group = 1
Cluster 598589 - host alpha - opening date 27/01/2023 - 17:52 last activity 27/01/2023 - 19:55 save game
Welcome to the test game! Over the course of several turns, you will receive detailed hints on what to do.
It is advisable that both players read all of these instructions (Player 1 - Federation, Player 2 - Anarchy).
We recommend playing on the big screen and in Fullscreen browser mode (F11 key).
Show hints for this turn
Zero turn of the Blue Federation.
If you haven't played the game yet, the goal of the game is to score as many points as possible in a limited number of moves. If someone scores 100 points or more, the turn circle ends. Points are awarded in the left side block "Blue Federation: Points". Ways of scoring are described in the "Player Card" Civilization.
The "Player Card" is needed so that you know the capabilities of your Civilization. "Player card" is located on a separate link in the right side block. Open it in a separate tab. clear, next
The rules of the game can be found in the right side block. There is also a complete guide to the game.
To begin with, we will place the headquarters of the Blue Federation on the field of play, the first ships will start from it. In the left block "Blue Federation: planets" find the planet headquarters chip (a chip with a five-pointed star). Click on it with the left mouse button once. Next, you see a planet with a red border on the field, 3 cells blink around it. Click on this planet and the headquarters chip will be in the right place. (Note - level 1 planets suitable for building headquarters are located at the edge of the field). clear, next
And now we will place 3 standard ships around the headquarters planet. In the left block "Blue Federation: ships" (department "Ships in reserve"), find a regular ship (there are most of them). Click on it with the left mouse button once. Next, you see 3 red flashing cells on the field. Click on one of these cells and the ship token will be in the right place. Repeat this action for the 2 remaining ships so that all blinking cells are occupied.
This "zero turn" ends. In the upper left block of the "Players Panel", find the "End Turn" button and transfer control of the game to Yellow Anarchy.
Zero turn of Yellow Anarchy.
Hopefully you have read the general instructions in the previous Blue Federation turn.
To begin with, we will place the headquarters planet of Yellow Anarchy on the playing field, the first ships will start from it. In the left block "Yellow Anarchy: planets" find the planet headquarters chip (a chip with a five-pointed star). Click on it with the left mouse button once. Next, you see a planet with a red border on the field, 3 cells blink around it. Click on this planet and the headquarters chip will be in the right place. (Note - suitable for the construction of the headquarters of the planet 1 level are from the edge of the field) clear, next
And now we will place 3 standard ships around the headquarters planet. In the left block "Yellow Anarchy: ships" ("Ships in reserve" section), find a regular ship. Click on it with the left mouse button once. Next, you see 3 red flashing cells on the field. Click on one of these cells and the ship token will be in the right place. Repeat this action for the 2 remaining ships so that all blinking cells are occupied.
This "zero turn" ends. In the upper left block of the "Players Panel", find the "End Turn" button and transfer control of the game to the Blue Federation.
First turn of the Blue Federation.
On this first turn, we will master several points at once. First, the usual movement of ships across the field. The basic rule is that you can move 3 ships per turn and each ship can move up to 3 spaces. Look at the board - move the red illuminated ship to another red illuminated space. You also see a ship with orange highlights - move it to another square with orange highlights.
