Select a type, enter a seed, and generate.
Select a type, enter a seed, and generate.
There are four card types:
Crew and Equipment cards are organized into packs. Each pack is a complete printed set for one crew member or equipment piece containing three groups of cards:
| Group | Quantity | Purpose |
|---|---|---|
| Permanent | 1 | Placed on the table before the game; shows base stats |
| Basic | At least 5 | Shuffled into the deck at game start |
| Upgraded | One or more | Replace basic cards when the player spends resources |
Cargo cards are the exception — they are individual cards, not packs.
A Permanent card is any card that starts on the table before the game begins and is never shuffled into the deck. Every pack has exactly one Permanent card — the card that presents the base stats of that crew member or equipment piece.
Permanent cards are identified by a printed Permanent symbol on their face. This symbol makes it immediately clear that the card belongs on the table, not in the deck.
Each player owns one customizable deck. The deck is built from packs according to the rules below.
A deck must contain at least 48 cards. Cargo cards do not count toward this minimum.
| Pack type | Quantity |
|---|---|
| Starship | 1 (player selects one card from it as their active ship) |
| Crew | At least the Starship’s Required Crew stat and at most its Max Crew stat |
| Equipment | Equal to the selected Starship’s Equipment Slots stat |
Beyond the required packs above, the Starship’s Max Additional Packs stat determines how many extra packs of any type may be added to the deck.
Item cards are optional individual cards added on top of the deck. They do not count toward the 48-card minimum. The number of Item cards a player may include is limited by the Starship’s Cargo Capacity stat, which can be increased by equipped equipment.
Item cards may be loaded into the deck before the game starts or acquired during play. During play, items are acquired in three ways:
The Starship pack contains 12 StarshipCards split across two hull frames:
Before the game begins the player selects one card from the pack to be their active ship. That card is placed on the table as the Permanent and carries the Permanent symbol. The remaining eleven cards stay in the player’s collection, out of play.
The player may only select a basic ship at the start. Upgraded versions within the same frame are unlocked through progression and may replace the active ship when the player spends resources.
The Starship card defines the following printed stats:
| Stat | Description |
|---|---|
| Hull | Maximum hull points; the scale is exponential — a small shuttle is 1, a cruiser-destroyer is ~4, a space station is 10 |
| Shields | Shield tokens available each turn (0–5); each spent token blocks all damage from one incoming attack; tokens refresh at the start of every turn |
| Evasion | Evasion rating (0–5); if higher than the attacker’s evasion, a Pilot crew member may be exhausted to completely avoid all damage from one incoming attack |
| Energy Capacity | Energy available each turn to power equipment |
| Required Crew | Minimum number of Crew packs the deck must include |
| Max Crew | Maximum number of Crew packs the deck may include |
| Equipment Slots | Number of Equipment packs the deck must include |
| Max Additional Packs | Extra packs the player may add beyond the required set |
| Cargo Capacity | Base number of Item cards the player may carry |
Each Crew pack represents one crew member. The number of Crew packs in the deck must equal the Starship’s Required Crew stat exactly.
Each Crew pack contains one Permanent Crew card that presents the crew member’s stats. Like the Starship card, it carries the Permanent symbol and is placed on the table before the game begins — it is not part of the shuffled deck.
A Crew pack contains 17 cards in total:
| Group | Count | Description |
|---|---|---|
| Permanent (Tier 1) | 1 | The crew member ID card; placed on the table before the game |
| Tier Variants (Tiers 2–5) | 4 | Higher-tier versions of the Permanent; replace the current tier by spending resources |
| Basic Skills | 6 | Starting skill cards shuffled into the deck |
| Upgraded Skills (level I) | 4 | Stronger version; replace basic skills via resources |
| Upgraded Skills (level II) | 2 | Most powerful version; replace level I skills via resources |
The 6 basic Skill cards and 6 upgraded Skill cards (4× level I, 2× level II) each represent an ability performed by that crew member. When played from hand, the printed effect is resolved — the action is thematically carried out by the crew member whose pack the card belongs to.
