The rulebook

How to play Epochs

Everything you need to command a house across the Reach. Every number below is the exact value you'll play with.

The shape of a game

Epochs is a turn-based strategy game. Players take turns moving ships, building, researching and fighting across a grid of star systems. Each round your colonies pay out credits and your score climbs with the colonies, tech and territory you hold.

You pick how a match is won before it starts. In Standard — the default — you win by claiming the map: the last house still holding a colony takes it. There is no points bar. In Ascendancy, the first house to reach 75 points claims dominion instead. Either way, if the Reach falls silent before anyone has won, the highest score at round 150 takes it.

Take your turn

Move and act with every ship, spend credits on production and research, then end your turn. The AI houses answer in kind.

Bank credits

Each colony pays 3+ credits a round. Improvements and house traits raise the yield. Credits build ships and buy tech.

Climb the score

Territory, colonies and technology all add points. Score decides an Ascendancy match at 75, and settles any match still running at round 150.

What you'll be doing

Every game comes down to four instincts: explore the map, expand your holdings, exploit what you own, and outfight your rivals.

1

Explore

Push rangers into the fog. Vision reaches only a couple of hops, so map control is earned, not given. Relics, neutral colonies, and — on Rift maps — precursor wormhole gates reward the brave.

2

Expand

Settle colonies with founders, then send builders to weave hyperlanes between them. Colonies grow, level up, and can specialize into a permanent track. Every colony level is worth more score than raw territory.

3

Exploit

Build tile improvements, park harvesters to double a tile, research technology, and sign pacts. A well-developed, well-connected core out-produces a sprawling, undefended one.

4

Exterminate

Field the right fleet for the moment — screen with interceptors, strike from range with breakers, crack colonies with bombards, finish with dreadnoughts — and promote a veteran to flagship to rally the fleet around it. Break your rivals before they crest.

The fleet

11 ship roles, each with a distinct job. Attack and defense decide combat; move is tiles per turn; range is how far a ship can strike; sight is its vision radius. Cost is in credits, and heavier hulls take more than one turn to build. A ship that survives enough kills becomes a veteran, and a veteran can be promoted to your flagship — lending a command aura that sharpens every friendly attacker beside it.

This is not a turn-1 shopping list. Only the 3 hulls with no gate below are buildable from the opening; the rest are unlocked by research, and the tag under a name is the tech that opens it. Which specialists you can field is a consequence of how you spent your research.

ShipAtkDefHPMoveRangeSightCostBuild
Warship
core capital — balanced attacker
621021152 turns
Founder
settler — founds new colonies
121021131 turn
Ranger
fast skirmisher / scout
Needs Propulsion
51831231 turn
Breaker
ranged striker (range 2) — no reply
Needs Weapons
61822252 turns
Interceptor
cheap fast screen
Needs Propulsion
41641221 turn
Carrier
tanky support capital, wide sight
Needs Strike Doctrine
331621383 turns
Dreadnought
apex heavy hitter
Needs Railguns
9316211103 turns
Harvester
durable economy / extraction
Needs Nebula Harvesting
131221142 turns
Tender
fleet support — heals adjacent ships
Needs Logistics
131431142 turns
Builder
field engineer — builds all structures
121031131 turn
Bombard
siege artillery — attacks colonies only
Needs Siegecraft
616231153 turns

Terrain of the Reach

Seven sector types. The number is the move cost to enter — higher is slower, and Deep Space is impassable to everyone: empty dark that fleets route around. Some houses cross their favoured terrain more cheaply, heal upon it, or draw extra yield from it.

Bloommove 1

Fertile ground where colonies thrive.

Soft, living, open ground: the common land your colonies grow into. Quick to cross, but with clear sightlines and nowhere to hide.

Nebulamove 2

Drifting dust that hides a fleet.

Ionised dust drifts in slow currents. It fouls sensors and scatters comms, easy to get lost in and easy to hide in.

Asteroid Beltmove 3

A shattered field of rock and wreckage.

A churned belt of rock and wreckage, the bones of a world that did not survive the cluster. Passage is slow and grinding.

Trade Lanemove 1

A trade lane skimming the edge of a giant.

Ships ride the orbital lane past a gas giant that has never noticed them. Tethys built its fortune on lanes exactly like this.

Tundramove 2

Frozen ground that still feeds a colony.

A cold, cracked expanse on the cluster’s edge. Volatiles locked in the ice feed slow growth for anyone built to work it. Vostok is.

Wastesmove 2

Harsh, exposed, and rich in ore.

Bedrock stripped bare under a thin, hard sun. The raw ore runs deep, but there is little cover and less shelter out here.

Deep Spaceimpassable

Dead, empty, impassable dark.

The deep between the lanes. No world, no cover, no way through. Ships route around it; nothing crosses it.

Technology

25 technologies across four lanes. Entry techs open a lane; tier-2 deepens it; cross-lane capstones reward a balanced empire. Costs are in research credits.

