Turn structure
Each turn consists of 5 sequential phases: Power Order, Economics, Movement/Combat/Discovery, Surveys, and Colonization.
A full turn proceeds through: (1) Power Order determination, (2) Economics — simultaneous income calculation and spending by all players, including negotiations and card trading, (3) Movement/Combat/Discovery — each Power in Power Order fully completes all movement, then combat, then discoveries before the next Power acts, (4) Surveys — system surveys in Power Order, (5) Colonization — simultaneous colonization by all players; captured TFs are converted or destroyed. On the final turn, Colonization is repeated twice.
Turn structure
First Power is determined by drawing a Power Card; direction of play is set by a die roll (odd = left, even = right).
At the start of each turn in a multi-player game, a Power Card is drawn to identify the first Power. A die is then rolled: if the result is odd, play proceeds to the left; if even, play proceeds to the right. Altering Power Order costs 2 or more Credits and is done during the Economics phase.
Turn structure
During Economics, all players simultaneously calculate income and make purchases; negotiations and card trading also occur here.
During the Economics phase, all players simultaneously determine their total funds available (Production by TFs × 1 Cr each, Trade Income × 1 Cr each, Survey Bonus, Resource Advance × 2 Cr each) and then record their spending on units and actions. Negotiations and card trading between players occur during this phase. Any unspent Credits may be saved, up to a maximum of 3 saved Credits at any time.
Resource production
Income comes from TF production (1 Cr/TF), Trade Income (1 Cr each), Survey Bonuses, and Resource Advances (2 Cr each).
Each turn, a player's Total Funds Available is calculated as follows: Production by TFs yields 1 Credit per TF; Trade Income yields 1 Credit per qualifying trade; Survey Bonus is a one-time bonus for completing a survey; Resource Advance yields 2 Credits per advance. All sources are summed together with any saved Credits from the previous turn to give Total Funds Available.
Resource management
Players may save unspent Credits between turns, but the maximum saved amount is 3 Credits.
At the end of the Economics phase, any Credits not spent may be carried over to the next turn as savings. The maximum number of Credits a player may hold as savings at any one time is 3. Excess Credits above 3 are lost.
Building
Unit build costs: Star Probe (P) = 4 Cr, Survey Ship (S) = 2 Cr, Colony Expedition (Y) = 2 Cr, Trade Expedition (T) = 2 Cr, Cruiser (C) = 2 Cr, Dreadnought (D) = 4 Cr, Starbase (SB) = 4 Cr. Repairing a Dreadnought costs 1 Cr.
During the Economics phase, players spend Credits to build units. Costs per unit are: Star Probe (P) = 4 Cr each; Survey Ship (S) = 2 Cr each; Colony Expedition (Y) = 2 Cr each; Trade Expedition (T) = 2 Cr each; Cruiser (C) = 2 Cr each; Dreadnought (D) = 4 Cr each; Starbase (SB) = 4 Cr each. Repairing a Dreadnought (restoring a lost step) costs 1 Cr. Buying a Survey Card costs 2 Cr. Altering Power Order costs 2 or more Cr.
Special
Star Probe (P): Strength 1, cost 4 Cr. Navigates automatically to undiscovered systems without a die roll.
The Star Probe (abbreviated P) has a strength of 1 and costs 4 Credits to build. Its special ability is Automatic Navigation: it may move to undiscovered systems without making a navigation die roll. All other units must roll to navigate to undiscovered systems. Star Probes (and ships accompanying them) are automatically permitted to retreat from Vanished, Vortex, and Unfriendly system results.
Special
Survey Ship (S): Strength 2, cost 2 Cr. Has Survey Ability 2; all other units have Survey Ability 1.
The Survey Ship (abbreviated S) has a strength of 2 and costs 2 Credits to build. Its special ability is an enhanced Survey Ability of 2, meaning it counts as 2 when contributing to a survey. All other units that can survey have a Survey Ability of 1.