3  Action Points

3.1  Allocation

In turn 1 and 2: no points.
In turn 3: 5 points.
In turn 4: 1O points.
In following turns: 15 points. These 15 points establish the basic credit.
For every additional spaceship: 5 points.

3.2  The reserve

A player may noy use all his points during his turn. Those are then put in reserve for the following turn.

The reserve can be 5 or 10 points. Reserve is rounded down, exceeding points are lost. For example, a player who has 7 points at the end of his turn, will have a reserve of 5 points. 2 points in excess are lost.

3.3  Actions Cost

  • Movement: 1 point for every new cell crossed.
  • Load, unload, transshipment: 1 point.
  • Transformation of an ore (already loaded on wheather layer): 1 point.
  • Loading or unloadingt an empty or loaded unit from/to the spaceship: 1 point (including for the barge which occupies at once two cells).
  • Destruction of an unit or an ore: 2 points.
  • Reconstruction of a turret on an captured spaceship: 2 points.
  • Takeoff of a spaceship: 1, 2, 3 or 4 points according to its state.

Any movement or action is definitively booked.

The barge is the only unit to occupy two cells; every new cell which it occupies during a movement costs 1 point (step ahead or reverse).