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How Phantom Epoch plays

Your crew chooses how to tackle each mission. The cards you commit determine both what you can do and when you get to act.

A player holds three Phantom Epoch Action cards, with their Action Point costs visible
Action cards in hand, mission on the table.
During a mission

How much will you commit this round?

Choose Action cards up to your Action Point limit. Their combined cost sets your place in the turn order: lower totals go first.

A small turn can get you moving before an adversary. Committing more cards gives you more to do, but leaves you waiting longer. Plan with your crew before you reveal.

See the turn order explained

Your crew and the adversaries you face

A selection of Phantom Epoch class boards with different abilities and equipment spaces

A character you develop over the campaign

Pair a species with a starting class. As you progress, specialize into an advanced class and spend Skill Points on Action cards from both.

Equipment and starship upgrades give you more ways to develop the character you want to play.

Some species and classes require expansions.

Wolf and human adversaries on a Phantom Epoch mission map

Two decks shape each adversary’s turn

Adversaries draw from both a Species deck and a Class deck. The combination sets their actions for the round.

Colour-coded instructions let enemies of the same type act differently from a shared draw, giving your crew more to consider as the fight changes.

A player holds expedition cards for Berkav, Thespara and Orbos
Each world has its own expedition deck.
Between missions

Spend some time planetside

Explore Berkav, Thespara and Orbos through planetary expeditions. Choose how to respond to the people and situations you encounter, and find opportunities for treasure and fame.

Back aboard the Phantom Epoch, your starship’s upgrades open further paths for your crew’s development.

From the box to the next mission

The books, bases and trays each have a job at the table.

Two spiral-bound mission books join to make a continuous map

The books become your map

Open the two mission books side by side to form the play area. The map and mission instructions are ready together.

Four character miniatures on coloured HP tracking bases

Track health on the figure

HP stays with each character and adversary on its base. Adversary bases also hold condition tokens, keeping that information on the map.

A character save tray holds Action cards, equipment, tokens and a miniature

Keep your character together

Character save trays hold your cards and components between sessions. The box’s organizers keep the rest of the game ready for next time.

Ready for a closer look?

Find the rulebook, watch a tutorial, or see current ordering options.

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