Our five-year mission to seek out new civilisations, to colonise new worlds, or possibly just to blow other people out of the void. Build your own spacecraft piece-by-piece and launch it against or away from those of rival captains.
Special Rules
Five-Year Missions
At the start of the game, each player chooses (and informs the other players) of their mission. Available missions are:-
- Trade Ship. Visit five Planets (you can visit the same ones more than once).
- Colony Ship. Install three Passenger Decks, then visit a Planet.
- Warship. Destroy or otherwise remove the last remaining Hull Section of an opponent's craft.
Docked
If a player controls no Hull Sections, their ship is considered to be under construction at a terrestrial dockyard and may not use its Weaponry, Drives or other Structure abilities, neither may its Structures be affected by Actions or abilities other than Sabotage.
Construction
All Things are Structures, components of a player's spacecraft. They can be added to a ship both before and after it has been launched.
Card List
Hull Section
Thing
You may redirect an Attack on a Hull Section to any other Structure you control.
Hull Section
Thing
You may redirect an Attack on a Hull Section to any other Structure you control.
Hull Section
Thing
You may redirect an Attack on a Hull Section to any other Structure you control.
Aegis Grid
Thing
You may discard a card to negate an Attack that targets one of your Structures.
Salvage
Action
Take a Structure from the discard pile and put it into play under your control.
Malfunction
Action
Return a non-Hull Structure to its controller's hand.
Reflection Grid
Thing
You may discard 3 cards to redirect an Attack from one of your Structures to any Structure in play.
Argon Cannon
Thing
Action: Discard a card to destroy a Structure. This counts as an Attack.
The Engines Cannae Take It!
Action
If any player has more than two non-Hull Structures for every Hull Section, they must destroy excess Structures until the situation is resolved.
The Engines Cannae Take It!
Action
If any player has more than two non-Hull Structures for every Hull Section, they must destroy excess Structures until the situation is resolved.
Galahad Missiles
Thing
Action: Discard a card at random to destroy a Structure. This counts as an Attack.
Asteroid Strike
Action
Destroy a Structure at random. This counts as an Attack.
Hydroponics Dome
Thing
Action: Draw a card.
Deflection Shield
Thing
You may redirect an Attack on a Structure you control to any other Structure you control.
Void Shields
Thing
If your hand is empty, all Attacks on your Structures are automatically negated.
Electron Ram
Thing
Action: A chosen Shield Structure may not be used this turn. This does not count as an Attack. You may play another Action this turn, but not this one again.
Boarding Torpedoes
Thing
Action: Discard 2 cards and destroy this card to destroy a Structure. This does not count as an Attack.
Wide-Beam Laser
Thing
Action: Discard 2 cards to destroy 2 Structures. This counts as an Attack.
Hull Section
Thing
You may redirect an Attack on a Hull Section to any other Structure you control.
Argth VI
Action - Planet
Play only if you control a Drive. Draw two cards.
Mzzg
Action - Planet
Play only if you control a Drive.
Strange New World
Action - Planet
Play only if you control a Drive. Draw a card - if it is an Action, play it immediately.
Kryptos
Action - Planet
Play only if you control two Drives.
Ion Cannons
Thing
Action: A chosen Weapon Structure cannot be used until your next turn.
Tractor Beam
Thing
Action: Discard 3 cards to gain control of a Structure. This counts as an Attack.
Hull Section
Thing
You may redirect an Attack on a Hull Section to any other Structure you control.
Clydesdale Orbital Dockyard
Action
Play only if you control a Drive. Search the draw or discard pile for a Structure of your choice, and put it into your hand.
Sabotage
Action
Destroy two Structures of an unlaunched spacecraft. This does not count as an Attack.