Each Crew card has a role that determines their area of expertise:
| Role | Specialty |
|---|---|
| Pilot | Speed and evasion |
| Engineer | Hull repairs and energy efficiency |
| Gunner | Weapon damage and accuracy |
| Medic | Hull restoration and debuff removal |
| Scientist | Scanner range and resource yield |
Each Crew card also prints:
| Stat | Description |
|---|---|
| Skill | Proficiency in their role (1–5) |
| Morale | Starting morale; used for checks under pressure (1–5) |
| Loyalty | Resistance to manipulation and defection events (1–5) |
| Special Ability | A unique ability that triggers under specific conditions |
Each Equipment pack represents one piece of equipment. The number of Equipment packs in the deck must equal the Starship’s Equipment Slots stat exactly.
Each Equipment pack contains one Permanent Equipment card that presents the equipment’s stats. Like the Starship and Crew cards, it carries the Permanent symbol and is placed on the table before the game begins — it is not part of the shuffled deck.
An Equipment pack contains 13 cards in total:
| Group | Count | Description |
|---|---|---|
| Permanent | 1 | The equipment ID card; placed on the table before the game |
| Basic Actions | 6 | Starting action cards shuffled into the deck |
| Upgraded Actions | 6 | One card per upgrade tier; replace basic actions via resources |
The 6 basic Action cards and 6 upgraded Action cards each represent an ability performed by that equipment piece. When played from hand, the printed effect is resolved — the action is thematically carried out by the equipment whose pack the card belongs to.
Every Action card carries a printed crew role symbol indicating which crew member is required to play it. A player may only play an Action card if the corresponding Permanent Crew card is on the table.
Equipment belongs to one of the following types:
| Type | Function |
|---|---|
| Weapon | Deals damage to enemies |
| Shield | Absorbs incoming damage |
| Engine | Improves speed and evasion |
| Scanner | Reveals hidden events and enemy stats |
| Reactor | Provides additional energy for other equipment |
Each Equipment card also prints:
| Stat | Description |
|---|---|
| Energy Cost | Energy drawn from the ship’s Energy Capacity to use this equipment |
| Stat Bonus | Stat modifiers applied while the equipment is active |
| Effect | Text describing what the equipment does when activated |
Equipment can increase the ship’s Cargo Capacity through its Stat Bonus (listed as a cargo_capacity bonus on the card).
Item cards are individual items found or loaded into the ship’s hold. They are optional and do not count toward the 48-card deck minimum.
Each Item card prints:
| Field | Description |
|---|---|
| Effect | What happens when the card is used or traded |
| Consumable | Whether the card is discarded after use |
Items are acquired during play in three ways: found at a location, given by an NPC, or taken when a location or NPC is destroyed. In each case the acquiring player adds the listed item cards to their hold, subject to their ship’s current Cargo Capacity. Excess items may be discarded at the player’s choice.
Energy represents the ship’s available power each turn and is tracked with physical energy tokens.
The Starship card prints an energy symbol showing the ship’s base energy per turn. Some equipment cards in play may display additional energy symbols, increasing the total pool.
At the start of each turn the token pool is fully restored to the total number of energy symbols shown across all cards in play under the player’s control. Unused energy does not carry over to the next turn.
Energy tokens are spent to activate equipment and other effects that list an energy cost. A player cannot activate an effect whose cost exceeds the number of tokens remaining in their pool.
At the start of their turn the player:
During their turn a player may do any combination of the following:
There is no set order between these two options; the player may interleave them freely within their turn.
Whenever a crew member is used — either to meet the crew requirement of an Action card played from hand, or to activate a printed ability on a board card — the player must first turn that crew member’s Permanent card 90 degrees clockwise. This indicates the crew member is exhausted and unavailable until they recover.
An exhausted crew member cannot be used again until their card is straightened. Exhausted cards are restored at the start of the player’s next turn.
At the end of their turn the player draws 1 card from their deck. Then:
Players play against a scenario deck that represents the star system being explored. The scenario deck is assembled from three kinds of packs, mirroring the structure of a player deck.
| Pack | Quantity | Contents |
|---|---|---|
| Agenda | Exactly 1 | The overarching story: narrative stages, win and lose resolutions, and pack requirements |
| NPC | One or more | A threat in the star system and its encounter cards |
| Location | One or more | A place in the star system and its exploration cards |
The agenda is the story of the scenario. It defines how the scenario begins, how it escalates, and every way it can end.
