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A Playstyle: Military orientated with B Playstyle: Military orientated with

strong defences. Prefers to build strong defences. Prefers to build


installations. Needs to ensure a installations. Needs to ensure a
steady stream of Food, Energy and steady stream of Food, Energy and
Materials. Materials.

House Ability: Gain 2 Fleet Power House Ability: Gain 2 Fleet Power
at the end of each cycle. Upkeep 2 at the end of each cycle. Upkeep 2
higher (gain 1 Materials higher (gain 1 Food Production.
Production). Technology: Sentries
Technology: Deep Space Missiles
SUGGESTED STRATEGY
SUGGESTED STRATEGY Military Approach:
Military Approach: • Support your Sentries with
• Expand and defend your Sector Defences and other fleet
sectors with Deep Space types to create impenetrable
Missiles defences
• Focus on Engineers’ Guilds and • Improve Sentries as soon as
Miners’ Guilds possible (first increasing your
• Get at least one Combat Statecraft track to unlock
Technology an Improved Technology)

A Playstyle: One of the four basic B Playstyle: One of the four basic
houses. Flexible, open to most houses. Flexible, open to most
specialisations. Prefers Credit- specialisations. Prefers Credit-
based strategies. Capable of rapid based strategies. Capable of rapid
technology acquisition. technology acquisition.

House Ability: None (but gain 1 House Ability: None (but gain 1
Energy Production) Food and 1 Credit Production)
Technology: Targeting Technology: Data Refinery

SUGGESTED STRATEGY SUGGESTED STRATEGY


Military Approach: Flexible Approach:
• Focus on getting Technologies • Establish Bankers’ Guilds
early game • Focus on Credit and Science
• Combine Targeting with production
another combat technology • Build a large fleet or get a few
• Concentrate on your Statecraft Combat Technologies to ensure
. track you take and hold space for
your economic infrastructure
A Playstyle: One of the four basic B Playstyle: One of the four basic
houses. Flexible, open to most houses. Flexible, open to most
specialisations. Prefers highly specialisations. Prefers highly
developed sectors and increasing developed sectors and increasing
population. population.

House Ability: None (but gain 1 House Ability: None


Energy Production) Technology: Starbases
Technology: Torpedoes
SUGGESTED STRATEGY
SUGGESTED STRATEGY Flexible Approach:
Military Approach: • Consider improving Starbases as
• Combine Torpedoes with another soon as possible, or finding
combat technology another way to manage
• Concentrate on your Economy Corruption quickly
track to gain access to an • Capitalise on high Population
Improved Technology quickly sectors

A Playstyle: One of the four basic B Playstyle: One of the four basic
houses. Flexible, open to most houses. Flexible, open to most
specialisations. Prefers to build specialisations. Prefers to build
Installations. Capable of rapid Installations. Capable of rapid
Technology acquisition. Technology acquisition.

House Ability: None (but gain 1 House Ability: None (but gain 1
Materials Production) Food Production)
Technology: Orbital Docks Technology: Energy Cells

SUGGESTED STRATEGY SUGGESTED STRATEGY


Military Approach: Flexible Approach:
• Build large Fleets with Orbital • Build Sector Defences to
Docks and additional Shipyards support small Fleets with
• Use Support Agendas Energy Cells
for their effect while • Concentrate on Civilisation
focusing on one type of Guild track advances
for scoring • Look for Might
and Dominance Agendas
A Playstyle: Military oriented and B Playstyle: Military oriented and
mobile. Specialised in population mobile. Specialised in population
management and redistributing management and redistributing
their sectors. Prefers mixed Fleet their sectors. Prefers mixed Fleet
type attack forces. type attack forces.

House Ability: At the start of House Ability: At the start of


phase C gain for each pure sector: phase C gain for each pure sector:
2 Credits with 1 or 2 Population 2 Credits with 1 or 2 Population
1 Credit with 3 Population 1 Credit with 3 Population
1 Science with 4 Population 1 Science with 4 Population
2 Science with 5 or 6 Population 2 Science with 5 or 6 Population
(gain 1 Credit Production) Technology: Central Surveillance
Technology: Carriers
SUGGESTED STRATEGY
SUGGESTED STRATEGY Military Approach:
Military Approach: • Focus on targets with high
• Deploy fleets flexibly with Glory tokens
Carriers • Focus on gaining and playing
• Establish a mix of Guilds for numerous Agendas
scoring, but focus on Farmers’ • Improve Central Surveillance
Guilds to support Carriers and score a 5th Agenda as early
as possible

A Playstyle: Focuses on Corruption B Playstyle: Focuses on Corruption


management. Prefers to develop management. Prefers to develop
sectors or conquer highly sectors or conquer highly
developed sectors. Flexibly developed sectors. Flexibly
advances on Civilisation tracks. advances on Civilisation tracks.

