Ultimate Empire Gameplay Guide
Rules & Directions
Become the wealthiest space traveler in the universe by strategically acquiring territories, managing resources, and outmaneuvering your opponent.
Game Equipment
Game Board
2 Dice
6 Spacecrafts
Credits (5, 20, 50, 100, 200, 800, 1000)
Red Alert Cards
2 Planetary Acquisition Cards per location
120 Colonies
40 Force Fields
Game Setup & Launch
Each traveler selects a spacecraft and places it at “Annual Rotation” on the game board.
Shuffle and place the 21 Red Alert Cards face down in their specified location.
Each player starts with 8,000 credits; all other equipment remains with the Currency Center.
The youngest traveler rolls first; the highest roll starts the game.
The first player rolls again and moves their spacecraft clockwise according to the dice roll.
If a player rolls three doubles in a row, they are “Lost in Space” and must move their spacecraft to the “Lost in Space” area.
Annual Rotation
- Every time a space traveler passes or lands on “Annual Rotation”, they receive 800 credits.
- If a Red Alert Card moves them back, they still receive 800 credits on their next pass.
Planetary Acquisitions
The first traveler to land on an unowned Planetary Acquisition may purchase it at its printed price.
If declined, it is auctioned to the highest bidder.
Bidding starts at any price, and all players may participate.
The second time a traveler lands on a Planetary Acquisition, they may purchase it.
A second acquisition cannot be purchased until it has been landed on twice.
Players may purchase acquisitions at salvage value (see “Salvage” rules).
Invasion & Zone Control
Invasion: If a traveler lands on a Planetary Acquisition owned by another traveler, they must pay a docking fee to the owner.
Zone Control: A player who owns one of each Planetary Acquisition in a color group gains Zone Control and may colonize their properties.
Red Alert & Lost in Space
- Red Alert Cards: Players landing on “Red Alert” must draw a card and follow its instructions.
- Lost in Space: A traveler is “Lost in Space” if they:
Land on the “Go to Lost in Space” area.
Draw a Red Alert Card instructing them to move there.
Roll three doubles in a row.
Players can escape by:
Rolling a seven within three turns.
Using a “Found in Space” card.
Paying 100 credits.
Colonies & Force Fields
Colonies: Players may purchase and place colonies on their owned properties.
Colonies must be placed evenly across all Zone Controls.
Force Fields: One Force Field is equal to four Colonies and provides protection.
Coalitions & Trading
Players may form Coalitions to combine Zone Controls and share invasion credits.
Coalition partners split income & responsibilities.
Players can sell shares of a Coalition to other players at an agreed price.
Salvage & Bankruptcy
Planetary Acquisitions can be salvaged at half value.
Before salvaging, all Force Fields & Colonies must be sold.
Players who owe more than they can pay must surrender their credits & properties and remove their spacecraft from the game.
Winning the Game
The last traveler remaining wins the game.
If multiple players remain indefinitely, a time limit may be set, and the wealthiest traveler wins at the end.