The Agenda pack contains three kinds of physical cards:
| Card type | Quantity | Setup |
|---|---|---|
| Scenario Setup card | Exactly 1 | Placed face-up at setup as the pack assembly reference |
| Stage cards | One per narrative act | Stacked in order beside the table; current top card always face-up |
| Resolution cards | One per possible ending | Kept face-down; flipped and read aloud when triggered |
A single card that summarises all the packs required to assemble the scenario deck. It prints:
| Field | Description |
|---|---|
| Required NPCs | An ordered list of NPC entries |
| Required Locations | An ordered list of location entries |
Both NPC and location lists follow a four-way pattern:
A role-based slot casts an existing campaign NPC as a particular narrative function in the scenario.
| Role | Narrative function |
|---|---|
| Antagonist | Primary threat or villain for this scenario |
| Traitor | NPC that secretly turns against the player |
| Informant | Source of intelligence or hidden knowledge |
| Rival | Competing presence; not always openly hostile |
| Ally | Temporary supporting NPC |
| Target | NPC the player must protect, rescue, or capture |
| Wildcard | Any NPC; fully open narrative role |
The slot may also print a preferred status to narrow the selection pool:
| Preferred status | Draw from |
|---|---|
| Unused | NPCs not yet introduced in the campaign |
| Friendly | NPCs currently allied with the player |
| Neutral | NPCs with no active allegiance |
| Hostile | NPCs currently opposing the player |
Each stage card is a narrative beat describing what is happening in the story at that point. Stage cards carry story text only — the conditions that end the scenario are on the resolution cards.
Each resolution card represents one possible ending — victory or defeat. Resolution cards are kept face-down during play. When an encounter or exploration card’s effect references a resolution card’s ID, that card is flipped face-up and read aloud. The scenario ends immediately.
Every Agenda pack must include at least one win resolution and at least one lose resolution.
Each NPC pack represents one active threat in the star system.
The NPCCard (Permanent) is placed face-down in the encounter zone at setup. It flips face-up the first time one of that NPC’s encounter cards is drawn. It prints:
| Stat | Description |
|---|---|
| Class | The NPC’s broad classification; used to match generic setup slots |
| Hull | Hit points; reduced by player attacks |
| Attack | Damage dealt to the player’s ship each Encounter Phase while active |
| Evasion | Evasion rating (0–5); scenario NPCs always exhaust to evade when able |
| Special Ability | Unique ability triggered under the printed condition |
Each Location pack represents one place in the star system. Location types include:
| Type | Examples |
|---|---|
| Planet | Colony world, alien biosphere, barren rock, oceanic world |
| Moon | Mining outpost, hidden rebel base, tidally locked wasteland |
| Space Station | Trading hub, military outpost, research platform, refugee haven |
| Asteroid Field | Mining zone, ambush terrain, smuggler’s route |
| Nebula | Navigation hazard, hiding spot, sensor-dead zone |
| Debris Field | Ship graveyard, salvage ground, old battlefield |
| Deep Space | Open void on a long transit, isolation, sensor silence |
| Jump Point | Hyperspace corridor entry, wormhole, contested transit node |
| Anomaly | Spatial rift, gravitational singularity, uncharted phenomenon |
| Starship | Derelict vessel, active ship, allied or hostile craft |
| Gas Giant | Massive planet with exotic atmosphere and crushing gravity |
The LocationCard (Permanent) is placed face-down on the table at setup and flipped face-up when the players first reach that location. It prints:
| Field | Description |
|---|---|
| Type | The kind of place this is |
| Connections | Other location IDs the player can travel to directly from here |
| Effect | Any special rule that applies while the player is at this location |
The encounter deck is assembled at setup by combining all encounter cards from every NPC pack and all exploration cards from every Location pack. Shuffle this combined set to form the encounter deck.
After the player completes their turn (including drawing a card at the end), an Encounter Phase occurs:
The player may attack an active NPC using Skill cards and Equipment actions during their turn. Before an attack resolves, check evasion: if the NPC’s evasion is higher than the player’s evasion, the NPC may exhaust its NPCCard to completely avoid all damage from that attack. Scenario NPCs always exhaust to evade when they are able.
Each point of damage dealt reduces the NPC’s hull. When an NPC’s hull reaches 0 it is defeated: remove it from the encounter zone and discard its NPCCard.
Progress tokens are a general-purpose counter placed on a card — an NPC, location, or any other target — by encounter or exploration card effects. They track how far a threatening event has advanced.
Each card that uses progress tokens prints the threshold at which the event resolves. When the printed threshold is reached, resolve the effect or trigger the stated resolution immediately.
