Keep this within reach.
The decisions, limits and scoring you need during a match. Print this reference or leave it open beside your station.
Rules version 3 · Full explanations and diagrams in the complete rulebook
Your turn
Choose exactly one:
- Acquire: one displayed credit, or up to three from different guilds totaling ≤7. Refill.
- Purchase: same-guild payment ≥ effective cost. Install or Dry Dock; count purchase and refill berth. Exact payment: take one displayed credit ≤3, then refill.
- Reconfigure: install from Dock, remove to Dock, or exchange at the same node. Keep the entire station legal.
Dry Dock capacity: 4 modules. No change for overpayment. Pass only if no action is legal, or after the end is triggered.
Before you install
- Inward marker faces the Core.
- Every module has a corridor route to the Core.
- Middle: ≥1 inner module in same/adjacent sector.
- Outer: ≥2 middle modules in same/adjacent sectors.
Ports facing ports form corridors. Bulkhead contacts are legal. Support does not need a direct corridor. Sector 9 neighbors sector 0.
Score Synergy now
Count corridor neighbors whose department differs from the new module’s. Exclude the Core.
- 2 or more qualifying neighbors: 2 Renown.
- 3 different qualifying departments: 3 instead.
Only the newly installed module scores. Each module can earn Synergy once. Keep a permanent record by module ID, even after docking.
Round-end Drift
For modules present at the start of the round and still in the market:
- At 0 or 1 discount: add one.
- Already at 2: replace with the supply’s top module; put the old one at the bottom. With no supply, leave it.
Each discount reduces cost by 1; minimum cost 1. A replacement starts at zero and waits a future complete round. Rotation is not a purchase.
Storm scoring
Storms at purchases 20 / 40 (two players: 16 / 32), after the triggering turn. Final Storm after the last round.
Readiness = modules + 2 × (occupied rings − 1), per department. Zero modules cannot place.
| Storm | 1st | 2nd | 3rd |
|---|---|---|---|
| I | 4 | 0 | 0 |
| II | 7 | 3 | 0 |
| Final | 10 | 6 | 3 |
Ties share the awards for occupied ranks, rounded down. Example: two tied first in Storm II each get (7 + 3) ÷ 2 = 5. Next player is third.
Shield & victory
Check only sectors 8, 9, 0, 1, 2. The outermost installed module in each lane is its frontier.
- Frontier outward bulkhead: +1.
- That screened lane occupies ≥2 rings: +1 more.
No frontier or outward port: zero. Dry Dock modules never count toward Readiness or Shield.
When supply cannot refill a berth, finish the current round. Resolve any triggered Storm, then the Final Storm. Most Renown wins; ties share victory.
For setup, examples and special cases, use the complete rules. Two-player setup uses 48 modules (remove two per department and four per guild) and 54 credits (remove one of each guild/value).