You moved 2 ships out of 3 and each traveled 3 spaces. clear, next
Now we will learn how to move through the portals. A ship with a green highlight first moves to another green square. He ends up in the portal area (cells around the portal itself). From there, he can travel to another portal in another part of the field. Send the ship from the green cell to the flashing purple cell. However, there is a nuance here - in the portal there is a risk that the ship will be damaged and sent for repairs. To pass the test, click on the cube in the upper right panel of the "Number Generator" and select "Portal - one ship" from the menu. If numbers from 2 to 6 fell out, everything is in order. If the number is 1, click on the ship with the right mouse button (on the phone this is a long press). The ship will disappear from the field and go to the left sidebar "Blue Federation: ships", section "Ships under repair". (The risk numbers for your Civilization are listed on the Player Card.) clear, next
The third action for this turn is an attempt to colonize the planet. You have already moved 2 ships closer to the tier 2 planet (there are now 2 indicators around it, red and orange). The level of a planet tells you how many ships you need to gather around it for a colonization attempt (all ships must come close to the planet). To make an attempt, click on the die in the upper right panel of the "Number Generator" and select "Colonization" from the menu. If numbers from 1 to 4 are rolled, then the attempt is unsuccessful, the ships simply remain in place (this is indicated on the player's card). If numbers from 5 to 6 fell out, then you have successfully colonized the planet. In this case, find the colony chip (consists of colored rings) in the left sidebar of "Blue Federation: Planets". Left click in the sidebar on the chip and second left click on the planet next to the blinking indicators (red and orange). clear, next
If the colonization attempt is successful, in addition to moving the colony token, you earn points for colonization (the number of points is indicated on the "Player Card"). In this case, add 3 points in the left sidebar "Blue Federation: points" (click 3 times on "+" or enter the number 3 and click "+" once). If your third ship has successfully passed through the portal, you can make a second colonization attempt at that location (there is now 1 purple indicator near the planet). Only 2 colonization attempts can be made per turn. A level 1 planet gives 1 point (this is indicated on the player card) clear, next
In a more detailed study of the rules of the game, you can find the item "Types of achievements for which points are awarded." One of the methods is described as follows: "Ignorance fight bonus - if there are only 2 players in the game and one of them is for Anarchy, then the other player (not Anarchy) gets 5 points at the beginning of the game." So you need to add 5 more points to yourself.
Perhaps you have a question - why from the beginning of the game the Federation has 10 points, while Anarchy has 0 points? The answer can be found in the Player Card.
This is where the first turn ends. In the upper left block of the "Players Panel", find the "End Turn" button and transfer control of the game to Yellow Anarchy.
First turn of Yellow Anarchy.
On this first turn, we will master several points at once. First, the usual movement of ships across the field. The basic rule is that you can move 3 ships per turn and each ship can move up to 3 spaces. Look at the board - move the red illuminated ship to another red illuminated space. You also see a ship with orange highlights - move it to another square with orange highlights.
You moved 2 ships out of 3 and each traveled 3 spaces. clear, next
Now we will learn how to move through the portals. A ship with a green highlight first moves to another green square. He ends up in the portal area (cells around the portal itself). From there, he can travel to another portal in another part of the field. Send the ship from the green cell to the flashing purple cell. However, there is a nuance here - in the portal there is a risk that the ship will be damaged and sent for repairs. To pass the test, click on the cube in the upper right panel of the "Number Generator" and select "Portal - one ship" from the menu. If numbers from 3 to 6 fell out, everything is in order. If the numbers 1 or 2 fell out, click on the ship with the right mouse button (in the phone this is a long press). The ship will disappear from the field and go to the left sidebar of "Yellow Anarchy: Ships", section "Ships Under Repair". (The risk numbers for your Civilization are listed on the Player Card.) clear, next
The third action for this turn is an attempt to colonize the planet. You have already moved 2 ships closer to the tier 2 planet (there are now 2 indicators around it, red and orange). The level of a planet tells you how many ships you need to gather around it for a colonization attempt (all ships must come close to the planet). To make an attempt, click on the die in the upper right panel of the "Number Generator" and select "Colonization" from the menu. If numbers from 1 to 2 are rolled out, then the attempt is unsuccessful, 2 ships will disappear from the field and go to the left side panel "Yellow Anarchy: ships", section "Ships under repair" (right-click on each ship). If numbers from 3 to 6 fell out, then you have successfully colonized the planet (this is indicated on the player card). In this case, find the colony chip (consists of colored rings) in the left sidebar of "Yellow Anarchy: Planets". Left click in the sidebar on the chip and second left click on the planet next to the blinking indicators (red and orange). clear, next
If the colonization attempt is successful, in addition to moving the colony token, you earn points for colonization (the number of points is indicated on the "Player Card"). In this case, add 3 points in the left sidebar "Yellow Anarchy: Points" (click 3 times on "+" or enter the number 3 and click "+" once). If your third ship has successfully passed through the portal, you can make a second colonization attempt at that location (there is now 1 purple indicator near the planet). Only 2 colonization attempts can be made per turn. A level 1 planet gives 1 point (this is indicated on the player card).
