S.P.A.C.E. Sample Turn

In the descriptions below, a player's name/color is bold to signify when it is the start of their portion of a given phase (e.g., Blue's movement phase). Locations, cards, game terms, and other key concepts are in italics.

Turn Setup | Encounter Phase | Movement Phase | Delivery Phase | Turn End

Turn Setup return to top

This sample turn begins with the game in progress and demonstrates key mechanics and rules. There are six players, each named after the color of their ship token: Blue, Red, White, Green, Yellow, and Black. The Dockyard token is located on Metis Prime, which is one of the five green planets that it rotates between during the game.

The game board at the start of the sample turn A photo of the S.P.A.C.E. game board at the start of the sample turn showing the following planets and space stations: Hedone, Pandora, Belloch, Soheila, Gemini Station, Eurybia, Erato, Cocytus, Niska, Dysnomia, Persephone, Miranda, Surya II, Aeron IV, Lambda III, Metis Prime, Lokasenna V, and Anubis Station. Six colored ship tokens — blue, red, yellow, green, white, and black — are placed on various planets. Several decks of cards (Cantina and Contract) and stacks of small circular tokens are visible around the board edges. The map shows white connecting lines between locations representing possible travel routes, with art depicting space and alien worlds.

Each player has a crew member in their Captain's Quarters located at the top-left of their ship sheet and marked with a star ⭐️. This is their captain, who was dealt from the purple Cantina deck during game setup and who will remain their captain all game.

Each player's ship also contains various ship systems, crew members, and/or cargo stored 1 card per open bay. Small items are stored in two areas of the bottom-right of each ship sheet. Firearms and explosives are stacked face down in the area labeled with a gun (i.e., the Weapons Locker); all other small items are stacked face down in the area labeled with a shelf (i.e., the Storage Locker). Both areas can hold an unlimited number of small items; the piles are separated to make it easier to find weapons during gameplay and because it provides some public knowledge of the types of small items on each ship.

A die on each ship sheet matches the color of a corresponding ship token on the game board; the die also indicates a player's reputation and whether they are affiliated with one of the four criminal syndicates: Semyorka, Fidanza, Allmacht, and Anubis. For example, Blue has a rep of 1 and is unaffiliated; Red has a rep of 4 and is affiliated with Fidanza.

The players' ship sheets at the start of the sample turn Photo of the S.P.A.C.E. player ship sheets at the start of the sample turn. Six individual ship sheets are arranged side by side on a table, each showing a different color and player: Blue, Red, Yellow, Green, White, and Black. Each sheet displays the player's captain and other crew, ship systems, or cargo abord their ship. Green's ship shows an injured captain and one unconscious crew member. Some players also have items in their Captain's Log, Weapons Locker, and/or Storage Locker. A die on each ship sheet shows the player's reputation and whether they're affiliated with one of the four syndicates. Blue has the 1st Player token.

At the start of every turn, any unconscious crew member recovers to injured. Green’s captain, Yevgeniy Borodin, is unconscious, so the token on his card is flipped over to the injured side. Hal Donnell stays injured. All other players’ crews started the turn at full health.

Encounter Phase return to top

The turn starts with the Encounter Phase. Blue has the 1st Player token, so he reveals the top card from the Encounter deck. Blue is located on Pandora, a purple planet, so he reads the purple encounter.

The encounter instructs him to reveals a new Contract card, which he draws from the top of the Contract deck. It is Reactor Parts from Surya II. Blue places the Contract card face up on Surya II and discards the Encounter card.

Encounter card with Blue’s ship next to the purple encounter, which reads: Good news, everyone! — reveal a new Contract card.
Encounter card with Red’s ship next to the red encounter, which reads: Cantina - draw one Cantina card.

Play proceeds clockwise, so Red is next and draws a new Encounter card. She is also on Pandora so reads the purple encounter.

The encounter entitles Red to draw a Cantina card; Red's on a purple planet, so she draws from the purple Cantina deck. It is a Plasma Beam, a +2 attack ship system. She has several open bays on her ship so chooses to install it right then by placing it face up in an open bay. (She could have instead placed it face-down in her Captain’s Log.) Red discards the Encounter card.

White is on Lambda III, a green planet.

The green encounter depends on the outcome of a rep check. White has to "roll above his rep" to pass. His rep is only 2 (as indicated by the white die on his ship sheet), so things already look good. But Gianfranco’s ability Omerta provides a -2 to rep checks, which means he has to roll above a 0. He automatically passes so gets to draw a green Cantina card. It's a Stun Grenade, which he places face down in his Weapons Locker. White discards the Encounter card.

