How to play
Survive. Adapt. Repair your ship. Push deeper into the system.
Survive. Adapt. Repair your ship. Push deeper into the system.
Tactical ship combat
Modular damage system
Crew-driven actions
Persistent ship evolution
You are the captain of a deep-space ship operating in a hostile and unpredictable sector of space.
Your goal is simple: survive, adapt, and complete missions while your ship slowly falls apart under pressure.
The game is played on a ship sheet that tracks your systems, crew, damage, and resources.
1. Roll action dice
Determine available actions for this round
2. Assign actions
Use dice to perform ship operations (move, repair, research etc.)
3. Move your ship
Navigate through space or to locations
4. Resolve encounters
Trigger events, exploration, or battles depending on where you are
5. Battle (if triggered)
Engage enemies using dice and ship systems
6. End of round effects
Apply damage, system changes, and prepare next round
This loop continues until your ship is destroyed or you reach the end of the system.
The ship sheet is divided into several sections, each tracking a different aspect of your vessel.
The central element is the ship diagram, where you record damage and install new systems as your ship evolves during play.
Each system has its own damage track, represented by circles that are marked off when damage is taken.
You place dice around the ship diagram to represent the ship’s shields on each of its four sides.
This section tracks your ship’s primary parameters:
Engine
Shields
Generator
These define your ship’s baseline performance and survivability.
This section records all built or installed systems and their corresponding bonuses.
These systems provide additional abilities, upgrades, or passive effects.
Here you track all purchased weapons along with their individual stats and effects.
Weapons determine your offensive capabilities in combat.
This section contains your crew members.
Each crew member can be upgraded to improve their bonuses and effectiveness during gameplay.
This section tracks all collected resources:
Credits
Ship parts
Fuel
Artifacts
These resources are used for upgrades, repairs, and progression.
Enemy profiles indicate which side of your ship they attack:
Front
Rear
Side (you choose left or right)
Any side (roll 1d4 to determine the direction)
Damage is always resolved in the following order:
Shields absorb damage first. Reduce the shield value on the attacked side.
Hull takes the remaining damage. If there are no shields, damage is applied to the nearest ship section on that side.
Each ship section has its own HP, represented by solid circles.
When a section takes damage, cross out one circle
When all circles are crossed out, the section becomes disabled
Each section has its own failure effect when disabled
Some sections are marked with a star symbol.
These sections are destroyed immediately when their HP reaches zero
They do not enter a disabled state
Below each circle are dotted circles, representing repair capacity.
When repairing, circle a dotted mark beneath a crossed-out HP
This restores the section without erasing damage
If no dotted circles remain, the section can no longer be repaired
If such a section loses all HP again, cross it out completely — it is permanently destroyed.
Each system has its own dedicated sheet that defines the environment, encounters, and progression for your mission.
Tracks the number of turns spent in the system.
Some events and conditions may depend on how long you stay.
The central area of the sheet represents the system map.
You move your ship across it, exploring locations and triggering encounters.
This section contains reference cards for objects that appear in every system.
These objects are consistent across all systems
They never pose a threat
They provide utility, resources, or navigation options
Each system includes its own set of locations such as:
Planets
Stations
Special encounters
These objects:
Differ from system to system
Define the identity of the current mission
May offer rewards, choices, or risks
Each system features its own pool of enemy cards.
Different systems introduce different enemy types
Enemy behavior and attack patterns may vary
Choosing how and when to engage is a key part of survival
As you move through the map:
You interact with objects
Encounter unique events
Engage enemies
Progress toward the end of the system
Each system creates a new tactical and narrative challenge.
Each turn, you roll 5d6.
These are your action dice, determining what you can do this round.
You are free to assign each die to different actions, making tactical decisions based on the results.
One action is always required.
Set aside one die
Move your ship a number of spaces equal to its value
All remaining dice can be spent as you choose:
Activate an object — costs 1–3 dice (depending on the object)
Restore shields — spend any number of dice
Three 6s — repair 1 damage in any ship section
Two pairs — gain 2 fuel
Three of a kind — you do not consume oxygen if Life Support is damaged
Four of a kind — upgrade your ship’s engine, shields or generator
Four in sequence — upgrade a crew member
Campaigns may introduce additional actions such as research, crafting, or other system-specific mechanics.
Every roll forces meaningful decisions.
For example:
You can use high-value dice to activate an object, but then you may not have enough resources to restore shields
You might roll a powerful combination for upgrades, but using it means sacrificing movement or interaction
Action dice are not typically rerolled or modified.
This means:
You must work with what you roll
Success comes from efficient use of available results, not from chasing perfect combinations
Coming soon...
Travel through the system: reach the right gate and defeat the boss.
the Bridge is destroyed
Oxygen (O2) reaches 0
you cannot move (no fuel or both Engines are broken)
Take a ship sheet
Choose a system
Start at the left gate
Set starting resources and shields
Perform these steps in order:
Resolve effects of all broken modules.
Mark the next space on the track.
If it shows an enemy → immediately start combat (no reward).
Roll 5 dice (5d6) — these are your actions.
Choose 1 die
Move up to its value (orthogonally)
❌ Spend 1 fuel
Additional:
Nebula → -1 fuel
Asteroids → roll d20: if higher than Engine → take 2 damage
Spend required dice
Resolve the effect
Each location can be used once
Spend remaining dice:
Any dice → restore shields = ⌊value / 2⌋
3 of a kind → ignore oxygen loss this turn
3 sixes → repair 1 HP of a module
2 pairs → +2 fuel
4 of a kind → upgrade a stat
4 in sequence → upgrade crew
When finished → start a new turn.
When combat starts:
you enter an enemy space
you are adjacent to an aggressive enemy
triggered by timer or event
Roll your combat dice
Use dice combinations to activate weapons
(each weapon can be used once per turn)
Apply bonuses (rerolls, damage, etc.)
Enemy rolls and deals damage
Compare:
enemy roll
your Maneuverability
Success → choose the side that takes damage
shields absorb damage first
then the nearest module on that side
Instead of attacking:
compare Maneuverability vs enemy roll
success → escape
fail → take damage
each has HP (○)
damage → ❌
repair → ⭕
does not function
apply its failure effect
If no repair circles remain and it takes damage → destroyed permanently
Bridge → defeat
Life Support → set O2 to 6 (−1 each turn)
Generator → Each turn roll 1d4. If you roll a 1, destroy any one section of your choice.
Engine → −2 movement (minimum 1)
Shields → lose all shields
Weapon → cannot be used
Cargo → lose stored resources
Credits — buy
Parts — build & repair
Fuel — movement
Reach the right gate
Defeat the boss
Proceed to the next system
Keep track of:
fuel
system status
dice combinations
Plan ahead — resources are limited.