Important note! In the near-planetary area in which there is a purple indicator, there is a Blue Federation ship. You may attempt to colonize such a planet only with the permission of the Civilizations orbiting the planet. But let's assume this time that approval has been received.
This is where the first move ends. In the upper left block of the "Players Panel", find the "End Turn" button and transfer control of the game to the Blue Federation.
On this turn, you will learn what the build phase is and what it does.
The construction phase means that all of your ships stand still and do not move. During this turn, you are engaged in your development. You can build different ships and special colonies (bases and docks), develop technologies, as well as attempt colonization and attacks on other ships, if this does not require the movement of ships.
First, let's build one special ship (only one) that you might need. Find in the left block "Blue Federation: ships" in the section "Ships under repair" an attack cruiser, this is what it looks like. Click on it with the left mouse and it will go to the "Ships in reserve" section. This means that now it can be put on the field at any time (except for the construction phase, as it is now). clear, next
And now we will build 1 special colony, base. You see a level 2 planet with red lights around it. To build a base, you just need a planet of level 2 or 3 and any other planet in the sector (a sector is a quarter of the field, separated by markings, remember, this is important). The conditions for building the base are met, click on the planet with the indicator and right click the mouse. The regular colony token will disappear (the capture of an alien planet also looks like this). In place of this planet, place another chip with a "globe". For this action, add 5 points to yourself (each special colony is worth 5 points). Notes: There can only be 1 base in one sector, bases give +1 defense to planets and ships in the sector and can be used by cargo ships (3 bases on the field give some Civilizations a special benefit, see the full version of the rules of the game). clear, next
Now remember that you are now in the process of developing a technology. Developing technology requires 2 turns in build mode. You will know the result of the development on the next turn. All Federations and Empires may start developing technologies on any turn by starting the Build Phase. They can develop 1 or 2 technologies. Anarchy can develop only 1 technology and only if it has built a certain number of docks on the game board (the conditions are described on the player card). Ancient Civilizations (Grey, White, Black) have 2 technologies each from the very beginning of the game. clear, next
You can also colonize up to two planets if you failed to do so on your last turn and you have enough ships to do so. If there are alien ships in the orbit of the planet, you need to ask permission to colonize (this is not yet required in this trial game). It is also possible to attack enemy ships, but for now this is not necessary (by the way, the Federation does not attack others first). clear, next
And finally, let's look at what an "influence bonus" is. You may have noticed that from the very beginning of the game you have already been given colonies in different sectors of the field. In the normal scenario of the game, there is only the headquarters planet at the start.
So many planets have been given to you so that you can quickly get a bonus of influence. The rules of the game say: "Bonus of influence. 15 points for having special colonies and / or planets of level 3 in all 4 sectors of the playing field. If a player loses the bonus, he can return it when the necessary conditions are reached again. Universal for all civilizations." You have built a base in one sector, and in 3 sectors there are planets of level 3. So give yourself 15 points.
This is where the second turn ends. Hand over control of the game to Yellow Anarchy.
On this turn, you will learn what the build phase is and what it does.
The construction phase means that all of your ships stand still and do not move. During this turn, you are engaged in your development. You can build different ships and special colonies (bases and docks), develop technologies, as well as attempt colonization and attacks on other ships, if this does not require the movement of ships.
