The Galactic Age
Far Future
Four factions and 64 systems — the fewest players on the most ground, which inverts every habit the earlier eras teach. Borders stop being lines and become routes, and a game that reaches here has usually already decided who is winning; this is where it gets settled.
The era at a glance
- Period
- Far Future
- Factions
- 4
- Board
- Galactic Age — 64 territories
- Regions
- 16
- Players
- 2–8, any mix of people and AI
- Price
- Free. No download, no account required.
Who you can play
Each faction has its own passive strengths and one ability that changes how it fights. They are asymmetric on purpose — the same board plays differently depending on who you take.
- Stellar Mandate
-
Central admiralty doctrine — Sol III is the cradle: deeper reinforcement on its systems and a population that replaces what it loses. Blockade runners ignore lane seals.
The Mandate believes stability flows from a single chain of command spanning every recognized star system.
Ability: Blockade Runner: once per turn, your next attack across a hyperspace lane ignores an Emergency Seal.
- Forge Syndicate
-
Industrial cartels — shipyard logistics deliver +1 reinforcement per turn and Jump Gates at half price; supply inserts on demand.
Shipyards and foundries form the true border between civilization and the dark between stars.
Ability: Supply Insert: once per turn, place 1 free unit on an owned territory.
- Helion Navigators
-
Lane-mappers and drift pilots — every gateway in the galaxy stays visible to them, and their fleets jump between their own gateways.
Their astrogators tape gravimetric shoals the way ancient sailors mapped reefs.
Ability: Drift Jump: once per turn, fortify between two gateways you hold on different worlds with no connecting route.
- Void Custodians
-
Station enginseers — +1 defence die against any attack across a lane; faster stability recovery. Nexus Station's Gate Ring is the Vault: hold all four tiles for +2 tech per turn and an Emergency Seal on any lane.
They guard the silent rings and tether cities where vacuum is the only neighbor.
Ability: Emergency Seal: once per turn, close any hyperspace lane touching Nexus Station to everyone else for one round.
Regions and what they pay
- Sol — Western Hemisphere
- 0 territories · +3 per turn
- Sol — Atlantic Arc
- 0 territories · +3 per turn
- Sol — Crescent Reach
- 0 territories · +3 per turn
- Sol — Asian Rim
- 0 territories · +3 per turn
- Verdan — Spore Fields
- 0 territories · +3 per turn
- Verdan — Mirelands
- 0 territories · +3 per turn
- Verdan — Lumen Crown
- 0 territories · +3 per turn
- Verdan — Storm Belts
- 0 territories · +3 per turn
- Rust — Slag Wastes
- 0 territories · +3 per turn
- Rust — Foundry Core
- 0 territories · +3 per turn
- Rust — Ironstorm Belt
- 0 territories · +3 per turn
- Rust — Anchor Works
- 0 territories · +3 per turn
- Nexus — Gate Ring
- 0 territories · +3 per turn
- Nexus — Vault Ward
- 0 territories · +3 per turn
- Nexus — Spire Walk
- 0 territories · +3 per turn
- Nexus — Berth Ring
- 0 territories · +3 per turn
Play this era
Start a game and pick the era in the lobby, or let a full campaign carry you through the whole arc — a single game can begin with legions and end in orbit. Guest play needs no account.