Encounter card with White’s ship next to the green encounter, which reads: It’s a trap — make a rep check: if you pass, draw one Cantina card; if you fail, caught in a dragnet, discard one cargo.
Encounter card with Green’s ship next to the green encounter, which reads: Get the heck outa Dodge — +1 movement if you have an outlaw crew member.

Green is on Metis Prime, also a green planet.

Her encounter gives her +1 movement this turn, thanks to her outlaw crew member Hal Donnell. She keeps the Encounter card face up next to her ship sheet as a reminder.

Yellow is on Soheila, a red planet.

He does not have a medkit, so injures both of his crew then discards the Encounter card.

Encounter card with Yellow’s ship next to the red encounter, which reads: It hurts when I pee — unless you have a medkit, two crew members become injured; the medkit is not consumed.
Encounter card with Black’s ship next to the unpatrolled deep space encounter, which reads: Ex Uno Plures - if carrying Anubis cargo draw a Cantina; if also affiliated with Anubis draw a Red Cantina as well.

Black is located in the region of unpatrolled deep space in the Niska sector.

She is carrying a cargo that can be delivered for Anubis (Armaments), so she is entitled to draw a Cantina card. She draws from the purple deck because Niska is the only planet in the sector and is purple (if the sector contained planets of different colors she could choose to draw from either color). She draws a Kronstadt TS1977 (small item — repair part) and places it in her Storage Locker. Black is also affiliated with Anubis, so draws a red Cantina as well, a +2 Hyperdrive, and places it in an open bay. What good luck!

The players' ship sheets at the end of the encounter phase. Some new injuries, some new ship systems, and a few small items found along the way. So it goes. Photo of the S.P.A.C.E. player ship sheets after resolving the encounter cards. The same six ship sheets are now updated with tokens showing the results of the encounters: Yellow has injury tokens on two crew positions; Green’s shows an Encounter card next to it; etc.

Movement Phase return to top

Blue still has the 1st Player token so gets to move first. He's unaffiliated with only 1 rep, so the Reactor Parts on Surya II look pretty attractive. He starts to depart Pandora, but Red wants to demonstrate the might of her newly installed Plasma Beam and ambushes him.

Red has +2 attack, but Blue has an Energy Shield, which gives a -1 defensive bonus against plasma weapons, so his ship only takes 1 damage. He chooses to damage his shield because he wants to save his Hyperdrive. In the first round of an ambush only the attacker does damage, so the first round of ship combat is over.

Photo of the S.P.A.C.E. game board before Blue’s movement. There is a now a contract at Surya II.

Red needs to decide if she wants to press the attack into a second round. Blue doesn't have any attack, so she continues. (She could have also withdrawn and let Blue continue to move.)

But Blue wants none of this, so he tries to escape before the second round of ship combat begins. Escape is normally successful on a roll of 6+, but one of Benjamin Brooks' abilities provides a +2 escape, so he only needs to roll a 4+. He rolls a 4, successfully escapes the ambush, and moves 3 spaces to Surya II. He picks up the Reactor Parts, places them in an open bay in his ship, and uses his remaining 1 movement to move back into patrolled space. This is a little risky because it means he can be intercepted by one of the other players during their movement, but if he stays on Surya II he won't be able to reach Anubis Station on his next turn and deliver his cargo. Blue ends his movement.

Blue's ship sheet at the end of his movement. Photo of Blue’s S.P.A.C.E. ship sheet after movement. Blue's energy shield is damaged and they've picked up a Reactor Parts cargo.
The game board at the end of Blue's movement and the start of Red's. The game board shows Blue in deep space adjacent to Surya II. The cargo is no longer on the board.

Red ambushed Blue during his movement, but now it's her turn to move. She leaves Pandora and moves 2 spaces to visit the Dockyard, which is currently on Metis Prime. Green is already there and itching for a fight, but he cannot ambush Red because this is a green planet, where the authorities are watching and ship combat is never allowed.

Visiting the Dockyard consumes Red's remaining movement and entitles her to view 2 green Cantina cards from the top of the deck, which are a Blaster Pistol (small item — firearm) and a Shield Projector (small item — spare part). Red has 2 crew but no guns, so the blaster seems useful; conversely, she doesn’t have a shield, so the associated spare part is fairly useless. She pays for the blaster by returning Vasily Korolev to the bottom of the green Cantina deck. Vasily wasn’t going to be that useful anyway because Red doesn't have a sonic disrupter (Vasily's favorite weapon) and is already affiliated with Fidanza (while one of Vasily’s special abilities requires she be affiliated with Semyorka). She places the Blaster Pistol face down in her Weapons Locker and returns the unpurchased Shield Projector to the bottom of the green Cantina deck.