First, let's build one special ship (only one) that you might need. Find a defense cruiser in the left block "Yellow Anarchy: ships" in the "Ships under repair" section, this is what it looks like. Click on it with the left mouse and it will go to the "Ships in reserve" section. This means that now it can be put on the field at any time (except for the construction phase, as it is now). clear, next
And now we will build 3 special colonies, docks. You see 3 planets around which red indicators are lit. Any planet in the sector is suitable for building a dock (a sector is a quarter of the field, separated by markings, remember, this is important). The conditions for the construction of the docks are met, click on those 3 planets with an indicator and right click the mouse. The chips of ordinary colonies will disappear (the capture of an alien planet also looks like this). In place of these planets, place other chips with a pentagonal figure. For this action, add 15 points to yourself (each special colony is worth 5 points). Notes: There can only be 1 Dock per Sector, Docks allow new ships to be deployed around them, not just around the HQ (2 or 3 Docks on the field give Civilizations a special benefit, see player card). clear, next
Now remember that you are now in the process of developing a technology. Developing technology requires 2 turns in build mode. You will know the result of the development on the next turn. All Federations and Empires may start developing technologies on any turn by starting the Build Phase. They can develop 1 or 2 technologies. Anarchy (your case) can develop only 1 technology and only if it has built a certain number of docks on the game board (the conditions are described in the player card, you have already met all the conditions). Ancient Civilizations (Grey, White, Black) have 2 technologies each from the very beginning of the game. clear, next
You can also colonize up to two planets, however, you either did so last turn or your ships have disappeared from the game board. Therefore, prepare for the construction phase in advance by placing ships around the planets. If there are alien ships in the orbit of the planet, you need to ask permission to colonize (this is not yet required in this trial game). It is also possible to attack enemy ships, but for now this is not necessary (by the way, Federations and Republics do not attack others first). clear, next
And finally, let's look at what an "influence bonus" is. You may have noticed that from the very beginning of the game you have already been given colonies in different sectors of the field. In the normal scenario of the game, there is only the headquarters planet at the start.
So many planets have been given to you so that you can quickly get a bonus of influence. The rules of the game say: "Bonus of influence. 15 points for having special colonies and / or planets of level 3 in all 4 sectors of the playing field. If a player loses the bonus, he can return it when the necessary conditions are reached again. Universal for all civilizations." You have built docks in 3 sectors, and in sector 1 there is a level 3 planet. So give yourself 15 points.
This is where the second turn ends. Hand over control of the game to the Blue Federation.
Now you are in the second turn of the construction phase, let's see what you can do. First, let's create 2 normal ships (how many normal ships are created in the construction phase - described in the player card). Find in the left block "Blue Federation: ships" in the section "Ships under repair" 2 ordinary ships. Click on them with the left mouse button and they will go to the "Ships in reserve" section. This means that now they can be brought to the field at any time (except for the construction phase, as it is now). clear, next
Now find out what technology you got in 2 turns of the construction phase. The technology is randomly generated, this is necessary for the balance of the game and for you to get acquainted with different ways of playing the game. Find in the left block "Blue Federation: Technologies" 2 empty slots with technologies. Click on the top slot, it says "develop technology". As a result, the slot will be filled with your new technology. Find in the right block "Rules and instructions" the item "Technologies - description" and find out how your basic capabilities have improved. clear, next
Also, you are entitled to 10 points for technology, add them to yourself. In the future, starting construction for 2 turns, you will be able to create a second technology.
Note - when building, you can not only build special colonies, but also swap them with regular colonies, sometimes this is useful (most importantly, do not lose your influence bonus).
If you still have an opportunity to colonize, take advantage of it. This concludes the third turn. Hand over control of the game to Yellow Anarchy.
Now you are in the second turn of the construction phase, let's see what you can do. First, let's create a regular ship. Find in the left block "Yellow Anarchy: ships" in the section "Ships under repair" all the usual ships. Click on each with the left mouse and they will go to the "Ships in reserve" section. This means that now they can be put on the field at any time (except for the construction phase, as it is now).
