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Status:  At The Printer
Orders To Date:  1929
Regular Price: $82.00
P500 Price: $55.00

Banner designs by Rachel Billingsley


Note: Unless otherwise noted, all samples below are from playtest graphics, not final game art. GMT Games claims no copyright on these images.



SpaceCorp: 2025-2300 AD is a fast-playing board game in which one to four players explore and develop outer space over three eras. Each player controls an Earth-based enterprise seeking profit by driving the expansion of humanity into the Solar System and beyond. In SpaceCorp you can …

  • Assemble a spaceport at a Lagrange Point.
  • Launch an exploration mission to Mars.
  • Mine the asteroids.
  • Earn profit from exotic resources discovered on the Jovian moons.
  • Discover microbial life in the subsurface oceans of Charon.
  • Decode exo-DNA to develop radiation resistant human pioneers.
  • Undertake a mission to Alpha Centauri in a generation ship.
  • Break through technological barriers to achieve faster than light travel.
  • Establish a colony in the Tau Ceti star system.

Each of the three eras is played on a different board:

  • The first era, Mariners, covers exploration and development out to Mars.
  • In Planeteers, players settle the outer solar system.
  • In Starfarers, players send missions to nearby star systems and establish interstellar colonies. 


Course of Play

Players can choose to play a short game, covering just one era, or can play the full game covering all three eras and representing three hundred years of human expansion into the cosmos. Rules and systems for a complete solitaire game covering all three eras are included.


Players take turns playing cards to conduct actions with their teams and bases. Your turn consists of playing one or more cards of a single action type, with the option to augment the play with infrastructure, a time card or the attributes of a base.

Sample Playtest Cards


For example, playing Move cards with a total value of 5 allows you to move a team from Earth to a Solar Lagrange Point. Other card plays allow a team on an asteroid or moon to explore there, or to build a base such as a spaceport, a refinery or a bio lab. You can also play cards to conduct research (draw new cards), production (gain profit from a site with resources), genetics (advance toward gaining genetic advantages for your teams), revelations (advance toward gaining technological breakthroughs), as well as special actions such as deep space probes and prototypes.


Some cards can be played as infrastructure, giving you permanent bonuses when conducting future actions.

How to Win


During the game you earn profit from exploration discoveries, by conducting production at resource sites, and by completing contracts. For example, a contract in the Mariners era rewards the first player to build a base on Mars. The player with the most profit at the end of the game wins but there are many ways to get there. Will you focus on …

  • being the first to explore new horizons beyond known space?
  • developing genetics and tech  breakthroughs for spacefaring humans?
  • exploiting the resources of space?
  • beating other players to contract awards?
  • or will you go rogue, striking from your secure pirate bases?


Game Components

  • Three space maps on two mounted boards (two maps are back-to-back)
  • Four player mats, each for holding infrastructure cards, legacy production sites, and a progress wheel for tracking advances in genetics and technology.
  • Four sets of player pieces, each with four exploration team cubes, 27 base discs representing specialized space installations, and various markers.
  • 61 exploration tiles, drawn and placed on the board to represent discoveries.
  • Twenty colony tiles, placed to establish interstellar commerce centers.
  • One contract and profit display for tracking the players’ profits and their achievement of contracts.
  • 178 action cards, organized into three decks, one for each era. Cards include eight action types – move, build, explore, research, produce, genetics, revelation and special actions, as well as competitive edge cards and time cards.
  • 32 advancement cards, earned by players as they gain specific genetic adaptations and technology breakthroughs.
  • Twenty miscellaneous game markers
  • Nine player aid cards


Game Design by John Butterfield

Game Development by Chad and Kai Jensen

For 1 to 4 players

Playing time: One hour per era.

Inspired by SpaceCorp, the first book in the Galactican series by Ejner Fulsang.

Customer Reviews
# of Ratings: 5
1. on 12/29/2016, said:
This game quickly rose up the P500 list, but I am wondering when it might come out. I have seen no announcements so far.
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2. on 11/22/2016, said:
Had a great deal of fun play testing SpaceCorp with the designer at GMT in October. Loved the three eras of play and they vertically integrate: the end conditions for one era shape the start of the next era so players need to play both a "long" and a "short" game. The game becomes more epic in scale with each new era, supported by unique maps and discoveries. Strong narrative elements carry the player through each game and across eras. Play tempo if fast. Plenty of variable features are included for good re-playability. Players may find that each era calls for a different strategy and the game provides tempting opportunities to be adaptive as game events unfold. Watch for those Edge Cards to appear for "carpe diem" moments. If you don't seize the day your opponent might. The game has a thoughtful SF vibe distinct from games with a SyFy vibe.
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3. on 11/19/2016, said:
It's a Butterfield joint - that's all you really need to know to pledge now...
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