These rules: For reference during play.
Paper: Notebook, hex grid, or blank paper.
Pencil with an eraser: Required for updating ledger values and map details.
Scissors: Used for crafting ship tokens.
One 20-sided die (D20): To determine the outcome of exploration, mining, and combat.
You don’t need to draw a perfect hex grid. Instead, draw squares in a staggered "brick" pattern. This functions identically to a hex grid and accommodates square tokens more easily. The blue lines in the diagram below illustrate the six degrees of movement; do not draw these on your map.
You can draw map cells as they are discovered. Ensure all players agree on the total map dimensions before play begins. On pre-drawn grids, an X denotes explored empty space; blank cells are considered unexplored.
For your first game, a grid 11 cells high and 10–11 cells wide is recommended.
Home Star: Place your star in the center cell of your closest row. Represent it with a large, filled-in dot.
Home Planet: Place a large circle in any map cell adjacent to your home star.
Elimination Rule: In every game, a player is eliminated if their home planet is depopulated via bombardment. The last player remaining wins. Additionally, players may agree on these optional objectives:
Resources: Start with 20 points. Assign these to your home planet as any mix of Ore or Crystal (1 point = 1 unit).
Starting Scout: Each player receives one Scout (ID: 1, HP: 5). Tech levels: Cargo 1, Loading 1, Warp 1, Weapon 1. Place its token on your home planet.
Select a starting player and proceed clockwise. On your turn, take a number of actions equal to your faction's current Command Level.
This is a shared document used by all players to track resources across the galaxy. Each planet is assigned a Unique ID number as it is discovered or added to the map. No two planets may share an ID.
On the map, write the ID number in the upper-right corner of the planet's cell. In the ledger, create an entry for each planet with its ID, Owner, and current Ore/Crystal counts.
Each player maintains their own Personal Ledger. Your faction begins with Level 1 in every technology. List these at the top of your sheet for easy reference when researching upgrades.
To keep the game moving, create a separate section on your paper for each Ship Type (Scouts, Haulers, etc.). Ship IDs are unique only within their own type (e.g., Scout 1, Hauler 1).
Recording Stats: For every ship, write the Base Tech Level followed by the (Effective Value) in parentheses. The Effective Value is the actual number used during play after weight class and resource multipliers are applied.
Example: A Hauler with 2 points in Cargo Capacity would be recorded as Cargo: 2 (40).
Calculation: 2 points x 2 (Hauler Multiplier) x 10 (Standard Cargo Units) = 40 total units.
New ships start with 5 Hull Points and Level 1 Warp Speed. All other tech starts at Level 0. Record the following for each new ship:
Specialized Ship Subsystems:
Ensure you leave enough room to cross out or update these values as ships are upgraded, damaged, or loaded with resources.
Ships are categorized into three weight classes: Small, Medium, and Large. Each class modifies a ship's performance. Within each class, there are two specialized ship types.
When recording ship stats, write the base tech level followed by the modified value in parentheses—for example, a Small ship with Warp 3 would be recorded as Warp: 3 (6). This makes it easy to calculate upgrade costs while keeping the final value ready for quick reference.
For Fighters, ensure you leave distinct spaces for Current Shield Level, Maximum Shield Capacity, and Regeneration Rate. Tracking these separately is vital during the heat of combat.
The only ship capable of the Explore New Sectors action to expand the map.
Fighters utilize Shield Technologies:
Twice as efficient at logistics: 2x Cargo Capacity and 2x Loading Speed.
Fighters utilize Shield Technologies:
Necessary for the Colonize Planet action to expand your faction's territory.
Capable of destroying planetary facilities (Research Colonies and Shipyards) or wiping out populations via the Bombard Planet action.
Tokens can be crafted from any available scrap, such as cereal boxes or shipping cardboard. If using standard paper, ensure the squares fit within your map cells while leaving enough room for markings.
To create a durable, multi-layered token from standard paper:
Every token must display three distinct pieces of information so they can be easily identified during play:
Draw a rectangle that takes up the entire bottom half of the token. Write the abbreviated ship class (e.g., S for Scout, HF for Heavy Fighter) inside this rectangle. This visual border prevents class initials from being confused with other markings.
Use the two top corners for the remaining identifiers:
Remember: IDs are unique only to that Class within your Faction (e.g., Scout 1, Hauler 1).