War

  • WeaponsWarships +1 attack.6c
  • PropulsionRangers +1 move, +1 vision.5c
  • RailgunsBreakers +1 attack, +1 range.8c
  • Strike DoctrineWarships +1 move; +1 atk vs ships that moved this turn.7c
  • SiegecraftFleet doctrine for reducing fixed positions. Your ships deal +2 damage to colonies — the research commitment that cracks a turtle.12c
  • InterdictionDenial patrols blanket your worked tiles. Enemy ships inside your territory cannot mend — no field repair, no tenders, no havens.10c
  • Extended OrdnanceOverbored accelerator rails for the line hulls. Warships and dreadnoughts strike one sector further.16c

Hearth

  • ShieldsColonies +5 max HP, +1 regen.8c
  • SensorsColonies see +2 tiles.7c
  • Reactive PlatingYour ships +1 defence on tiles you own.8c
  • Deep Sensors+1 credit per claimed relic.7c
  • TerraformBuilders can terraform an owned sector one step up the yield ladder (wastes to tundra, tundra to orbit).10c

Craft

  • HyperlanesFounders lay hyperlanes without ending their turn.6c
  • LogisticsColonies build +1 tick faster when no enemy is adjacent.5c
  • EnvoysPacts last +3 turns. Pact income +1 credit/round.7c
  • ResonanceYour ships +1 attack.10c
  • AegisColonies regen +2 hp per turn.10c
  • Jump DriveJump through wormhole gates between continents. Rift maps only.7c
  • Overcharge DriveUnlocks Overcharge: warp a ship between your colonies. Recharges over a few rounds.7c

Frontier

  • ExtractionAsteroid Belt tiles you work yield +1 production. Ships +1 defence in asteroid belts.5c
  • Nebula HarvestingNebula tiles you work yield +1 credit. Ships +1 vision.6c
  • Orbital TradeTrade Lane tiles you work yield +1 credit. +1 pact income.5c
  • CryonicsIce World tiles you work yield +1 growth. Colonies +1 regen.6c
  • FoundryBarrens tiles you work yield +1 production. Colonies +3 max HP.6c
  • Forward BasingBuild Forward Shipyards. They produce combat ships far from your capital.7c

What builders build

Two different ships expand your empire, and it matters which one you produce. The founder only settles: it consumes itself to plant a new colony. The builder raises every structure on owned tiles — improvements and extractors boost a tile's yield; turrets guard it; relays extend vision; supply depots push your logistics forward; and a Forward Shipyard lets you produce combat ships far from the capital, so war moves to wherever you can plant one. Hyperlanes are permanent fast routes, also laid by a builder, spent from its movement rather than from credits.

Both start unlocked, so your first production is a real three-way choice: fight, expand, or develop.

StructureRoleCost
Extractoreconomy4c
Improvementeconomy3c
Hyperlaneutilitymove points
Turretmilitary5c
Relayutility3c
Forward Shipyardmilitary8c
Supply Depotutility6c

The frontier

Beyond the basics, a handful of systems reward players who read the whole board — command, the old gate-network, diplomacy, and how a colony chooses to grow.

Flagships

A ship that racks up enough kills becomes a veteran and hits harder. Promote one to your flagship and it projects a command aura, sharpening every friendly attacker beside it — until it falls.

Wormholes & the Rift

Rift maps scatter your holdings across continents joined only by precursor wormhole gates. Research the jump drive to travel them, then seize and hold the gate-mouths for a steady toll each round.

Pacts

Sign a pact with a rival for shared income and trade growth; envoys make one hold longer and pay richer. Break it when the moment turns — diplomacy is a lever, not a leash.

Colony tracks

A grown colony can specialize into a permanent track, bending it toward credits, production or defense. The choice is one-way, so shape each colony to the ground it sits on.

Colonies & victory

Colonies are your engine and your anchor. They pay credits, project vision, grow in level over time, and must be defended — capturing an enemy colony swings a game. Colony levels are the single biggest term in your score, ahead of technology, with raw territory a distant third.

Income

Each colony pays 3 base credits a round, before improvements and house traits.

Resilience

Colonies have 16 HP and must be sieged down. Some houses regrow them or brace harder.

Upkeep

The first 2 ships per colony are free; beyond that each costs 1 credit a round. Fleets have a price.

Winning

Standard: outlast everyone — the last house holding a colony wins. Ascendancy: reach 75 points. Either way, highest score at round 150 takes an undecided game.

The houses in depth

Each house is a distinct power with its own doctrine. Identity is more than a colour — it changes where you heal, how you move, and what you build toward.

Verda

the Verda Directorate

Make the dead worlds live.

Strategy. Settle nebulae early for healing and vision. Let warships anchor defensive positions while rangers scout. Your strength compounds. Early losses hurt, but a rooted Verda position becomes nearly impossible to uproot.

Ferron

the Ferron Command

Build it to outlast the siege.

Strategy. Your colonies are naturally tougher, so use them as anchors. Push slowly with warships backed by fortified positions. Avoid overextension; a single well-defended colony is worth three unprotected ones.

Caravel

the Free Captains

Own nothing; reach everything.

Strategy. Your extra movement is your edge; use it for early map control and relic racing. Avoid static defense. You cannot lay hyperlanes but you do not need them. Strike, drift, and reposition before the enemy adapts.

Tethys

the Tethys Exchange

Commerce is the only law.

Strategy. Orbit tiles fund your economy and boost your attacks. Claim orbital sectors aggressively and defend from high ground. Your patience is an economic weapon: credit advantage becomes a tech lead, and a tech lead becomes late-game dominance.

Vostok

the Vostok Pact

Settle where no one else will.

Strategy. Asteroid and frozen terrain are your domain; move cheaply through them while enemies pay full cost. Use terrain control to create chokepoints. Your defense bonuses stack with positioning, and a warship on frozen ground is nearly invincible.