Four fleets of small ships leaving Earth toward a distant galaxy
First boardgame

Just each other.

You leave Earth to find aliens. There are none.

2 or 4players
~1 hper player
5 minsetup
Mediumcomplexity

4X with a fifth dimension

Act one · the genre

EXPLORELook

Planets lie face down. Only a ship parked at a world lets you read it, and scouting reaches one planet out.

EXPANDBuild

Hulls out of metal, up to ten. Your fleet is your reach, your storage and your lives at the same time.

EXPLOITTake

Cargo rides on the ships, so wealth is visible and stealable. Raise the factory tier and better weapons unlock.

EXTERMINATEStrike

Attacks are seen coming; defence is laid down in advance, face down. The attacker picks the moment.


and then it turns over

Act two · what is left

EXHAUSTUse it up

Exploit takes the harvest. Exhaust takes the world. Ten on the usage counter and the planet is gone for good, along with every ship still standing on it — yours included.

EXCHANGEEach other

The map is spent and the only resource left on the table is the other players. Deals, alliances, and the trust you extend knowing exactly what it is worth.

EXTORTCorner them

Nowhere left to spread to. You never have to kill a player to beat one — pin them against a dead stretch of map and let the price of every remaining option do the work.

EXPIRERun dry

Fewer worlds, less income. Hulls that were cheap in the first hour are irreplaceable in the last, and nobody can afford to walk away from a fight any more.

The first four are the genre and they run themselves. The second four are the game. There is no timer and no round limit, so the turn never arrives on its own — the four of you bring it about on purpose, one spent world at a time, and then have to live in what is left of the board.

You went out there to find something else. There was nothing else.

How it plays

Ten cards. You play three per turn, face down, and both players reveal at the same time.

MOVE LEFT3one step to port
MOVE RIGHT3one step to starboard
FACING3turn, without moving
RESET1reload, lose a phase

Left and right are separate resources. Spend your lefts and you can only dodge right — and your opponent can count that in your discard pile. There is no shuffling your way out of it: the only way to get the cards back is Reset, which reloads you and costs you a phase.

Ships always drift forward and can never stop or reverse. You only nudge sideways. Everything else is about where your nose points.

The dilemma the whole game is built on

FacingYou may fireReaches
Nose-onRailgunStraight ahead. Three lanes wide. Centre kills.
BroadsideMissilesTwo rows a turn, and never into your own lane.

Never both. No upgrade and no loadout lets a player opt out of it — and firing costs one of your three actions, so every shot is a step you did not take.

The two weapons counter each other through movement rather than through a rule. Spreading missiles wide burns the lateral cards you also need for dodging, and it makes you move predictably — which is exactly what a railgun is waiting for.

The combat mat, banded strategy, tactical and havoc from each player's edge toward the contact line in the middle
The combat mat — the same three bands, mirrored, meeting at the contact line

Three phases, like three betting rounds

01 · STRATEGY

Saturation

Missiles only, and you start without one. The railgun is warming up and can defend but not kill.

02 · TACTICAL

Where it is decided

Missiles and railgun both live. Your peak. Three cards you can actually fire.

03 · HAVOC

No way to win

Autocannon only, 33% to hit. Reaching here means your options ran out. That is the point.

Havoc deliberately has no kill weapon: decide in Strategy or Tactical, or don't decide at all. You may fold at a phase transition — the fight ends, your ship lives, your cargo goes to the other player — but only in a phase where you have not fired. Emptying the magazine and then folding for free would make aggression cost nothing.

If you are still aligned when Havoc runs out, you collide and both lose the entire stake. Collision reaches three lanes — the same width as the railgun. If you can hit him, you can crash into him. The firing position is the dying position, and either player can veer out at the cost of their own shot.

Your fleet is your treasury and your lives

There is no abstract wealth and no safe pile. Everything you produce rides on a ship, and ships can be destroyed.

RuleWhat follows from it
10 movements per turn, split across your whole fleetTwo ships and ten ships travel the same total distance. Size buys presence, storage and stake — never tempo.
Max 10 ships. All ships dead and you are outYou never commit everything, because your fleet is also your lives.
Every ship carries three cargo pillarsYour wealth stands on the table where anyone can count it and anyone can come and take it. Hoarding is dangerous.
Ships are open, planets are hiddenYou see every ship and everything it does. What is built on a world is face down, and only presence lets you look.

Intelligence ages by itself. You saw a tier 1 factory six rounds ago and you have to go back to find out what it is now. Ship movement is the evidence; planet contents are the conclusion.

You burn the board down yourselves

There is no timer and no round limit. A public counter climbs, and at ten you deplete a planet of your choice — killing every ship still standing on it, including your own. It is predictable, so a victim can count the turns and leave. It is a positional mistake, never an ambush.

Fewer planets means less income. Less income means nobody can afford to flee a fight. The players consume their way into the endgame, and the reckoning arrives without a clock ever firing.

The strategy map: a hundred numbered planets in linked clusters with four home systems in the corners
A2, one hundred planets, four home systems in the corners

Wide or tall

BuildStrong atWeak at
WideMany hullsTrades, coverage, informationWinning fights — stuck on autocannons
TallHigh factory tierEnding a fight earlyFew lives

They counter each other with rules that already exist. Trading hulls ruins an elite fleet, so ramming is the wide player's weapon and the tall player has to win cleanly. Spread out you see more and gather more, but every fight is small; clustered you can stake heavily but you are blind and poor. As the map dies, the choice gets taken away from you.

The four fleets

Asymmetric. Each commands its own board: what it can produce, which weapons its factory tier permits, and three skills chosen at the start that you live with for the rest of the game.

CrimsonWarship
GoldBuilder
SilverResource
ObsidianPredator
The Crimson Fleet player board showing three token places, three weapon lanes and three skill slots
A player board — three production places, three weapon lanes, three skills

In the box

The ships, the pillars, the clips and the box are 3D printed in-house, on a farm that has been running for a decade and printed protective equipment through the pandemic. That is the part that can be fixed in a week instead of waiting on a factory for new tooling — if a piece turns out wrong, it gets redesigned and reprinted the same week.

The story

A band of naive astronauts set out to find aliens, fully armed and loaded with resources. Each takes command of their own ship, off on the great adventure.

But there are no aliens. Space is empty and merciless. The only strangers they find are each other — are they friends, or are the weapons in the mix their undoing?

Small strategic choices bring big tactical effects, more than the astronauts thought, as if logic itself governs the universe and experience can be gathered. Then chance strikes with its merciless final cost, an inevitable law that depended on the choices.

Was it the right call?

Design commitments

Nothing may ever take away a player's movement. Damage removes capability, never position — losing a weapon is fine, losing your turn is not.

Rule of three · everything gives three before it ends ~30% luck No kingmaking Simultaneous reveal · no downtime Setup in five minutes Depth over rules bulk Hard to know why you won