How to play · Rules

How to Play Star Frontiers

A full guide to the cooperative space expedition: jump your ship between sectors on the ring-shaped map, mine crystals, repair the hull and bring the whole crew to the goal. Read it — and straight to the helm.

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In short

Goal
14 crystals and 8 sectors
Players
1–4
Game
30–60 min
Difficulty
Medium
Genre
Adventure

Goal of the game

Star Frontiers is a cooperative space expedition for one team of 1–4 pilots. Everyone runs a shared cause: the crew wins or loses together. The ship travels along a ring-shaped map of sixteen sectors, jumping from one to another and dealing with whatever it meets on the way.

The expedition is a success when the team has gathered 14 crystals and visited 8 sectors. Both conditions are tracked by the progress bar at the top: one bar for crystals, the other for sectors travelled. The main threat is the ship's hull: if it drops to zero, the vessel is wrecked and the expedition is lost for everyone.

Setup · Crew and ship

Before the start, one to four pilots take the helm. The crew has one shared ship and three resources shown on the dashboard: hull (the vessel's durability), fuel (spent on jumps and manoeuvres) and crystals (the expedition's currency and, at the same time, the goal). The map is a ring of sixteen sectors of different types; the ship starts from the base sector.

Players take turns in order: having finished their turn, a pilot hands the watch to the next. There is no deal to set up — the expedition begins right away with the first jump.

Course of the expedition

Jump with a dice roll

On their turn the pilot makes a jump: they roll two dice (2d6) and move the ship forward along the ring by the total rolled. The ship stops in the sector it lands on and resolves its event.

Sector types and events

Planet — mine crystals. Asteroid — risk of hull damage. Depot or station — repairs and refuelling. Base — a calm sector with no event. Pirate sector — a possible battle. There are also anomalies with their own random table.

Anomalies

In an anomaly a random event fires: a spore cloud brings +3 crystals, an ion boost adds fuel, nanobots patch the hull, while a gravity shift batters the hull and interference eats fuel. Luck and risk go hand in hand.

Scanning

Before you jump, you can scan space and reveal the three nearest sectors ahead in advance. This helps you decide whether to fly forward or better wait it out when asteroids and pirates lie ahead.

Fighting pirates

On a pirate sector an optional battle is available: your ship rolls a d6 against the pirates' d6. A win brings loot, a loss hits your ship. You can decline the clash and simply fly on.

Repairs at a depot

At a depot or station the crew spends crystals to fix the hull and refuel. It is a safe breather: drop in before your reserves of hull and fuel run low.

Crew resources

Hull, fuel and crystals are shared by the whole team. Crystals lead to victory and are spent on repairs, fuel is needed for manoeuvres, and the hull keeps the ship afloat. If the hull drops to zero or below, the ship is wrecked and out of the game.

Victory and defeat

The expedition is won when the crew has gathered 14 crystals and visited 8 sectors at the same time — both progress bars must fill up. Until that moment you have to balance greedy crystal mining against preserving the hull.

The expedition is lost if the ship's hull falls to zero or below — the vessel is wrecked and the whole team is out. Since the game is cooperative, the outcome is shared: either the entire crew sees the expedition through, or it loses together.

Controls on muta.pro

🚀
🚀 Jump
The "🚀 Jump" button rolls the dice and moves the ship forward along the ring by the total rolled, after which the sector's event fires.
📡
📡 Scan
The "📡 Scan" button reveals the three nearest sectors ahead so you can gauge in advance what lies before you.
⚔ Battle
The "⚔ Battle" button starts a clash with pirates and is active only when the ship stands on a pirate sector; the rest of the time it is disabled.
➡️
Hand over the watch →
The "Hand over the watch →" button ends your turn and passes the helm to the next pilot.

Tips for beginners

Scan before you jump

The three sectors revealed ahead will tell you where asteroids and pirates lurk. An extra glance forward is cheaper than repairing the hull.

Protect the hull

The hull is the only thing between the crew and defeat. Pull into a depot for repairs before durability becomes critical.

Count both conditions

Victory requires both 14 crystals and 8 sectors at once. Don't fixate on mining alone — watch both progress bars.

Battle is optional

A clash with pirates is not mandatory. Wade in when the hull is solid and you need loot, and fly past if the vessel is battered.

Odds and the maths of the jump

A jump in Star Frontiers is a roll of 2d6, so the flight distance is not uniform: 7 comes up most often (six combinations out of 36), while "2" and "12" are one combination each. Understanding this skew matters more than any luck: you don't choose where to jump, but you can know in advance where you are most likely to land.

Peak at seven

Totals of 6, 7 and 8 come up together in almost half of all rolls. Look at the sector 6–8 cells ahead along the ring — that is where the ship lands most often.

The edges are unlikely

A short jump of 2–3 and a long one of 11–12 are rare. Don't build a plan on "overflying" a dangerous sector with one precise roll — that happens roughly once in twelve.

