The Space Age

2100 AD

The board leaves the surface: 63 territories across orbit and the Moon, so for the first time position has a vertical axis and a lunar foothold can threaten places no land border touches. The Lunar Pioneers start where everyone else has to arrive.

The era at a glance

Period
2100 AD
Factions
6
Board
Space Age (2100 AD) — 63 territories
Regions
15
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.

Terran Federation

Satellite-backed democracies — +1 attack die on every attack; +2 tech points and +2 stability recovery per turn; Satellite Uplink ability.

A confederation of North Atlantic and European megastates bound together by shared orbital infrastructure and open data networks.

Ability: Satellite Uplink: once per turn, spend 4 tech points to place 2 units on an owned territory bordering an enemy.

Sino-Pacific Hegemony

Automated industry + AI command — +2 reinforcements per turn; +1 production per tech building each turn; AI Surge ability.

A tightly integrated Asia-Pacific bloc where AI planners schedule factory output, logistics, and troop rotations with ruthless efficiency.

Ability: AI Surge: once per turn, spend 5 tech points to place 3 units on any owned territory.

Climate Alliance

Terraforming doctrine — +4 stability recovery per turn; population grows twice as fast; Terraform ability.

Born from the flooded coastlines and dust belts of the late 21st century, the Alliance treats ecological repair as a strategic weapon.

Ability: Terraform: once per turn, restore stability to 100 in an owned territory and gain 1 free unit there.

Corporate Enclave

Private militaries and techno-capitalism — +4 tech points per turn; Mercenary Contract ability (6 tech points).

Post-state megacorporations ruling sovereign coastal cities, blurring the boundary between shareholders and citizens.

Ability: Mercenary Contract: once per turn, spend 6 tech points to place 4 units on any territory you own that has a production building.

Solar Caliphate

Energy hegemony of the post-petroleum age — +1 reinforcement per turn; Solar Surge ability.

A post-petroleum coalition of Gulf and Central Asian states that turned their deserts into the energy heart of the 22nd century.

Ability: Solar Surge: once per turn, place 1 unit on an owned territory and gain 2 production.

Lunar Pioneers

Moon-native colonists — start with a Launch Pad and Moon access from turn one; +1 reinforcement per turn; +2 defense dice on Moon territories; Lunar Supply Drop ability.

Descendants of the first permanent lunar settlers, the Pioneers see Earth as a gravity well they are no longer obligated to return to.

Ability: Lunar Supply Drop: once per turn, drop 2 units into any owned Moon territory.

Regions and what they pay

North American Union
0 territories · +7 per turn
European Confederacy
0 territories · +6 per turn
Sino-Pacific Zone
0 territories · +8 per turn
African Union
0 territories · +7 per turn
Solar Caliphate Core
0 territories · +7 per turn
Central Asia Corridor
0 territories · +6 per turn
South American Bloc
0 territories · +7 per turn
Pacific Rim Alliance
0 territories · +6 per turn
Coastal Megacity Belt
0 territories · +3 per turn
Lunar Surface
0 territories · +6 per turn
Pacific Frontier
0 territories · +2 per turn
Polar Frontier
0 territories · +2 per turn
Antarctic Claims
0 territories · +2 per turn
Atlantic Platforms
0 territories · +2 per turn
Orbital Gateway
0 territories · +2 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.