich Asteroid — TR +2 and temperature +1 step; +1 plant production, or +4 if you have 3 plant tags. Production. |
 | Nitrophilic Moss — Needs 3 oceans; lose 2 plants. +2 plant production. Ocean tile. |
 | Noctis City — −1 energy production, +3 M€ production; place a city on the Noctis City area. City tile. |
 | Noctis Farming — Needs −20 °C or warmer. +1 M€ production and take 2 plants. Production. |
 | Nuclear Power — −2 M€ production, +3 energy production. Production. |
 | Nuclear Zone — Place this tile; temperature +2 steps. Special tiles. |
 | Open City — Needs 12 % oxygen. −1 energy production, +4 M€ production, take 2 plants; place a city. City tile. |
 | Optimal Aerobraking — Effect: each space event you play gives you 3 M€ and 3 heat. Effects. |
 | Ore Processor — Action: spend 4 energy to take 1 titanium and raise oxygen 1 step. Blue-card actions. |
 | Permafrost Extraction — Needs −8 °C or warmer. Place an ocean. Ocean tile. |
 | Peroxide Power — −1 M€ production, +2 energy production. Production. |
 | Pets — Add 1 animal here. Effect: an animal here whenever any city is placed. 1 VP per 2 animals here. Effects. |
 | Phobos Space Haven — +1 titanium production; place a city on its reserved area off Mars. City tile. |
 | Plantation — Needs 2 science tags. Place a greenery (oxygen +1). Greenery tile. |
 | Power Grid — +1 energy production per power tag you have, this one included. Production. |
 | Power Plant — +1 energy production. Production. |
 | Predators — Needs 11 % oxygen. Action: move 1 animal from any card to this one. 1 VP per animal here. Blue-card actions. |
 | Protected Valley — +2 M€ production; place a greenery on an ocean area, ignoring the normal rules (oxygen +1). Ocean tile. |
 | Rad-Chem Factory — −1 energy production, TR +2. Production. |
 | Regolith Eaters — Action: add 1 microbe here, or remove 2 to raise oxygen 1 step. Blue-card actions. |
 | Release of Inert Gases — TR +2. Global parameters. |
 | Research Outpost — Place a city next to no other tile. Effect: every card you play costs 1 M€ less. Effects. |
 | Rover Construction — Effect: take 2 M€ whenever any city is placed. Effects. |
 | Search for Life — Only while oxygen is 6 % or less. Action: pay 1 M€ to reveal and discard the top card; a microbe tag adds a science resource here. 3 VP if there is at least one. Blue-card actions. |
 | Shuttles — Needs 5 % oxygen. −1 energy production, +2 M€ production. Effect: space cards cost you 2 M€ less. Effects. |
 | Small Animals — Needs 6 % oxygen. One player loses 1 plant production. Action: add 1 animal here. 1 VP per 2 animals here. Blue-card actions. |
 | Soil Factory — −1 energy production, +1 plant production. Production. |
 | Solar Power — +1 energy production. Production. |
 | Solar Wind Power — +1 energy production and take 2 titanium. Production. |
 | Soletta — +7 heat production. Production. |
 | Space Mirrors — Action: pay 7 M€ for +1 energy production. Blue-card actions. |
 | Special Design — The next card you play this generation may ignore 2 steps of a global requirement. Play a card. |
 | Steelworks — Action: spend 4 energy to take 2 steel and raise oxygen 1 step. Blue-card actions. |
 | Strip Mine — −2 energy production; +2 steel production, +1 titanium production; oxygen +2 steps. Production. |
 | Subterranean Reservoir — Place an ocean. Ocean tile. |
 | Symbiotic Fungus — Needs −14 °C or warmer. Action: put 1 microbe on another of your cards. Blue-card actions. |
 | Tectonic Stress Power — Needs 2 science tags. +3 energy production. Production. |
 | Towing a Comet — Take 2 plants; oxygen +1 step and place an ocean. Ocean tile. |
 | Trees — Needs −4 °C or warmer. +3 plant production and take 1 plant. Production. |
 | Tundra Farming — Needs −6 °C or warmer. +1 plant production, +2 M€ production, take 1 plant. Production. |
 | Underground City — Place a city; −2 energy production, +2 steel production. City tile. |
 | Underground Detonations — Action: pay 10 M€ for +2 heat production. Blue-card actions. |
 | Urbanized Area — −1 energy production, +2 M€ production; place a city next to at least 2 other cities. City tile. |
 | Water Import from Europa — Action: pay 12 M€ (titanium may help) to place an ocean. 1 VP per Jovian tag you have. Blue-card actions. |
 | Water Splitting Plant — Needs 2 oceans. Action: spend 3 energy to raise oxygen 1 step. Blue-card actions. |
 | Wave Power — Needs 3 oceans. +1 energy production. Ocean tile. |
 | Windmills — Needs 7 % oxygen. +1 energy production. Production. |
 | Worms — Needs 4 % oxygen. +1 plant production per 2 microbe tags you have, this one included. Resources on cards. |
 | Zeppelins — Needs 5 % oxygen. +1 M€ production per city on Mars. City tile. |