Table of Contents

How to play

Each game day is one turn. Give your orders any time during the day: every house's orders are carried out together at the nightly maintenance, and the next day you read what happened in your report.

Starting

The first time you enter, the game asks whether you will found a house. Give it a name (3 to 23 letters). You start with a home world, a rock world beside it, and three fleets:

Good first steps: send the Scouts out, settle a world near home, and order a few ships or a building.

The computer houses leave a new house's worlds alone for its first days (10 on this BBS). Your report warns you on the day the peace ends.

The main menu

Key Screen
R Overnight report: what happened to your house last night
M Map of the Reach: the systems you know and the lanes between them
W Worlds and production: your worlds, what they make, their focus
F Fleets and orders: move, patrol, blockade, invade, settle, return, escort; split and merge fleets; doctrine
B Build: ships at a world with a shipyard, buildings in a world's free slots
T Research: choose the track your points go to
D Diplomacy and treaties
X Exchange: buy and sell ore, fuel and influence
S Messages to and from other houses
N News and standings, and the Hall of Fame
H Help
Q Quit to the BBS

Worlds

Kind Building slots Good for
Temperate 5 People and influence
Rock 4 Ore
Ice 3 Fuel, some ore
Gas giant 1 Fuel
Ruin 3 A little of everything; may hold a relic

Each world has a focus (Balanced, Mining, Fuel, Growth or Defence) that you set on the Worlds screen.

Buildings

Building Ore What it does
Mine 60 More ore
Refinery 60 More fuel
Shipyard 80 Lets the world build ships
Shield 70 Shields against attack
Barracks 50 A stronger garrison against landings
Academy 90 10 research points a day

Ships

Ship Attack Hull Speed Ore Use
Skiff 1 3 2 10 Scouting
Lancer 4 4 1 20 Beats Skiffs and transports
Warden 2 9 1 30 Blunts Lancers
Breaker 7 9 1 60 Beats Wardens, shields and stations
Hauler 0 3 1 12 Carries 10 troops
Seeder 0 4 1 50 Settles an unclaimed world
Outpost 3 12 0 40 A station that stays where it is built

Fleets travel along lanes, usually one lane a day. Outside your own systems each lane costs fuel. Lanes drift: a few close and new ones open every week.

Fighting

Hostile fleets that meet will battle. A fleet's doctrine decides how it fights: Strike hits hard, Hold defends, Screen protects transports and pulls back if losing. To take a world, beat its shields and defenders, then land troops carried by Haulers (Fleets, Invade). A blockade stops a world's production.

Beware the Hollow: it spreads from dark nests and raids weak worlds.

Research

Research points come from the influence you make each day, plus 10 per Academy. Each track has four levels, costing 120, 300, 600 and 1000 points. Switching tracks loses half the points saved so far; when a track is finished, research moves on to the least advanced one by itself.

Track Effect
Drives 15% less fuel a lane per level; at level 3, Skiff and Lancer fleets move 2 lanes
Arms 10% more damage per level; at level 2, 20 more shields on every world
Industry Ships and buildings 5% cheaper per level; at level 3, one more building slot
Statecraft 15% more influence per level; loyalty recovers faster

Talking

Treaties cost influence and are kept by the game: break one and you pay. Messages go between houses on the Messages screen.

Winning

The highest score on the last day wins. A game can also end early (if the sysop has them turned on) when a house:

An open-ended game (no last day) runs until someone wins early or the sysop ends it.

Away from the game

If you miss several days (7 by default) your house goes on autopilot: the computer gives its orders until you come back. After a longer time away (21 days) the house leaves the game and its worlds become independent.