Progress tokens are removed from a card when it leaves play. Unless a card effect states otherwise, there is no limit to how many progress tokens a single card can hold.
Select a single scenario and build a deck to face it. One-offs are self-contained: there is no carry-over between games. This is the fastest way to learn a new scenario or introduce new players to the game.
A campaign is a series of connected scenarios set in the same sector of the galaxy. Between games, the state of your ship and crew persists — resources remain in the hold, upgraded cards stay in the deck, and the results of previous scenarios shape which scenarios become available next.
A campaign is built around a sector: a named region of the galaxy with its own history, factions, and locations. The scenarios in a sector form a branching story arc — which branch you follow depends on whether you won or lost each previous scenario and what choices you made during play.
Resources are gathered during play and stored as Item cards in the ship’s hold. Each resource card has a printed resource value that indicates how much it is worth when spent.
Resources can be spent to upgrade the deck. To upgrade, the player replaces a basic card in the deck with an upgraded card from the same pack, discarding the replaced card and spending the required resources.
Upgraded cards are printed in the same pack as the basic cards they replace. Each upgraded card indicates on its face what it supersedes and how many resources are required to make the swap.
A sector is the setting for a campaign. It defines:
A sector is designed to be played through multiple times. The branching story means that some scenarios may never be reached in a given campaign, leaving parts of the sector unexplored until the next run-through.
There is no required method for tracking campaign progress. Use whatever works for you — a notebook, a phone, index cards, or simply the physical arrangement of your card collection.
The simplest and most tactile method is to organise all your printed packs directly inside the box you store them in. Divide the box into labelled sections so the physical layout mirrors the state of your campaign at a glance.
| Section | Contents |
|---|---|
| Active deck | Cards currently in the shuffled portion of the player deck |
| Active permanents | The ship, crew, and equipment permanent cards in play |
| Retired cards | Basic cards replaced by upgrades; set aside but not discarded |
| Unused packs | Crew, equipment, and item packs not yet part of the current deck |
Create one section in the box per sector you own or are playing. Within each sector section, divide NPC and location packs by their current status:
NPCs
Locations
[ Active deck ] [ Active permanents ] [ Retired ] [ Sector: Kerath Reach ————————————————————————— ] NPCs: [ Undiscovered ] [ Neutral ] [ Friendly ] [ Antagonist ] Locations: [ Unvisited ] [ Known ] [ Sector: The Outer Veil ————————————————————————] NPCs: [ Undiscovered ] [ Neutral ] [ Friendly ] [ Antagonist ] Locations: [ Unvisited ] [ Known ] [ Unused packs ]
Every NPC pack in a player’s collection starts each campaign as unknown and neutral. The NPC’s class describes what kind of being it is, but does not predetermine how it behaves toward the player. An NPC has no relationship value until it is discovered.
An NPC is discovered the first time one of its encounter cards is drawn from the encounter deck. At that moment:
| Value | Disposition | Meaning |
|---|---|---|
| +3 | Friendly | Staunch ally; may provide aid, information, or safe passage |
| +2 | Friendly | Willing to cooperate; broadly sympathetic to the player |
| +1 | Friendly | Cautiously warm; open to negotiation |
| 0 | Neutral | Unknown or indifferent; behaviour follows the encounter card |
| −1 | Antagonist | Wary or resentful; likely hostile when encountered |
| −2 | Antagonist | Actively working against the player |
| −3 | Antagonist | Sworn enemy; attacks on sight and may pursue across scenarios |
Resolution cards may print one or more disposition changes — instructions to shift a named NPC’s relationship value up or down after the scenario ends. These shifts are applied during the between-game steps.
Example: a resolution card reads “The Keth Armada withdraws, respecting your strength — shift the Keth Armada +1 Friendly.” Even if the Keth were attacking you throughout the scenario, they leave with a grudging respect.
Shifts are applied after the scenario resolves, not during play. The value is always clamped to −3 … +3.
Only discovered NPCs can have their relationship shifted. If a disposition change references an NPC that has not been encountered in this campaign, it has no effect.
An NPC’s current disposition is a storytelling guide and a scenario-building tool. When assembling a scenario that includes an NPC with an existing relationship:
Specific effects are always printed on the relevant cards. The relationship track informs which scenarios and connections are unlocked in a sector’s branching structure — some paths only open once a key NPC becomes Friendly or Antagonist.