How we teach it
Goal
Race to 40 Victory Points (VP). When any player reaches 40 VP, finish the current round so everyone has the same number of turns. Highest VP wins (ties broken by most income, then most credits).
Setup
Player boards: Each player takes a Command Console and the matching set of 12 Starting Ship cards. Place one ship face-up in each sector (1–12) according to the number in the top-right corner of the card.
Tracks: Place the yellow cube on 5 (Credits), green on 0 (Income), and blue on 0 (VP).
Shipyard (market): Shuffle the Level 1, 2, and 3 decks separately. Reveal 6 face-up cards from each deck next to their remaining decks.
Colonies: Place all 12 Colony cards face-up in the center, ordered by sector.
Charge cubes: Place them in a shared supply.
Initial purchase & start player:
Each player draws the top Level 1 card, pays its cost from their Credits, and stations it in the matching sector.
Deploy the original starting ship in that sector (flip it 180° and tuck it under the board so only the red reward shows).
Highest sector number drawn becomes the starting player (roll off ties).
Compensation: 2nd player +1 Credit, 3rd +2 Credits, 4th/5th +1 Income each.
Turn Structure (Active Player)
Players take turns clockwise. On your turn:
Roll: Roll both dice. (You may use any “before roll” abilities first.)
Allocate dice (all players do this independently):
Use the two individual dice (activate those two sectors, or the same sector twice on doubles), or
Use the sum of the dice (activate that one sector).
Gain rewards:
Active player: Take the blue (stationed) rewards/abilities on the chosen sector(s).
Other players: Take the red (deployed) rewards/abilities on the chosen sector(s).
Green abilities can be used by anyone when triggered.
Resolve rewards immediately (Credits, Income, VP, Charge cubes, card draws, etc.).
Buy a card (optional): Spend Credits equal to a card’s cost to buy one face-up ship or Colony from the market.
Station the new ship in its sector and deploy the previous ship there (flip & tuck under the board).
Colonies replace a sector’s production and usually give a large VP boost.
Refill market: Slide remaining cards forward and refill empty slots from the matching deck.
Reset Credits: If you bought a card, set your Credits track to equal your current Income.
Key Rules
You always have exactly one stationed (face-up, blue) ship per sector. Multiple deployed (red) ships can stack under the same sector.
Charge cubes are spent to activate certain powerful abilities.
Tracks have no upper limit.
All players benefit from every dice roll—this keeps everyone engaged.
End of Game
When any player hits 40+ VP (even mid-turn or from another player’s roll), complete the round so every player has taken the same number of turns. Highest VP is the winner.
That’s the complete core loop. Enjoy building your fleet!
Teach this game, step by step →
At the Philosopher’s Table
“The way to wealth, if you desire it, is as plain as the way to the market. It depends on two words: industry and frugality.”
From the table
- “This was just a brutal game LOL”
October 16, 2026 - “Forfeit when I was winning 30 to zero”
October 8, 2026
Norman's review
8.4/10. Space Base is the rare dice game that keeps you leaning in on everyone's turn, and after 35 plays I'm still finding new ways to make a bad roll pay. It shines at three and holds up at four. Read the full review →