The Dockyard also entitles Red to install the ship system that was face down in her Captain’s Log (the area on the left edge of her ship sheet marked with a notepad 🗒️). The Captain’s Log can hold an unlimited number of Bribe and Cantina cards of any type (e.g., crew member, ship system, small item, etc.); these cards represent tips, favors, IOUs, and other intangibles rathre than physical objects actually on the ship; as such, they cannot be stolen and are kept secret from the other players. Red's item was Metal Armor, which provides a -1 defensive modifier against several types of ship systems, and like all ship systems it can absorb 1 point of damage in ship combat.

As her last action at the Dockyard, since there are no open Contracts on the game board, she reveals the top card from the Contract deck. It is Laser Drilling Rigs, which she places on Lokasenna V.

Before Red ends her movement, Green proposes a trade. Green has a Particle Accelerator; it’s a repair part for a Plasma Beam, a ship system that Green doesn’t have but Red does. Similarly, Red has a Replacement Field Coil, but no Hyperdrive. They agree to a trade and exchange spare parts.

Unfortunately for Red, Green is a jerk and starts a brawl immediately after the trade is completed. Green reveals 2 Blaster Pistols from his Weapons Locker and selects another card from his Storage Locker and lays it face down to the side of his ship sheet. These 3 cards represent the supplies Green took from his ship before initiating the brawl; any other items still on his ship cannot be used (or stolen) during the ensuing fight. He places 1 blaster next to each of his crew to equip them, giving him a +2 melee attack. Red similarly equips her captain with a Blaster Pistol, for +1 melee.

Red and Green's ship sheets after equipping themselves for a little post-trade brawl. Photo of the Red and Green S.P.A.C.E. ship sheets immediately before the brawl. Crew are equipped with weapons and the traded items are next to the ship sheets.
Red and Green's ship sheets after Green dominates Red in the brawl. Photo of the Red and Green S.P.A.C.E. ship sheets immediately after the brawl. Red's captain is unconscious, Green's crew are both injured. Green has both traded items and Red's Blaster Pistol.

Now each player takes damage. Red has 1 crew member so takes a maximum of 1 damage per round of melee; she must injure her captain and shows this by placing a injury token on Philippa Howard. Green also takes 1 damage and assigns it to his already-injured captain by flipping over the injury token. However, Yevgeniy has the First Aid ability, which he can opt to use now, before this round of melee is over. On a roll of 4+ any single crew member (optionally Yevgeniy) recovers to full health. He rolls a 2 and fails. But Green came prepared and reveals the face down card he set aside earlier. It is an Expired Medkit, which also heals 1 crew memeber on a roll of 4+. This time he rolls a 6 and removes the damage token from Yevgeniy; he also returns the Expired Medkit to the bottom of the red Cantina deck.

Things are going well for Green, so they continue the brawl. Again, each side takes 1 point of damage. Red’s captain is now unconscious and Green (re)injures her captain. Red has no way to heal Philippa Howard, so without any conscious crew the brawl is over. Green won with 2 conscious crew, so he's entitled to steal 2 small items from Red. He takes Red’s Blaster Pistol and the recently traded Particle Accelerator. No honor amongst thieves, evidently. Green may not steal anything still aboard Red's ship, such as her other small items or her Mind Control Slugs cargo.

It is now White's movement. He moves 3 spaces to intercept Blue in deep space (evidently Blue's early paranoia about hanging out there was well-founded). White has +1 attack from his Ion Cannon, while Blue’s Energy Shield offers no help: for one, it's damaged, but even if it wasn't Energy Shields are not effective against Ion Cannons. Blue damages his Hyperdrive, while wishing for the second time that day that his ship had weapons. Blue could have elected instead to absorb the ship-combat damage by destroying his cargo, but that's the kind of choice that keeps you at 1 rep forever.

Blue has no more operational ship systems, so ship combat is over. White has the choice of continuing with their turn or boarding Blue's ship. He decides to board.

