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Original CC BY-NC-SA v0.4.0

Endless Skies

4X space exploration with worker placement and fleet management. Command asymmetric factions across a hex-tile galaxy, placing crew in ship rooms and diplomats in space ports. Based on the open-source video game Endless Sky.

Players 2โ€“8
Time TBD
Age 14+
Components 113 hex tiles ยท 128 ships
Factions 8
Status In development
Version v0.4.0

How it plays

01

Place diplomats

In initiative order, place diplomat meeples in space port rooms to gain resources, buy ships, trade commodities, or trigger special actions.

02

Activate crew

Move rookie and legend meeples to ship rooms: Bridge, Engine Room, Battlestations, or Storage Bay. Each room activates different abilities for the round.

03

Resolve events

Move asteroids and wormholes, resolve conflicts between factions, check for destroyed ships, and refresh for the next round.

04

Complete contracts

Score victory points by fulfilling public contracts (visible to all) and private missions (secret). First to trigger the endgame forces a final scoring round.

IN DEVELOPMENT

Open design. Rules not yet published

Endless Skies is being designed in the open. Factions, ship rooms, and the wormhole network are defined. Tech trees, contract decks, and scoring are still being refined through playtesting. The hex map generator is live now.

CORE MECHANICS

Worker placement meets 4X exploration

Four interlocking systems drive every round of Endless Skies.

Worker placement
Crew in ship rooms (Bridge, Engine Room, Battlestations, Storage Bay) activate movement, combat, repair, and upgrade abilities. Legends have enhanced versions.
Wormhole network
Four wormhole types (C, M, Y, K) connect distant systems at varying range costs. Semi-random placement means every game has a different galactic topology.
Dynamic asteroids
112 asteroid tokens shift each event phase based on event cards. They block movement, can be mined for discoveries, and may destroy ships that fail to evade.
5 tech trees
Human, Core, Coalition, Remnant, and Wanderer technology. Each faction starts with access to specific trees. Trade and diplomacy unlock cross-faction tech.
FACTIONS

Eight factions. Five tech trees. Asymmetric starts

Each faction has unique starting credits, technology access, and strategic pressure. Some scale with player count, others have fixed wealth regardless of game size.

๐ŸŒ
Republic
Near Earth faction based in Sol. Balanced starting credits (500K fixed). Access to Human technology. The generalist choice.
โญ
Alphas
Far North faction from Prime. Credits scale by player count (300K/player). Human + Core tech access. Stronger in larger games.
๐Ÿ’ฐ
Syndicate
The Core faction from Markab. Richest start (2M fixed) with Human + Core tech. Economic powerhouse with expensive ships.
๐ŸŒพ
Free Worlds
Dirt Belt faction from Alkaid. Credits scale modestly (200K/player). Human + Coalition tech. The underdog coalition.
โ˜ 
Pirates
Rim dwellers with no fixed home. Lowest start (100K/player) but access to ANY technology currently in play. Scavengers and opportunists.
๐Ÿ”ฎ
Remnant
Ember Wastes faction from Arculus. Strong start (1M) with exclusive Remnant + Wanderer ancient tech. Isolated but powerful.
๐Ÿ•Š
Coalition
Paradise faction from Talita. Wealthy (1.5M) with defensive specialisation. Coalition + Human tech. Diplomatic strength.
๐Ÿงฌ
Wanderers
Organic-tech faction from Ka'ch'chrai. Solid start (1M) with biological ship systems. Remnant + Wanderer tech. Alien and strange.