Back to the game

The goal

Build an empire, take the artifact worlds (marked ◆) and hold them. Every turn you hold an artifact world earns 1 victory point. The first empire to reach the target wins: .

The host can pick a game length when creating a game:

You also win by being the last empire standing. An empire is out when it has no colonies left, or no ships left. Its planets go back to neutral.

If nobody has won after 150 turns, the empire with the most victory points wins (ties go to the bigger economy).

How a turn works

Everyone gives orders at the same time; when every empire has ended its turn, the turn resolves in this order:

  1. Research and refits. Your research budget is invested in your queue; weapon changes are fitted.
  2. Scrapping and building. Scrapped ships leave; new ships join their fleets.
  3. Movement. Fleets move one lane (two with Warp Drives). Enemy fleets meeting head-on in a lane fight there.
  4. Battles. Wherever two or more empires have fleets at the same planet, they fight. All fleets of one empire at that planet fight together.
  5. Colonies. An undefended enemy colony with your fleet in orbit is destroyed. A fleet that spent the turn colonizing founds its colony, if no enemy is there.
  6. Victory points are awarded, eliminated empires are removed, and the game checks for a winner.

The map and fog of war

Planet traits

Economy

Fleets

Ships

Three classes. Each beats one and loses to another: Interceptors beat Heavy Battleships (big guns waste their shots on small, dodging fighters), Cruisers beat Interceptors (flak catches whole groups), Heavy Battleships beat Cruisers. Mixed fleets are usually safest.

Battleship weapons

Combat

Battles are simulated, not rolled. Ships deploy on a battlefield, pick targets, move and fire in 0.2-second steps using their stats; the replay you watch is the actual battle, the same for every player in it.

Battle orders

Stances

StanceWhat it doesGood for
BalancedFighters keep a loose formation around the capital ships.Most fleets
AggressiveEveryone charges: faster and more damage, but ships arrive piecemeal.Heavy fleets (mostly cruisers and battleships)
HoldFighters stay close to the capital ships; steadier aim.Fighter swarms
ScreenEscorts guard the battleships and fighters hunt enemy fighters; less damage.Protecting battleships from fighters

If an empire has several fleets in one battle, it uses the battle orders of its largest fleet there.

Retreat

Example: you bring 600 credits of ships with retreat at 50%. As soon as your surviving ships are worth 300 or less, the fleet breaks off. What escapes returns home.

Research

Races

Playing with friends