
Each civilization has different abilities, but everyone competes for victory points. Building an imposing fleet gives you leverage; turning that power into completed objectives is what brings victory.
How it plays
Players take turns committing limited command tokens to star systems. Move ships there, transport infantry to claim planets, and fight opposing forces when necessary. Controlled planets provide resources for ships and research.
Each round, choose strategy cards that grant actions such as trade or technology research and determine turn order. When you use one, other players can usually spend a command token to take its smaller secondary action.
Complete public objectives available to everyone and secret objectives held privately. For example, an objective might require control of six planets outside your home system: hold them at scoring time to earn the card's victory points. The first player to reach 10 victory points wins. Protect your home planets: losing control of any of them prevents you from scoring public objectives.
After someone first claims Mecatol Rex, the central planet, political votes join each round. Your planets' influence supplies votes, making bargaining another way to shape the competition.
Decisions you’ll make
Committing ships to a system usually prevents them from leaving again that round. Moving early can secure a planet, but waiting preserves your ability to respond elsewhere.
Divide command tokens between taking tactical actions, supporting larger fleets and using other players' strategy cards. Strengthening one of those options leaves fewer tokens for the others.
Learning the game
Faction abilities, combat, technology and political deals make this an involved game to learn. Before the first session, read the Learn to Play guide and rehearse one tactical action: spend a command token, move ships, land infantry and build units. Explain objective scoring before choosing opening moves.