Variance versus a streak

Over the long run totals average out, but in a single game it is easy to get three "asteroids" in a row. Keep a hull buffer for such a run of bad luck, not for the average outcome.

2
3
4
5
6
7
8
9
10
11
12

Gold marks the most frequent 2d6 totals — the ship lands 6–8 cells ahead more often than anywhere else.

Managing resources and risk

Victory requires 14 crystals and 8 sectors at the same time, while defeat comes by one path only — through the hull hitting zero. That means the hull is your "stake": spend it on risk only when you expect a reward, and top it up before it's too late.

Repair threshold

Pull into a depot when the hull falls to about a third of its reserve, not to zero. Repairs cost crystals, but a wrecked ship costs the whole game.

Fuel means moves

Without fuel, jumps and manoeuvres grind to a halt. Keep a reserve for a couple of jumps, or you will be stranded far from a station with a hold full of crystals and no right to move.

Count both counters

Crystals without sectors and sectors without crystals are both dead ends. Push the bar that lags behind: if you already have 8 sectors, any extra jump is pure risk.

10
6

Keep both bars in view: crystals (◆ 10) and visited sectors (⬢ 6) must reach the goal together, not one after the other.

Tactics on the ring

Although the roll is random, you have two tools of influence — scanning and the optional battle. Both turn pure luck into a considered choice: you don't change the dice, but you change the decision of whether to fly and whether to fight.

Scan before deciding

The three revealed sectors ahead show whether a frequent jump lands on a planet or an asteroid. A cheap glance forward is worth more than an expensive repair later.

Battle is a 50/50 bet

A clash of d6 against the pirates' d6 is a fair coin. Wade in for loot with a solid hull and skip it when a loss would finish the vessel.

An anomaly is a lottery

An anomaly equally likely gives crystals, fuel, a repair — or hits the hull and fuel. Go into it with a durability buffer so a bad outcome isn't the last one.

The scan revealed the course: planet (◆) — the goal, asteroid (✕) — a threat, depot (⚓) — a breather. You make the decision before the jump.

Myths and common mistakes

Co-op forgives less than it seems: one greedy mistake sinks the whole crew. Below are the misconceptions that most often derail expeditions.

  1. "Luck is due soon." The dice don't remember past rolls. Three asteroids in a row don't "have to" be followed by a planet — plan by probabilities, not by faith in a turn of fortune.
  2. Hoarding crystals "for later." Crystals are needed both for victory and for repairs. By hoarding them to the last you risk wrecking the ship with a hold full of currency.
  3. Fighting every pirate. Battle is optional and equally likely. Every extra clash on a battered hull is a voluntary chance to lose the game.
  4. Ignoring fuel. An empty tank stops your manoeuvres more surely than any asteroid. Refuel at a station early, not when the needle is already on zero.
  5. Chasing one counter. Gathering 14 crystals with 5 sectors is not "almost a win" but half of one. Keep both progress bars level.

Decide as a team

The resources are shared, so the risk is shared too. Before wading into a battle or an anomaly, ask the crew — the cost of a mistake falls on everyone.

Retreat is a move

Skipping a battle and simply flying past is a full-fledged tactic, not cowardice. A preserved hull carries the expedition to the goal.

Frequently asked questions

Is this a game against others or together?
Star Frontiers is cooperative: all pilots steer one shared ship with shared resources. The team wins or loses as a whole.
What do you need to win?
Gather 14 crystals and visit 8 sectors at the same time. The bar at the top shows your progress on both conditions.
When is the expedition lost?
When the ship's hull drops to zero or below — the vessel counts as wrecked and the team is out.
Do you have to fight the pirates?
No. The battle on a pirate sector is optional: you can fight for loot or just carry on flying.
Why scan sectors?
Scanning reveals the three nearest sectors ahead so you can spot planets, asteroids and pirates in advance and plan your jump.
Which dice total comes up most often?
On a 2d6 roll 7 comes up most often, and the totals 6, 7 and 8 together cover almost half of all outcomes. The extremes 2 and 12 are rare — one combination each out of 36.
Can you influence the jump distance?
No, the dice total itself is random. But scanning shows the three sectors ahead in advance, so you influence the decision — jump now or wait.
What are the odds of winning a fight with pirates?
A battle is a d6 roll against the pirates' d6, so roughly even odds, like a coin flip. That is why you should fight for loot only with a solid hull.
Which is better — hoarding crystals or spending them on repairs?
Crystals are needed both for victory and for repairs, so hoarding them until the hull hits zero is dangerous. Spend part on repairs early so you don't wreck the ship with a full hold.
Is it worth going into an anomaly?
An anomaly is a lottery: it may give crystals, fuel or a repair, or it may hit the hull and fuel. Go into it only with a buffer of durability for a bad outcome.
Why did we lose even though we gathered lots of crystals?
To win you need 14 crystals and 8 sectors at the same time, while defeat comes when the hull hits zero. Most likely you chased a single counter and lost track of the ship's durability.
Ready for the expedition?
Create a room, call your crew by code or set off on a flight with a bot.

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