How to Play

SpaceCorp: 2025-2300AD

1-4 players 60-240 min 7.7 Board Game Geek Rating

In SpaceCorp: 2025-2300 AD, 1-4 players command space enterprises expanding humanity across three historical eras. Players explore and colonize locations from Mars to distant star systems, mining resources, building infrastructure, and conducting research missions. Victory comes through accumulating the most profit from successful space ventures, discoveries, and establishing colonies throughout the solar system and beyond.

Published 2018

SpaceCorp: 2025-2300AD

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Place the era board
Set up the Mariners, Planeteers, or Starfarers board matching the chosen era
2
Set up discovery tiles (Mariners/Planeteers)
Place 6/6 era 1, 3/14 era 2, and 0/8 era 3 discovery tiles randomized on matching board spaces
3
Place Beyond markers (Mariners/Planeteers)
Put 1st and 2nd Beyond markers on matching board spaces
4
Set up discovery stacks (Starfarers)
Shuffle 16 Primary into 2 stacks of 8, 12 Secondary into 2 stacks of 6, and 5 Alien tokens as 5 separate discovery stacks
5
Place Business Display
Position the Contract Fulfilled orange discs on their starting spaces
6
Place Sideboard Display (Mariners/Planeteers only)
Use the back of the Mariners map
7
Set up Adaptation and Breakthrough cards
Place 16 Adaptation (Genetics) and Breakthrough (Revelation) cards in stacks matching names with $ (VP) on top
8
Place Colony tiles (Starfarers)
Set out 12 (2-player), 17 (3-player), or 20 (4-player) Colony tiles on matching sideboard spaces
9
Take player HQ
Each player takes an HQ board matching the chosen era
10
Place Profit marker
Put matching Profit marker on Business Display space "0" (exception: last player starts at "1" in 3-4 player games)
11
Place Base markers
Put 9×3 matching Base round markers on HQ Board matching spaces
12
Place Team cubes
Put 2 (Starfarers: 3) matching Team cubes on the Base space on the game board
13
Set up 1st/2nd Beyond players (Planeteers)
1st Beyond sets up on Ceres and explores free; 2nd Beyond sets up on Vesta unexplored
14
Set up 1st/2nd Beyond players (Starfarers)
1st Beyond sets up on Alpha Centauri star; 2nd Beyond sets up on Luhman 16 leftmost box
15
Place Progress cubes
Put 1 Genetics tan cube and 1 Revelation black cube on top of HQ's Progress Wheel (later eras: leave in place)
16
Set aside Start cards
Remove 12 era "Start" cards from the deck
17
Prepare draw deck
Add 0/2/4 Time cards (for 2/3/4 players) plus current era deck and shuffle
18
Prepare starting hand (Mariners)
Take 1 Time card and 1 Chemical Drive "Mariners Start" card
19
Prepare starting hand (Planeteers/Starfarers)
Take 1 Time card and 2 random era-matching Start cards
20
Shuffle remaining Start cards
Place remaining Start cards on top of the draw deck
21
Determine Start Player (Mariners)
Player who last gazed at night sky goes first; in 2-player 2nd gets +1 card; in 3-player 2nd and 3rd get +1 card; in 4-player 3rd and 4th get +1 card; last player gets +1$ in 3-4 player games
22
Determine Start Player (Planeteers/Starfarers)
Previous 1st Beyond player, then least Profit, then random
23
Fill Card Offer
Place cards in the Card Offer spaces on the game board

On Your Turn

What you can do during your turn.

1
Advance Star Track (Starfarers only)
Move each own Team on the Star Track 1 box closer towards the Star
2
Conduct an Action
Select and perform any 1 action from the available options
3
Calculate action value
Add points from matching Infra, cards played from hand, base abilities, Adaptation/Breakthrough bonuses, and spent VP (max 3 VP spent, Planeteers/Starfarers only)
4
Use Time card (optional)
Play 1 Time card to double action value or use value with 2 Teams (MOVE/BUILD/EXPLORE only)
5
Handle Radiation (Planeteers/Starfarers)
Lose 2/3 VP if performing MOVE/BUILD in Radiation Zone while unshielded
6
RESEARCH action
Draw cards equal to RESEARCH Value (one at a time from deck or offer); only available if you have fewer than 7 cards
7
MOVE action
Travel between sites; must move to/from any player's Base (own only if End of Era triggered)
8
MOVE into Star System (Starfarers)
Place team on leftmost space on Star Track when entering a Star System
9
MOVE to Orion Spur (Starfarers)
From adjacent system with own Colony, lose team to gain 5$ (1st) or 2$ (2nd)
10
EXPLORE action
Use with own team on unexplored site; exploration value must equal or exceed site's "e" value
11
BUILD action
Build on site with own team, no existing Base, and explored terrain; Build value must equal or exceed "b" value
12
PRODUCE action
Gain VP equal to P# for each site with P# and own Base, up to PRODUCE Value number of sites
13
GENETICS action
Move Genetics tan cube clockwise on Progress Wheel equal to action value
14
REVELATION action (Planeteers/Starfarers)
Move Revelation black cube clockwise on Progress Wheel equal to action value
15
UPGRADE action
Play 1 card with "May Upgrade as Infra" from hand into HQ's non-Research box
16
SPECIAL action
Play 1 card with special effect from hand for its effect, then remove it from the game
17
COLONIZE action (Starfarers only)
Available only in System with no Colony and all Exploration Tiles having own Bases
18
Play Edge cards
Any player may interrupt with cards played for "Edge" effect during another player's turn
19
Claim Contract Awards
After your action, claim any unfulfilled contracts if meeting prerequisites; gain $ equal to current era's contract value plus any previous era bonuses; advance Contract marker
20
Opponent claims Rewards
For each instance of using another player's Infra or base, inactive players draw 1 card from deck in turn order
21
Perform free Team Transport
Move 1 Team that didn't perform the action between 2 own Bases (1 must be Spaceport) over any distance
22
Discard played cards
Place used cards in discard pile; replenish Card Offer if draw deck has cards
23
Draw 1 card
Draw from deck only if you have 4 or fewer cards in hand

Winning

How to claim victory.

1
Era ends by contracts
When 6 out of 7 contracts are fulfilled, each player takes 1 more turn, then the era ends
2
Era ends by passing (2-player)
Once 1 player passes, remaining player takes 1 turn (double Intercept edge allowed), then era ends
3
Era ends by passing (3-4 player)
Once 2 players pass, remaining players each take 1 turn (double Intercept edge allowed), then era ends
4
Legacy Production (Mariners/Planeteers)
May place 1 Discovery tile with P# and own Base onto HQ's Legacy Production; this contributes to future Production and removes any previously placed tile
5
Remove era cards (Mariners/Planeteers)
Remove all non-Infra era cards from the game
6
Return pieces (Mariners/Planeteers)
Return all players' Teams and Bases for the next era
7
Award Colony VP (Starfarers)
Gain or lose VP based on total colonies established: 0 colonies = -1$, 1 colony = +1$, 2 colonies = +4$, 3 colonies = +8$, 4+ colonies = +13$
8
Determine winner
Player with highest $ wins
9
Break ties
If tied on $, highest total Colony Value wins; then most Progress cards; then tie stands

watch & Learn

Let the pros teach you with these top videos.

SpaceCorp 2025-2300AD – Digital Version Playthrough

SpaceCorp 2025-2300AD – Digital Version Playthrough

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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