The game board at the end of Red's movement and the start of White's. The game board now shows Red and Green at Metis Prime, where the Dockyard is also located. There are Laser Drilling Rigs on Lokasenna V.
Blue and White's ship sheets during White's boarding action. Blue and White's ship sheets. Blue's ship systems are both damaged. Benjamin Brookes is equipped with a Stun Grenade. A Plasma Rifle is next to a White crew member obscuring their name.

White reveals a weapon from his Weapons Locker and equips Cobb Jameson with a Plasma Rifle. Cobb isn't fighting alone, even though neither Gianfranco nor Autumn are equipped with weapons; this activates Cobb's other ability, so White has a total melee of +5. This is already way more damage than Blue can absorb, so White doesn't waste the Stun Grenade he got during the Encounter phase. Blue doesn't have any firearms but reveals a Stun Grenade, for +2 melee.

Blue has 2 crew so only takes 2 damage and must injure both Cliff Anderson and Benjamin Brooks. White chooses to injure Gianfranco Napolitano and Autumn Matthews. The Stun Grenade is a single-use item, so Blue returns it to the bottom of the appropriate Cantina deck.

White continues the melee and does 2 more damage; both of Blue’s crew are now knocked unconscious. Blue just had the one grenade so now has no melee attack and so does no damage in return. Blue reveals a Medkit from his Storage Locker and uses it to heal Cliff and extend the melee. Blue still has no attack so is definitely going to lose, but he's using the Medkit out of spite so White can’t steal it. (This was a boarding action, not a brawl, so Blue didn't need to equip his crew with small items at the start of melee.)

White wins 2 perfunctory rounds later, after knocking Cliff Anderson unconscious (again). This was a boarding action, which entitles White to steal Blue’s Reactor Parts cargo, which he transfers it to an open bay on his ship. If Blue had been in a spiteful (or less optimistic) mood earlier, he would have chosen to destroy the cargo during ship combat and deprive White of the spoils of combat. Alas, hindsight is 20/20.

White has 3 conscious crew at the end of the melee so is also entitled to steal 3 small items from Blue's ship; sadly for him Blue's small items storage is completely empty so there's nothing to steal. White returns his Plasma Rifle to the Weapons Locker and the boarding action is over.

It is still White's movement, and thanks to his fully operational +2 Hyperdrive he has a total of 5 movement. He only used 3 intercepting Blue so moves 2 more spaces to Hedone, where he’ll be able to deliver some Aphrodisiacs.

Green’s turn is comparatively uneventful. He moves 4 spaces to Hedone. Red cannot ambush him as he leaves Metis Prime for two separate reasons: Red has no conscious crew members, and she is at a green planet.

Green passes through the deep space sector where Blue is located but cannot intercept because Green has no ship weapons. There would also be little point: Blue's ship systems are already disabled, his crew is unconscious, and there are no cargos or even small items to steal. If Green could attack, he'd automatically win ship combat and boarding, and since Blue's crew is completely unconscious he could walk away with a cargo and up to 2 small items. (If it's not yet obvious, it's generally unwise to hang out in deep space when you're first player.)

The game board at the end of White's movement and the start of Green's. The game board now shows White at Hedone.
The game board after Green and Yellow's movement and the start of Black's. The game board shows that Green is also now at Hedone and Yellow is at Anubis Station.

White had the option to ambush Green upon arrival at Hedone but chose not to. White has +1 attack and Green has no ship systems, so White would automatically win ship combat, but despite having Cobb and Cobb's favorite gun, White was worried about a boarding action because Green has two sizable stacks of small items. They might just be spare parts that are useless in a firefight, but a couple of blasters and a Medkit would likely be enough for Green to win and steal White's cargo and the Plasma Rifle.

Yellow moves 2 spaces to Anubis Station.

Black moves 4 spaces to Anubis Station and Yellow declares that he is ambushing Black. Yellow has no attack so does no damage, but he can still ambush because he has a Grappling Hook, which is a forced boarding weapon. This is the first round of combat, when the ambushed player cannot counter-attack, so Black's +2 Missile Launcher isn't useful yet.

Yellow's Grappling Hook enables him to force enemy boarding at the end of any combat round unless the other ship successfully escapes. Black has no weapons (only the +1 melee from Zoe Torres' ability Tough as nails), so she doesn't want to melee and attempts to escape. Unmodified, a successful escape requires a roll of 6+, so With the -2 escape modifier from Yellow's Grappling Hook she'll automatically fail without some offsetting bonus of her own. She disables her +2 Hyperdrive to get back to a 6+. She holds her breath, rolls, quietly pumps her fist as it comes up 6, and successfully lands at Anubis Station.

