
2018 · Dice
Space Base
Players act as Commodores building a fleet and expanding a personal space base. Ships start docked and are deployed to sectors as players commission new vessels, with cargo ships trading, miners generating recurring income, and carriers extending influence. Gameplay centers on a shared dice-rolling mechanic where one player’s roll can trigger benefits for all, combined with engine-building via buying ship cards and arranging them on a player board. Card purchases and their order shape each player’s income engine, supporting different strategies from steady income to high-risk, high-reward combos. Rounds are quick to learn and play, mixing luck from dice with strategic tableau construction.
- Players
- 2–5 best 3
- Playing time
- 60 min
- Age
- 14+
- Complexity
- 2.1 / 5
About the game
- Design
- Art
Expansions
See them in Ludoya
Space Base: The Emergence of Shy Pluto2019
Space Base: Command Station2019
Space Base: The Mysteries of Terra Proxima2022
Space Base: Genesis2024
Space Base: Dreadnaught Promo Pack2019
Space Base: Biodome2021
Space Base: Dead Reckoning Promo Cards2022
Space Base: U.E.C. John D Clair Promo Card2022
Space Base: Velocity2026
Space Base: A.E.G. Electrify 09-2026 Promo Card2026
Dead Reckoning: Other Games Promo Pack2026Photos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 2,165
- Plays logged
- 1,050
- Players
- 28m 29s
- Average play
- 194
- In collections
- 34
- On wishlists
7.3/10
from 110 Ludoya reviews
Garfield8.0 #10 In Kommandoposten-Box Machi Koro in space. Very entertaining dice rolling game with some nice ideas. I really like that the mechanism with turn around your card and that you gain something on the other players turn. [c] Theme: :star::nostar::nostar::nostar::nostar: <!-- size 7]None --> Gameplay: :star::star::star::nostar::nostar: <!-- size 7]Rolling dice and buying cards --> Interaction: :star::star::nostar::nostar::nostar: <!-- size 7]Gain stuff during others turn --> Artwork: :star::star::star::star::nostar: <!-- size 7]Nice --> Luck: :star::star::star::star::star: <!-- size 7]Dice rolling --> Strategy: :star::star::nostar::nostar::nostar: <!-- size 7]Little but you must make some meaningful decisions --> Components: :star::star::star::nostar::nostar: <!-- size 7]Ok, nothing special --> Play duration: :star::star::star::star::nostar: <!-- size 7]Very good --> Easy to teach: :star::star::star::nostar::nostar: <!-- size 7]Ok --> Rules quality: :star::star::star::star::star:<!-- size 7]Very good --> Setup time: :star::star::star::star::nostar: <!-- size 7]Fast --> No downtime: :star::star::star::star::star: <!-- size 7]Almost no downtime --> Replay value: :star::star::star::nostar::nostar: <!-- size 7]Different cards, different strategies possible --> [/c]
Vic Granell7.5 Good engine building game!! Machi Koro with a twist. You learn it in 5 minutes and read more complicated cards as you go. It can lead to some players falling behind because of randomness though....
Mohasz7.0 I’m torn between this and Bad Company. Both have their pros and cons, but I might lean towards this one because it looks more clean and elegant, and the card abilities seem more interesting. I just wish it was released in Hungarian…
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can I split my two dice to take two different sectors, or do I have to add them together?
Each player chooses independently on each roll: you may use the dice separately (claiming two sectors) or add them together to claim one sector — even doubles can be used twice or combined — your choice does not affect others (see p.12 and example p.14).
If a roll hits a sector on my board, do I get the station (blue) reward or the deployed (red) reward — or both?
On your own turn (active) you gain the blue station rewards on your board; on an opponent’s turn (passive) you gain the red deployed rewards above your board, and passive players collect all deployed cards in a sector if they allocate dice there (see p.7 and p.12).
If a card's deployed or station reward places a charge cube, can I spend that ability right away?
Yes — once the required charge cubes are placed, you may use the ability immediately if its timing allows; abilities are used according to their color timing (green any time, blue only on your turn, red only on opponents’ turns) (see p.22 and p.20).
What happens to charge cubes on a card when that card gets deployed (pushed up) by buying a new card in the same sector?
If a card with charge cubes is deployed, you may move those cubes to the deployed portion of the same card if possible, so the charges remain usable after deployment (see p.22).
When can I use blue, red, or green abilities — who is allowed to trigger them and when in the turn?
Green abilities may be used on any player's turn, blue abilities only on your own (active) turn, and red abilities only on opponents’ (passive) turns; some ability uses are restricted to specific turn phases noted in the turn sequence (see p.9, p.12 and details p.20).
Do colony cards give dice rewards or can they be deployed/removed later?
Colony cards give only an immediate colonist score when purchased, cannot be deployed or replaced, provide no rewards when dice hit that sector on your turn, and remain on your board blocking that sector (see p.17).
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.


