An important note is that all Civs, except for Anarchies, can only build normal ships in the build phase. However, Anarchy can build normal ships on any turn and in any available number. This is her advantage, her actions with ships are limited only by logistics (usually 3 ships, as you understand). clear, next
Now find out what technology you got in 2 turns of the construction phase. The technology is randomly generated, this is necessary for the balance of the game and for you to get acquainted with different ways of playing the game. Find in the left block "Yellow Anarchy: Technologies" 2 empty slots with technologies. Click on the top slot, it says "develop technology". As a result, the slot will be filled with your new technology. Find in the right block "Rules and instructions" the item "Technologies - description" and find out how your basic capabilities have improved. clear, next
Also, you are entitled to 10 points for technology, add them to yourself. Anarchy can get the second technology only from other players as a result of a deal.
Note - when building, you can not only build special colonies, but also swap them with regular colonies, sometimes this is useful (most importantly, do not lose your influence bonus).
This concludes the third move. Hand over control of the game to the Blue Federation.
Construction is over, let's start putting the ships that we have in reserve on the field. You see 2 red indicators near the headquarters, place 2 cargo ships in that place, this is what they look like.
You have just carried out a "takeoff of ships" from the planet - this is the removal of ships from the reserve, the movement speed is only 1 cell. Taking off a ship counts as using a logistics point (1 out of 3), but all cargo ships use 1 point, no matter how many the Civilization has. Also, cargo ships, if necessary, can be created not only in the construction phase, but also in the movement phase (that is, they simply go from "repair" to "reserve" at any time). clear, next
Now it's time to launch the attack cruiser you created (orange cell indicator) into the orbit of the headquarters. Takeoff speed is also 1 cell. Cruisers then move across the board at a speed of 2 squares. As soon as a cruiser appears in a sector, it immediately begins to influence that sector. Due to this, the requirements for the colonization of planets are reduced. Tier 2 planets can be colonized with 1 ship, Tier 3 planets can be colonized with 2 ships. Therefore, move your normal ship from one square with a green mark to another. Now that planet near the green marker can be colonized with one ship. How to do this, you probably already remembered. clear, next
Attack cruisers also give +1 attack to all ships in the sector, but there are no conflicts yet. The defense cruiser, if you craft one, will give +1 defense to ships and planets. A defense cruiser can participate in colonization, an attacker cannot. Cruisers have one more feature - if they are attacked by other ships (not cruisers), then first the cruiser will attack the attacker first and only then you can try to shoot him down. clear, next
Let's still add points for those planets that you were given at the beginning of the game. You had 1 level 1 planet, 1 level 2 planet, 3 level 3 planets. There are 19 points in total, add them to yourself. This concludes the fourth turn. Hand over control of the game to Yellow Anarchy.
Construction is over, let's start putting the ships that we have in reserve on the field. You see at the bottom of the field 2 red indicators near the dock, place 2 ordinary ships in that place. Docks allow ships to launch from them, as from headquarters.
You have just carried out a "takeoff of ships" from the planet - this is the removal of ships from the reserve, the movement speed is only 1 cell. Taking off a ship counts as using a logistics point (you have used 2 points out of 3). clear, next
Now it's time to put the defense cruiser you created (orange cell indicator) into orbit around the planet. Takeoff speed is also 1 cell. Cruisers then move across the board at a speed of 2 squares. As soon as a cruiser appears in a sector, it immediately begins to influence that sector. You will read about its features in the next step, but for now let's try to colonize a tier 3 planet right above your 3 ships. How to do this, you probably already remembered. Please note that in case of failure, 2 ordinary ships will be repaired, but the cruiser will survive and remain on the same cell. clear, next
Attack cruisers (Anarchy doesn't have them) give +1 attack to all ships in the sector, but there are no conflicts yet. The defense cruiser will give +1 defense to ships and planets. A defense cruiser can participate in colonization, an attacker cannot. Cruisers have one more feature - if they are attacked by other ships (not cruisers), then first the cruiser will attack the attacker first and only then you can try to shoot him down. clear, next
Let's still add points for those planets that you were given at the beginning of the game. You had 3 level 1 planets, 1 level 3 planet. 8 points in total, add them to yourself. This concludes the fourth move. Hand over control of the game to the Blue Federation.
