Setup
Set Sequence. Roll for the initial First Player (Player 1). Give that player the First-Move token. The token will move each turn. Play clockwise from the current Player 1.
Distribute to each Player: (a) a Player Mat, (b) ŧ120 (120 teracredits) plus ŧ3 for each position after first, and (c) their initial Confirmed Contract Stockpile (“Stockpile”):
1 Outpost, 1 Rig, 1 Security, 1 Colony, and 1 Refinery
Place two world Boards in the center of the play area. Use the 4-quadrant side. Each player chooses the quadrant in which they will place their units during the game.
Build World Traits – The World Traits are Habitability (HAB), Water (H2O), Resources (RES), and Hostility (HOS). Their values are represented by 16mm dice (green, blue, black, and red, respectively).
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- For one world, the Players 1 and 2 each roll a separate set of world-trait dice, and place the best set* in the corresponding dice slots on the world.
- For the other world, Players 3 and 4 follow the same process. (For 3-players, Player 1 takes the Player 4 slot.)
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*The best set, in each case, is the one with greatest total of HAB, H2O, and RES minus HOS, unless the two rolling players agree otherwise.
Jump Star – Each Player, in turn order, may place a startup from their Stockpile on each of the two worlds, with the following results:
| Startup Place | Effect |
| Outpost | Raise HAB or H2O, collect a ŧ3 stipend |
| Rig | Raise RES or H2O, collect a ŧ3 stipend |
| Security | Lower HOS, collect a ŧ5 stipend |
| Colony or Refinery | No effect, no stipend |
Note: The stipends and world-changing effects only occur during setup.
Banker and Supplier. You may appoint a Banker to handle money in and out of the Bank, and a Supplier to handle the market (units acquired or removed).
Copyright (c) 2026 John Conway