A strategic board game for two to four commanders. Buy salvaged modules from a shared market, dock them pod by pod around your Command Core, and place sealed bulkheads to face the sun before the supply runs out.
Screened. 2 Renown at every storm; the lane spans 3 rings
Modules
LABinnerDCKmiddleGRNouter
Sample match · this station screens 3 of 5 sunward lanes for 5 Renown at every storm.
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1
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9
One action per turn.
Acquire credits, purchase a module, or reconfigure your station. Then play passes. There are no reactions, no attacks and no surprise effects, so the same rules run live around a table or asynchronously over days.
Acquire credits
Take one face-up credit of any value, or up to three from different guilds whose values total 7 or less. The display then refills to six.
Fabrication 3Taken
Energy 1Taken
Research 5
Energy 4
Fabrication 2
Research 2Taken
Sample matchFabrication 3, Energy 1 and Research 2: three guilds, 6 of the 7 allowed. Or Research 5 on its own.
Purchase a module
Berth 1: Observatory. Sold by the Energy guild, printed cost 6, one Drift discount. Effective cost 5.
Pay Energy 2 + Energy 3 = 5. That is exact, so take one displayed credit valued 3 or less.
Install at sector 2, inner ring. Its ports open corridors to the Laboratory and the Greenhouse: +2 Synergy. Its outward bulkhead screens lane 2.
Sample match · the purchase, read through a loupe
Reconfigure the station
Install one module from your Dry Dock, move one station module into it, or exchange the two. The incoming module takes the exact vacated node, and the whole station must still pass every placement rule. Docked modules do not score.
Observatory Fabrication · cost 5
Empty slot
Empty slot
Empty slot
Six departments share the rings.
Sixty modules, ten in each department. Every pod shows its department, its guild, its salvage cost and four fixed sockets. Spread a department across the rings and it counts for more at every storm.
Storms are timed by purchases, not rounds. Every module bought turns the counter one tick. At each storm, the six departments are ranked by Readiness, then every commander's sunward lanes are inspected.
Storm I
After the 20th purchase
Readiness awards: 4 first
Storm II
After the 40th purchase
Readiness awards: 7 first3 second
The Final Storm
When the supply runs out
Readiness awards: 10 first6 second3 third
Two players remove twelve modules, so their storms strike at 16 and 32.
Scroll to turn the dial.
Purchase31of 60
Storm dial: sixty purchase ticks. Storm I at 20 purchases awards first place 4. Storm II at 40 awards 7 and 3. The Final Storm, when the supply runs out, awards 10, 6 and 3.60510152025303540455055STORM I4STORM II7 · 3THE FINAL STORM10 · 6 · 3ONE TICK PER MODULE BOUGHT
Sample match, purchase 31: Storm I has resolved. Storm II strikes after the 40th purchase.
Renown, three ways. Never lost.
Readiness and the Storm Shield score at every storm. Synergy scores the moment a module is installed. Once scored, Renown stays.
The sunward half of the sample station. Lane 8 is empty and open, 0. Lane 9 is screened by an Observatory, 1. Lanes 0 and 1 are screened and span two and three rings, 2 each. Lane 2 is empty and open, 0. Total 5.0+1+2+20HABLABOBSREADCKGRNGRNHABLABREADCK
Storm Shield
Inspect the five sunward lanes. A lane is screened when its outermost pod presents a sealed bulkhead to the sun: 1 Renown, plus 1 if the lane holds modules in at least two rings.
Sample match 0 + 1 + 2 + 2 + 0 = 5 at every storm.
Two stations compared, split by a red hairline. Left: four Laboratory modules, all in the inner ring, Readiness 4. Right: three Laboratory modules across the inner and middle rings, Readiness 5.LABLABLABLABLABLABLAB454 + 2 × 03 + 2 × 1
Department Readiness
M + 2 × (R − 1)
M counts your installed modules in a department, R the rings they occupy. Three Laboratories across two rings outrank four in one ring.
Synergy scale with three detents: 0 for fewer than two qualifying neighbours, 2 for two or more, 3 when they span three departments. The cursor rests on 2, the sample purchase.0+2+3QUALIFYING NEIGHBOURSLAB + GRN
Synergy
When a module is installed, count the modules its corridors reach from other departments. Fewer than two score nothing; two or more score 2 Renown; three departments score 3. Each module scores it once.
Sample match The berth 1 Observatory reaches a Laboratory and a Greenhouse: +2.
OBSE5REAF9GRNR2DCKR7HABF512345−1−2SALVAGE MARKET · FIVE BERTHSPAY IN THE MODULE'S GUILD
Salvage guilds bring modules to a shared market of five berths. A module can only be bought with its own guild's credits, so the card another commander takes can matter as much as the module they leave behind.
E2Energy 2+E3Energy 3=5
Exact payment for the berth 1 Observatory, effective cost 5. Take one displayed credit valued 3 or less, then the turn ends.
Overpay and the excess is lost. A module nobody buys gains a Drift discount at the end of each full round, down to two off; after that it rotates out to the bottom of the supply.
Learn the dial before the first storm.
Start with turns and actions, then read every rule, timing detail and score. Rules version 3.