One Prestige and one resource per producing sector.

LEARN THE FRONTIER.
COMMAND THE TABLE.
A visual, complete guide to your first deployment, every turn and the race to Galactic Prestige.
- 2–4 PLAYERS
- NO DOWNLOAD
- FREE TO PLAY

BE THE FIRST TO REACH
10 GALACTIC PRESTIGE.
Expand across the nineteen-sector board, turn production into infrastructure and combine visible board control with hidden technologies. Standard expeditions end at 10 Prestige; custom rooms can use 8 or 12.
Two Prestige and double production.
Connect at least five route segments and hold the lead.
Deploy at least three Orbital Patrol technologies and hold the lead.
YOUR FIRST TWO DEPLOYMENTS.
Before the first roll, each commander establishes the network that will power the opening rounds.

- DEPLOY A STATION
Choose a silver vertex. Stations cannot be placed directly beside another station or colony.
- CONNECT A ROUTE
Place a route on an edge touching the station you just deployed.
- REVERSE ORDER
After every commander places once, the order reverses for the second station and route.
- READ THE SECTORS
Your station produces from every adjacent resource sector when its number is rolled.
ONE TURN. FIVE CLEAR DECISIONS.
ROLL
Roll two dice. Every numbered sector matching the total activates, unless the Interceptor is blocking it.
PRODUCE
Stations collect one resource from each connected activated sector. Colonies collect two.
TRADE
Negotiate with another commander, exchange 4:1 with the reserve or use a connected port.
BUILD
Spend resources on routes, stations, colonies or a technology from the Technology Core.
END TURN
Confirm the end of your command phase and pass control to the next fleet.
FIVE RESOURCES. ONE ECONOMY.
The number token decides when a sector produces. The resource image and colour tell you what enters your hand.

BIOMASS
Organic matter used for routes and stations.

ALLOY
Structural material for routes and stations.

AETHER
Rare gas used for stations and technologies.

HELION FUEL
Energy-dense stellar fuel used to power stations, colonies and technologies.

CRYO-ORE
Advanced mineral used for colonies and technologies.
Every unblocked sector marked 8 activates. Connected stations gain one matching resource; connected colonies gain two. If the reserve is empty, that resource cannot be produced.
TURN RESOURCES INTO CONTROL.

Extends your network and opens new vertices for future stations.

Worth 1 Galactic Prestige and produces one resource per connected activated sector.

Upgrades one of your stations, becomes worth 2 Prestige and doubles its production.

Unlocks a hidden tactical ability or Prestige advantage for a later turn.
NEGOTIATE BEFORE YOU BUILD.
Make a direct proposal to another commander, exchange four identical resources for one from the reserve, or improve the ratio by controlling a port.
3:1 PORTTrade any one resource at a better ratio.
2:1 SPECIALISTTrade the matching resource at the strongest ratio.
TECHNOLOGIES, NEGOTIATION
AND SPECIAL OBJECTIVES.
Technologies are bought face-down from a 25-card core. A newly acquired active technology becomes available on a later turn, and only one active technology may be played per turn.
ORBITAL PATROL
Move the Interceptor and intercept one random resource from an adjacent rival. Played Patrols count towards Largest Patrol.
ROUTE ENGINEERING
Build up to two routes without paying their normal resource cost. Every route must still be legally connected.
STELLAR HARVEST
Take any two available resources from the Reserve. They may be the same or different.
QUANTUM OVERRIDE
Name one resource and take every card of that type held by rival commanders.
SECRET PRESTIGE
Adds one hidden Galactic Prestige to your score. It is applied automatically and cannot be activated.
TRADE WITH INTENT.
Only the active commander may propose a direct trade. Offer specific cargo, read what each rival needs and remember that promises outside the current exchange are not enforced by the game.
CONNECT BEFORE TRADING.
A structure on either vertex of a port unlocks its ratio: neutral ports exchange any resource 3:1, while specialist ports exchange their matching resource 2:1.
KEEP THE NETWORK INTACT.
Reach at least five connected route segments and hold the longest network. A rival structure can interrupt continuity, and a tie does not take the award from its current holder.
CONTROL THE INTERCEPTOR.
Play at least three Orbital Patrol technologies and hold the lead. The award moves only when another commander exceeds the current total.

WHEN A SEVEN APPEARS,
THE INTERCEPTOR MOVES.
The Interceptor blocks production on one sector. Move it to a different sector, then steal one random resource from an adjacent rival fleet when possible.
- 01
Every commander holding more than seven resources discards half, rounded down.
- 02
The active commander moves the Interceptor to another sector.
- 03
Choose an adjacent rival with resources and intercept one at random.
BUILD AN ENGINE.
THEN CLOSE THE DISTANCE.
Strong openings secure diverse production. Strong finishes convert that economy into colonies, awards and technologies before rivals can react.