Once a ship is constructed, immediately record it in your Fleet Ledger and update the Planetary Ledger to reflect the resources spent. Note that constructing a new ship requires the standard Ore for its Hull Points plus 1 Crystal to provide its mandatory starting level of Warp Speed.
At the start of the game, each faction begins with Level 1 in every technology. One technology can be researched per action if enough crystals are present at a Research Facility. (See the Research a Technology action).
This determines the total number of actions you may take per turn. While it is researched like other techs, it affects your entire faction and is never assigned to individual ships. Note: When upgraded, the additional action point does not become available until your next turn.
While tech levels are researched for the entire faction, ships do not automatically upgrade. To benefit from higher tech levels, ships must be built or refitted with those points. (See the Construct, Refit, or Repair a Ship action).
Certain technologies are restricted to specific ship classes: Shields are exclusive to Fighters (Light/Heavy), and Bombardment Effectiveness is exclusive to Planetary Assault ships.
Ore: Used to construct ships and planetary facilities.
Crystal: Used to research technologies and fit ships with technology levels.
Allows construction, refit, or repair of ships if enough Ore and Crystal are present.
Allows factionwide technology levels to be increased if enough Crystal is present.
Ships move in a straight line once per action based on their Weight Class and Warp Speed level:
Movement Rules:
Each individual ship is limited to one move action per turn. Ships may take as many non-movement actions as your Faction's Command Level allows.
Exploration is part of a Scout’s move action and does not cost an additional action. The unexplored cell must share at least 2 borders with explored space.
Roll a d20 and consult the Space Exploration Chart. If a star is revealed, the Scout "bounces" one space into previously explored space. This extra movement is free and occurs even if the Scout has exhausted its warp range.
Performed at a Shipyard. Construction and repairs consume Ore from the planet’s stores and require the Shipyard cell to be clear of other ships.
Update the Fleet Ledger, deduct resources from the Planetary Ledger, and place a new token on the Shipyard.
Performed at a Shipyard. You may upgrade one technology per action. You must pay Crystal equal to the Full Target Value of the new rank (not the difference).
Example: Upgrading a ship from Loading Speed 2 to Level 5 costs 5 Crystals.
If you own a planet with at least 10 Ore and 10 Crystal, you may spend those resources to build a Shipyard (marked S) or a Research Facility (marked R). Each requires its own action.
Increases a faction-wide technology level by 1. Requires a Research Facility and Crystals equal to the Target Technology Level.
Example: To research Weapon Power Level 4, you must spend 4 Crystals.
The ship recovers 1 charge per level of Shield Regeneration tech (multiplied by 2 for Heavy Fighters), up to its maximum capacity. No dice are required.
Target an adjacent enemy ship. Your Attack Strength is the lower value between a d20 roll and your Modified Weapon Power (Small: 0.5x, Medium: 1x, Large: 2x).
Example: A Large ship with Weapon Power 6 (Modified to 12) rolls a 5. The Attack Strength is 5. Damage hits Shields first, then Hull.
Target an adjacent enemy planet. The success threshold is 20 minus your Bombardment Effectiveness level. A success destroys one facility; if no facilities remain, the planet becomes unpopulated. Resources stored on the planet always remain, even if the planet becomes unpopulated or facilities are destroyed.
Example: With Level 4 Effectiveness, you need a 16 (20 - 4) or higher on a d20. Success destroys a facility or clears the population.
A large X filling the cell.
A medium-sized, solid Filled Dot.
A large open Circle. Use the surrounding corners for identifiers:
Facilities are drawn inside the planet's circle. Leave room for both if necessary:
A medium-sized empty Square, representing a dense block of raw material.
A medium-sized empty Triangle, representing a sharp, jagged crystal shard.
Roll a d20 and consult the chart below to determine what the Scout has discovered. Remember: If a Star is revealed, the Scout must "bounce" one space into previously explored space.
| Roll | Result |
|---|---|
| 1-4 | If adjacent to a star: Planet. Otherwise: Empty Space. |
| 5-8 | If adjacent to a star: Empty Space. Otherwise: Star. |
| 9-12 | If adjacent to a star: Empty Space. Otherwise: Ore Asteroid Field. |
| 13-16 | If adjacent to a star: Empty Space. Otherwise: Crystal Asteroid Field. |
| 17-20 | Empty Space. |