More Seats, One Table
From a 1-on-1 duel to a four-player free-for-all — the same core rules and decks, scaled up to a bigger table.
Every player takes part in every phase of every Battle, and no one is ever eliminated. The highest score after all three Battles wins.
CLOCKWISE
Turn Order
Set an order at the start — by default clockwise from a random first player. It holds for all three Battles, and the starting player rotates one seat clockwise each new Battle.
Opponents & Allies
Everyone is an opponent by default. Players may agree to be allies before the game begins — never mid-game. You can only Lightspeed-respond to an opponent, not an ally.
Lightspeed in Multiplayer
After a deployment, the next player in turn order may respond or pass. It’s still one response per action, and every player must pass in succession before the unit resolves.
Game Configurations
Free-for-All, Team Conquest, Nemesis, and Homeworld are four different ways to play — the same core rules, a different table setup.
Free-for-All 3+ PLAYERS
The standard mode. Everyone competes individually — every other player is your opponent. No one is eliminated; the highest total CQ after all Battles wins.
Team Conquest 4+ PLAYERS
Two teams, seated alternating. Teammates are allies who may share strategy and hands. CQ is tracked individually but added together per team — the highest team total wins.
Nemesis 3+ PLAYERS
Everyone versus one — “The Nemesis.” The Nemesis is always the active player and earns double CQ, and chooses one of six Nemesis Edicts per opponent to start.
Homeworld 2+ PLAYERS
Everyone begins with a Celestial Body already locked in their Celestial Zone — it can’t be destroyed, moved, or altered. No extra Celestials, and alliances only within a faction.

