Turn structure
Each die face corresponds to a specific action the active player may take.
On your turn, roll all your dice. Each die face maps to one of the following actions: Move a Ship (advance a ship along a planet's orbit track), Colonize (claim a planet your ship has fully orbited), Gain Energy (collect Energy resources), Gain Culture (collect Culture resources), Use Galaxy Cannon (attack or special ability), or Empire Advancement (move up your Empire track). You must take each chosen die's action before re-rolling unused dice.
Turn structure
The active player may re-roll unused dice a number of times equal to their Empire level.
After resolving one or more dice, the active player may re-roll any remaining unused dice. The number of re-rolls available equals the player's current Empire level (starting at 1). Each re-roll costs nothing but counts against the total re-roll allotment for the turn. The player may stop rolling at any time.
Turn structure
Any non-active player may follow one action per die the active player uses by spending 1 Culture.
When the active player uses a die to take an action, each other player may immediately pay 1 Culture to perform that same action. Each non-active player may follow at most once per die used. Following does not require the following player to have a die showing that face — only the Culture cost applies.
Movement
Using a Move Ship die result advances one of your ships one step along a planet's orbit track.
When you use the Move Ship action, choose one of your ships currently in orbit around a planet and advance it one space along that planet's orbit track. Each planet has a track of a fixed length (shown on the card). Ships must travel the full track before colonization is possible. A ship may orbit any planet currently in the galaxy row.
Building
When a ship completes a planet's orbit track, you may use a Colonize die result to claim it.
A ship that has advanced through all spaces of a planet's orbit track is eligible for colonization. On a turn when you roll (or keep) the Colonize die face, you may claim that planet: take the planet card and place it in front of you, gain its immediate bonus if any, and return your satellite to your supply. The planet's ongoing ability and victory point value are now yours for the rest of the game.
Resource management
Your Empire track level determines your die count and number of re-rolls per turn.
Each player has an Empire track with levels 1 through 6 (or similar). Your current level equals the number of dice you roll each turn AND the number of re-rolls you may take. Advancing on the Empire track costs an Empire Advancement die result. Higher Empire levels dramatically increase your action economy each turn.
Resource management
Use an Empire Advancement die result to move up one level on your Empire track.
When you use the Empire Advancement die face, move your marker up one space on your Empire track. This immediately increases the number of dice you roll and the number of re-rolls available to you starting next turn (the current turn's die count and re-rolls are fixed at the start of the turn).
Resource management
Energy is a resource used to trigger planet special abilities.
Gain Energy by using the Gain Energy die face. Energy is stored on your player board up to your current storage limit. Energy is spent to activate the special abilities of planets you have colonized that require Energy. Energy does not carry a direct victory point value.