1
Play three chapters
Each chapter has three phases: Recruit → Action → Ambition
2
Draw cards in Recruit phase
Shuffle the action deck, then each player draws action cards (3 players: 5 cards; 4 players: 4 cards)
3
Draft cards
All players choose 2 cards to keep and pass the rest face-down to the left; repeat once more
4
Lead player starts
The player with the initiative marker plays any card, establishing the lead suit
5
Following players must follow suit
Play a card of the lead suit if possible; otherwise play any card
6
Use card for actions OR placement
Choose one option when playing a card:
7
Move agent (X AP)
Move your agent X clusters clockwise or counter-clockwise, collecting 1 resource from any planet on the path or destination
8
Move ship (1 AP)
Move 1 ship to an adjacent cluster's gate system
9
Repair ship (1 AP)
Put 1 damaged ship upright to make it fresh
10
Battle (1 AP)
Initiate battle in your agent's cluster
11
Research (2 AP)
Spend a specific resource to gain that scientific advancement (once per round)
12
Colonize (2 AP)
Spend 1 resource, remove 1 ship from your agent's cluster, and place a city on a city-free planet in that cluster (once per round)
13
Product resource
Place up to 2 ships in your agent's cluster
14
Fuel resource
Move up to 2 ships 1 cluster to/from your agent's cluster
15
Rocket resource
Perform 1 battle in any cluster (agent need not be present)
16
Relic resource
Repair up to 2 ships in your agent's cluster
17
Psionic resource
Move your agent up to 2 times (no resource collection)
18
Buy back trophies
Pay 1 resource or 1 power to retrieve all your ships held as trophies
19
Lead player may declare
After performing actions, take an ambition marker and place it on a planet in your agent's cluster (if no ambition there yet)
20
Set card value to zero
Place the zero marker on your played card for round resolution
21
Check for 7 cards first
If any "7" card was played, the first played "7" wins
22
Otherwise highest lead suit wins
The highest card number in the lead suit wins the round
23
Winner takes initiative
The round winner receives the initiative marker
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Calculate influence
Fresh ship = 1; Agent with fresh ships = +2; Damaged city = +1; Fresh city = +2
25
Award power
1st place in influence gets 2 Power; 2nd place gets 1 Power
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Handle ties
Tied for 1st all get 2nd place; tied for 2nd get no Power
27
Choose defender
Select one rival with ships in your agent's cluster
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Collect dice
Take 1 die (assault, skirmish, or raid) per attacking ship, maximum 5 dice; raid dice only if defender's agent or city is present
29
Resolve in order
Flames hit your ships → Intercept hits your ships once per fresh defender → Hits damage/destroy defender ships → Keys steal resources → Pyramids move defender's agent
30
Handle destroyed ships
Take destroyed ships as trophies; return all trophies and gain 2 Power when reaching 3+ trophies
31
Colonies (Material)
Turn all city markers fresh side up
32
Fleet Expansion (Fuel)
Send the 2 stored ships to your supply
33
Advance Tactics (Rocket)
Reroll all blue dice once per battle
34
Repair-bots (Relic)
Repair 2 of your ships after any battle involving your ships
35
Superior Intellect (Psionic)
Your agent provides +3 influence instead of +2