House Ability: When you remove House Ability: When you remove
Corruption from an Agenda space Corruption from an Agenda space
or a Civilisation track marker gain or a Civilisation track marker gain
2 Energy. When you remove a 2 Energy. When you remove a
Corruption from a sector gain 2 Corruption from a sector gain 2
Science Science
Technology: Salvage Scanner Technology: Purifier

SUGGESTED STRATEGY SUGGESTED STRATEGY


Military Approach: Flexible Approach:
• Focus on invading Voidborn • Concentrate on advancing the
sectors with Salvage Scanner Economy track for scoring and
• Focus on gaining multiple Combat Trade Tokens
Technologies • Attempt to get a Technology that
• Establish Farmers’ Guilds to pay increases Population
for high Upkeep
A Playstyle: Focuses on Agenda B Playstyle: Focuses on Agenda
cards and Trade tokens. Prefers cards and Trade tokens. Prefers
Credit-based strategies. Balances Credit-based strategies. Balances
the low firepower with extra the low firepower with extra
actions and rapid Technology actions and rapid Technology
acquisition. acquisition.

House Ability: You start with an House Ability: You start with an
extra A Agenda; this is a regular extra B Agenda; this is a regular
played agenda with none of the played agenda with none of the
four Agenda types (gain 1 four Agenda types (gain 1 Food
Materials Production) Production)
Technology: Autonomous Drones Technology: Trade Nexus

SUGGESTED STRATEGY SUGGESTED STRATEGY


Military Approach: Economic Approach:
• Focus on Trade tokens to support • Focus on Trade tokens and high
combat using your Autonomous Population
Drones • Aim for vast stockpiles and
• Aim for expansion with a Large frequent overproduction
Fleet

A Playstyle: Economically oriented. B Playstyle: Economically oriented.


Prefers Materials and Miners’ Prefers Materials and Miners’
Guilds. Focuses on establishing Guilds. Focuses on establishing
Guilds. Guilds.

House Ability: Anytime except House Ability: Anytime except


when satisfying Upkeep, you may when satisfying Upkeep, you may
spend Materials instead of spend Materials instead of
spending Food or Energy spending Food or Energy
Technology: Robotics Technology: Ark Ships

SUGGESTED STRATEGY SUGGESTED STRATEGY


Economic Approach: Economic Approach:
• Focus on establishing Guilds • Focus on full Stockpiles and Guild
• Ensure a steady supply of diversity
Materials • Build an economic powerhouse in
• Invest in Sector Defences your Home sector
• Overproduce as much as possible
A Playstyle: Focuses on high B Playstyle: Focuses on high
risk/high reward style Corruption risk/high reward style Corruption
management. Prefers management. Prefers
Overproduction. Works well with Overproduction. Works well with
frequent but low firepower frequent but low firepower
attacks. attacks.

House Ability: When you gain a


House Ability: When you gain a
Corruption, produce a resource
Corruption, produce a resource
type (note successfully invading a
type (note successfully invading a
sector does not count)
sector does not count)
Technology: Cybernetics
Technology: Combat Replicators
SUGGESTED STRATEGY
SUGGESTED STRATEGY Economic Approach:
Military Approach: • Focus on Cybernetics and
• Focus on taking developed Support Agendas
sectors with Combat to boost production and
Replicators gain Sector Defences
• Sustain your early aggression • Invest the vast riches into
with the additional Bounty Technologies, especially one
tokens that increase Population
• Get multiple Combat • Use your House Ability to
Technologies overproduce

A Playstyle: Military oriented. B Playstyle: Military oriented.


