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.