Objective
Rescue your stranded scientist by constructing trade route warps with Freight Route sticks and using mercenary Durriken to hamper rivals. Return the scientist to your home planet to win.
Components
- Freight Route sticks – Build trade route warps between planets.
- Scientist token – Rescue this to win.
- Cards – Planet, fuel, Durriken and the Arkstorm.
- Trap cards – Mines and other hazards.
Each player begins with two ships, twenty Freight Route sticks and six Trap cards of their colour.
Setup
- Choose a colour and place both ships on the home planet in that sector.
- Put your scientist on planet #4 in the opposite sector.
- Deal each pilot five cards, plus their sticks and Trap cards.
- Shuffle the Arkstorm card back into the deck once cards are dealt.
Starting Play
Roll a die. The highest roller begins, then play moves clockwise. The first player immediately draws a Gambit.