Sample Turn A

  1. Draw the Gambit and guess incorrectly once, gaining one card.
  2. Play a 5-fuel card to move your first ship five spaces and complete a route.
  3. Use a quickroute warp to move your second ship five spaces farther.
  4. Buy a Trap card by paying two 4-fuel cards and receive a mine.
  5. Place the mine on top of a planet card.
  6. Deploy a mercenary Durriken in sector 5, planet 1, destroying an adjacent Freight Route but not the reinforced route.
  7. Dogfight another pilot using the Durriken and win with a combined card score of 9 versus 7, sending the enemy ship back to home base. Discard both cards used.

Sample Turn B

  1. Draw the Gambit and guess correctly twice, gaining three cards.
  2. Buy a Trap card with two 4-fuel cards and get a special power to move +1 space.
  3. Play that power and move your first ship 2+1 spaces to a Teleprism triangle using auxiliary power.
  4. Roll Teleprism dice and teleport to sector 5, planet 1.
  5. Land on a planet with another pilot and lose the dogfight 8 vs. 10, sending your ship back to home base. Discard the cards used.
  6. Move your second ship 2+1 spaces to the #4 planet in the far sector and pick up the scientist.

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