S.P.A.C.E.
Scoundrels and Pirates Affiliated with Criminal Enterprises
A ship. A job. A favor. A bribe. Make a name. Get noticed. Maybe too much.
Each player captains their own spaceship, smuggling cargo between inhabited planets and space stations for the four criminal syndicates. Success means a souped-up ship, a capable crew, reputation, and favors to call in at just the right moment.



2–6 players
Ages 10+
60–90 minutes
Created by Adam Wuerl & Rob Davis
What's in the Box
- 1 game board
- 1 scoreboard
- 6 ship tokens
- 6 ship sheets
- 6 colored six-sided dice
- 48 contract cards (+3 blank cards)
- 76 green cantina cards
- 84 purple cantina cards
- 60 red cantina cards
- 9 blank cantina cards (3 of each color)
- 20 bribe cards
- 54 encounter cards
- 31 damage tokens
- 1st Player token
- 1 dockyard token
- 1 black six-sided die

The Syndicates




Criminal syndicates have always found profit and prestige through their schemes of vice and villainy. In the distant future, when humankind have colonized the stars, they will still be at it: Hallucinogens. Gun running. Cybernetics. Mind control. And as ever, the scoundrels and smugglers will make it all happen. Hungry for their slice of the pie, they do the dirty work, rising in stature with each job, but none is truly master of their own fate. Only one syndicate will accomplish its nefarious goals, and the small-timers must choose their masters wisely, for there are no rewards to loyalty when you have served the wrong one. As you climb the slippery pole around which the galaxy revolves, remember: There is no honor among thieves. There are only the schemers and schemes of S.P.A.C.E.: Scoundrels and Pirates Affiliated with Criminal Enterprises.

Game Play
Encounter cards reflect the whims of the galaxy. For each player it might be as simple as happening upon an expired medkit that might come in handy later, a potentially lucrative big new contract on the street, or an encounter with Sector Patrol (in retrospect, probably best to avoid the more respectable planets once everybody knows your name). Sometimes it's a relief when nothing happens — after all, space is big.
Find some help for a nagging injury, pick up a cargo, visit the Dockyard to do some long-overdue maintenance, chase down an old foe, or set up an ambush. What's the point of a fast ship, a seasoned crew, and a locker full of blaster pistols that never get used? Ships may be safest in port...
Do the job. Get paid. Get noticed. Maybe too much.
Combat
Chance encounters, as well as rewards for successful cargo deliveries, can add systems and crew to your ship that come in handy during combat. Pit your weapons against enemy defenses that may be perfectly tailored to thwart you (or situationally useless). Disable their weapons, slow them down, or even destroy some of their precious cargo.
Once defeated an enemy ship can be boarded and a melee ensues, and to the winner go the spoils — well at least as much as you can make off with before everyone else wakes up with a raging headache, two fewer guns...and, wait, where's that crate of mind control slugs that was bound for Anubis Station?


Victory
Contraband is in high demand, so each revealed contract has at least two syndicates vying for it to be delivered to one of their strongholds — no doubt to further some mysterious and nefarious plot. The game ends when a syndicate has gathered eight deliveries, and the winner is the player with the highest reputation affiliated with them.
Pre-Orders for First Printing
We are gathering pre-orders for the first production run and are targeting $75 – 85 + tax. If you're interested, email us ”at info@apogeeboardgames.com with your name, city/state, and desired number of copies. We’ll be in touch regarding payment (and shipping if needed).

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