Focuses on purging Corruption and Focuses on purging Corruption and
invading Voidborn sectors. Prefers invading Voidborn sectors. Prefers
to build up Fleets with high to build up Fleets with high
firepower. firepower.
House Ability: When resolving a House Ability: When resolving a
Skirmish, the Voidborn has 2 Skirmish, the Voidborn has 2
additional Fleet Power against additional Fleet Power against
you. This is a negative and you. This is a negative and
mandatory ability. When you mandatory ability. When you
successfully defend a Skirmish gain successfully defend a Skirmish gain
2 Influence 2 Influence
Technology: Dreadnoughts Technology: Decontamination
Chambers
SUGGESTED STRATEGY
Military Approach: SUGGESTED STRATEGY
• Focus on clearing up Corruption Flexible Approach:
from sectors • Use Decontamination Chambers
• Expand and defend sectors with to keep your sectors and Guilds
Dreadnoughts Pure
• Support Dreadnoughts with • Build up firepower to be able to
Corvettes until you improve them use your Crusade focus well
A Playstyle: Flexible and mobile. B Playstyle: Flexible and mobile.
Specialised in Fleet deployment Specialised in Fleet deployment
and surprise attacks. Collects and and surprise attacks. Collects and
uses Bounty and Reclaim tokens to uses Bounty and Reclaim tokens to
achieve mobility and self- achieve mobility and self-
sustaining expansion. sustaining expansion.

House Ability: You may discard House Ability: You may discard
Bounty tokens to gain 1 Science or Bounty tokens to gain 1 Science or
1 Credit, and discard Reclaim 1 Credit, and discard Reclaim
tokens to perform the third Action tokens to perform the third Action
of a Focus card of a Focus card
Technology: Hyperdrive Technology: Tactical Transports

SUGGESTED STRATEGY SUGGESTED STRATEGY


Flexible Approach: Flexible Approach:
• Establish Engineers’ Guilds • Focus on high Population
• Use Hyperdrive to regroup and targets with Raid
launch surprise attacks • Use Tactical Transports for
quick pivots leading to surprise
attacks

A Playstyle: Focuses on Science and B Playstyle: Focuses on Science and


Credits. Prefers overproduction for Credits. Prefers overproduction for
extra benefits. Capable of extra benefits. Capable of
assembling a rapid strike force. assembling a rapid strike force.

House Ability: When you House Ability: When you


overproduce Science gain 1 Credit overproduce Science gain 1 Credit
for each excess Science, in for each excess Science, in
addition to the usual 3 Influence addition to the usual 3 Influence
bonus. No gain from bonus. No gain from
overproducing Credits overproducing Credits.
Technology: Destroyers (gain 1 Food Production)
Technology: Cloning
SUGGESTED STRATEGY
Military Approach: SUGGESTED STRATEGY
• Focus on aggressive expansion Flexible Approach:
with Destroyers • Focus on increasing Population
• Get as many Technologies as • Keep your sectors Pure
possible • Maintain large Stockpiles
A Playstyle: Economically oriented. B Playstyle: Economically oriented.
Focuses on Food and Farmers’ Focuses on Food and Farmers’
Guilds. Flexibly advances on Guilds. Flexibly advances on
Civilisation tracks. Civilisation tracks.

House Ability: When you deploy House Ability: When you deploy
Fleet Power you may count your Fleet Power you may count your
Farmers’ Guilds as Shipyards Farmers’ Guilds as Shipyards (gain
Technology: Terraforming 1 Energy and 1 Materials
Production)
SUGGESTED STRATEGY Technology: Neural Matrix
Flexible Approach:
• Establish Farmers’ Guilds SUGGESTED STRATEGY
• Focus on increasing Population Economic Approach:
• Get at least one Combat • Establish Bankers’ Guilds
Technology • Establish Farmers’ Guilds to pay
your upkeep and support Fleet
deployment
• Concentrate on Statecraft
track for Fleet Power and
Agenda scoring

A Playstyle: One of the four basic B Playstyle: One of the four basic
houses. Flexible, open to most houses. Flexible, open to most
specialisations. Prefers large specialisations. Prefers large
Corvette Fleets with Corvette Corvette Fleets with Corvette
upgrade Technologies. The most upgrade Technologies. The most
militaristic of the 4 basic houses militaristic of the 4 basic houses
(Belitan, Cortozaar, Dunlork & (Belitan, Cortozaar, Dunlork &
Valnis). Valnis).

House Ability: None (but gain 1 House Ability: None (but gain 1
Energy Production) Food Production)
Technology: Shields Technology: Escape Pods

SUGGESTED STRATEGY SUGGESTED STRATEGY


Military Approach: Flexible Approach:
• Use Shields to expand and defend • Establish Bankers’ Guilds
sectors • Combine Escape Pods with other
• Concentrate on your Statecraft Combat Technologies
track • Concentrate on your Society
• Upgrade Corvettes with Combat and Economy tracks
Technologies

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