The game board at the end of the Movement Phase. The game board now shows that Black is also now at Anubis Station.

Delivery Phase return to top

Blue is still 1st Player. He's in deep space, so he cannot participate in the delivery phase this round. He also doesn’t have any conscious crew members, or cargo.

Red has no cargo to deliver and no favors to play, so she also skips the delivery phase.

White is at Hedone, where he can deliver Aphrodisiacs for Semyorka. He removes the Contract card from his ship and places it on the Scoreboard under the next-available space on the Semyorka track. He turns his reputation die from 2 to 3 to reflect the increase in rep that comes with a successful delivery. He also chooses to affiliate with Semyorka and reflects this by moving his reputation die onto the Semyorka logo on his ship sheet.

As long as White remains affiliated with Semyorka he will get their syndicate bonus: the ability to move after visiting the Dockyard. White also earns a bribe for affiliating on this delivery. He (now) has a reputation of 3, so he views 3 Bribe cards and chooses 1 to keep. He selects Persona non grata; it is a favor, so he places it in his Captain’s Log. Lastly, White gets the standard reward for delivering a contract, which is to draw from the cantina deck that matches the color of the delivery planet. Hedone is a purple planet so he draws from the purple Cantina deck. Also, since he's now affiliated he gets to view 1 card per point of rep and choose 1 to keep. He draws 2 Blaster Pistols and the crew member Simon MacGregor. Simon's abilities are incredible: Engineer, which repairs 1 ship system per turn, and Miracle worker, which provides +1 movement. White puts Simon in an open bay and returns the blasters to the bottom of the purple Cantina deck.

Green is also at Hedone, one of the two delivery locations for her Hallucinogenic Spices. She moves her Contract card to the Scoreboard below the contract White just delivered. She also decides to affiliate with Semyorka, despite already being affiliated with Anubis. Because she's changing affiliations she does not gain any rep and moves her die from Anubis to Semyorka without changing it from showing 3. This betrayal also earns her a grudge in Anubis, which she indicates by placing a damage token over the Anubis logo on her ship sheet.

Similarly to White, Green views 3 Bribe cards (one for each point of reputation) and chooses 1 to keep. She selects The Fuzz and places it face down in her Captain’s Log. Lastly, Green views 3 purple Cantinas and picks one to keep.

Yellow is at Anubis Station, the delivery location of his Cloning Supplies, but he is affiliated with Semyorka and doesn’t want to change that. Instead of delivering the cargo he elects to bury it by putting it at the bottom of the Contract deck then drawing the top card and placing it in an open bay on his ship sheet. There is no change to his reputation and he earns no reward. He draws Aphrodisiacs which he can deliver to Hedone for Semyorka. Perfect!

The Scoreboard at the end of the Delivery Phase. Photo of the S.P.A.C.E. scoreboard after deliveries. The scoreboard shows each syndicate’s contract counts: Semyorka has 4; Fidanza has 4; Anubis has 4, and Allmacht has 5. None of the syndicates are feuding.

Lastly, Black delivers her Armaments for Anubis. She increases her reputation from 2 to 3, views 3 purple Cantinas, and chooses a +1 Laser Cannon, which she places in an open bay on her ship sheet. If her ship was full or she just wanted to save space, she also could have placed it in her Captain’s Log.

The ship sheets at the end of the Delivery Phase. Photo of the S.P.A.C.E. player ship sheets after the delivery phase. Compared to the start of the turn more crew are injured or unconscious and more ship systems are damaged. Some player's reputations and affiliation have changed. Some players have earned bribes and the small items are different as well.

Turn End return to top

Turn end is a good time to double check if there are any useful crew abilities that can still be used. Blue cannot do anything as their crew is still unconscious. Red, White, Yellow, and Black do not have any abilities to use. Green did not sucessfully use Yevgeniy's First Aid ability, so they attempt again. This time they roll a 5 and choose to heal Hal Donnell.

Lastly, a die is rolled to determine the location of the Dockyard for the next turn. It's a 5, so the Dockyard moves to Lokasenna V. Green also discards the Encounter card he'd put next to his ship as a reminder of its (never used) movement bonus, which does not carry over into the next turn. The round is now over, and the first player token passes to the right, from Blue to Black.

The game board at the end of the sample turn. The game board now shows Green and White at Hedone, Blue in patrolled space near Surya II, Red is at Metis Prime, Black and Yellow are at Anubis Station.

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The Secret Lair (Manson, WA)
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