Players: Ideally 3-4+. You can play with 2, but you effectively skip trade and negotiation because it's practically never beneficial to work together.
Tracking stats:The game is relatively involved. You definitely want a notebook, but I'd recommend some kind of spreadsheet to keep track of your income. 'Dice' rolls are often odd numbers, like 5, so you might also want a digital dice you can use.
The board:This is not a printed board game - you'll need to create a map. I've used a whiteboard for this in play testing. This also means you can vary the size and shape of the map to match whatever scenario you want to play. This photo shows an example board for a two player play-test.
System cards:You will also want a way to draw new systems as they are discovered. I've used blank playing cards with the following stats written on: Suitably sci-fi name, colinisable planet count, ore extraction zone count, research zone count. These values should be in the range of 0-5. Highly resource-available systems should be relatively rare.
Players start with the following resources:
Type | Ore Output | Credit Output (K) | Research Output |
---|---|---|---|
Research Station | 0 | 0 | 5 |
Extractor | 5 | 0 | 0 |
Colony | 3 | 50 | 0 |
Trade Lane | 0 | Length * 100 | 0 |
Type | Ore Cost | Credit Cost (K) |
---|---|---|
Research Station | 250 | 250 |
Extractor | 50 | 400 |
Colony | 275 | 500 |
Trade Lane | Length * 500 | Length * 1000 |