Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
Basic two-player SF wargame of ship-to-ship space combat featuring movement (responding to both thrust and gravity), laser fire, missile fire, and ship-computer programming. Scenarios include The Grand Prix, The Attack, Piracy, Battle, and Smuggling.
Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Action Queue
Place actions into an ordered queue that resolves now or on later turns.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Scenario Campaign
Play linked or standalone scenarios with their own setup, objectives, and consequences.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Read the full game description
Basic two-player SF wargame of ship-to-ship space combat featuring movement (responding to both thrust and gravity), laser fire, missile fire, and ship-computer programming. Scenarios include The Grand Prix, The Attack, Piracy, Battle, and Smuggling. Intended as Game 1 for the "Traveler" RPG universe and uses a variant of the "Traveler" starship rules. One of GDW's Series 120 games, designed to be played in two hours or less. The original 1978 version won the Charles Roberts Award for the Best Science Fiction Game of the Year; other editions were published in 1980 and 1983. The Cover Art for the original 1978 GDW version was by Rodger B. MacGowan (RBM). Japanese edition published by Hobby Japan and later by Kokusai-Tsushinsha ('RPGamer' magazine #1).