This turn will start with the movement of cargo ships. Move them first along the red marks, and then send them through the portal to the orange cells. Use the die from the right block to determine the risk (the die, in particular, is needed for the action log in the right block). However, if the number 1 falls out, do not remove them from the field, this is necessary for the purposes of the educational game. clear, next
Pay attention to the green indicators throughout the field. This is the expected route of the cargo ships in the next few turns (note your presence in each sector). The route will end near the base in the starting sector and you will receive 10 points (5 per ship). Usually cargo ships return to the headquarters planet, but you can also use the base in the starting sector. clear, next
We still have 2 logistics left. Let's take 2 ships from the reserve to the purple markers (if you didn't forget to create them during construction, if you forgot, do it now).
Don't forget to check if there are colonization opportunities available. This concludes the fifth move. Hand over control of the game to Yellow Anarchy.
Yellow Anarchy is tempted to hunt cargo ships. This is an optional condition for victory, you can not be distracted by this, but in training we will work out this technique. Place 2 ships in orbit around the dock at the location of the 2 red markers, surrounding the merchant ship with the orange marker. For the environment just need 2 ships. In the block with a die, select "Special Target". If the number is from 1 to 3, then the boarding attempt is unsuccessful, everyone remains in their places. If the number is between 4 and 6, remove the cargo ship for repairs and get 5 points for piracy. clear, next
There is only 1 logistics left. Move 1 ship near the dock to the green marker. It cannot currently colonize a nearby planet, but it can be done later when other ships appear in that location. But in general, do not forget to check if there are available opportunities for colonization.
This concludes the fifth move. Hand over control of the game to the Blue Federation. Most likely, the Blue Federation will not be very pleased with the attack on the cargo ship...
You may have noticed that the Yellow Anarchy pirates have attempted to attack your freighter. We do not know if this attempt was successful this time, but in any case, move the cargo fleet to another sector (red indicators). You must roll a die to risk the portal.
You can also try to teach space hooligans a lesson for their actions (your Civilization has a peacefulness bonus and does not attack first, but has the right to respond). Send a normal ship to the orange markers and a cruiser to the green markers. Roll the portal risk dice, but if you roll a 1, don't remove the ships, this is for learning purposes. clear, next
You see 2 ships with a purple mark that you can try to shoot down. To attack, you need to get close to the ships horizontally / vertically / diagonally, as it is now. The outcome of the event is decided by 2 dice - the number of attack, and then the number of defense. If the attack is greater than the defense, the attacked ship goes into repair, if the number of defense is greater, both ships remain in place. But the attack and defense bonuses also matter here. Anarchy has a negative -1 bonus (shown on the player card), the Federation cruiser below has a positive +1 attack bonus. First roll attack and defense from above where the 2 regular ships are standing, then determine the result of the collision between the cruisers below in the same way. clear, next
If somewhere the attack was successful (and you had more chances of success), remove the wrecked ships from the field. If you see any other opportunities for attacking ships on the field of play, you can use them, it's up to you. Each wrecked ship gives 1 point (it is written on the player's card, there is also a rule that defeating Anarchy gives only 1 point).
This completes the sixth move. Hand over control of the game to Yellow Anarchy. Let's see what they do.
Perhaps it makes sense to pretend that there was a misunderstanding, some pirates are completely out of hand, they will be severely reprimanded. Therefore, we will offer the Federation a temporary (and maybe permanent) peace. Let's say you offer them 3 points of morale and promise not to touch the cargo fleet. Let's say they agree. Write down your deal at the bottom, below the field there is a comment form. Only when you send a message, the game will restart, so in such cases, first click the "save" button in the top bar of the game. clear, next
Since you offered the Federation 3 points, take away those 3 points from yourself and add this amount to them in their tab (you can switch Civilizations in the players panel, just don't mix up where you are doing what).
In the meantime, since peaceful development is already underway, let's try to colonize 2 planets of the 2nd level. Take off 3 ships near the dock where there are planets with red indicators and roll the colonization die 2 times (you now have 4 ships there, arrange them so that they orbit the selected planets). Then add points to yourself in case of success and transfer control of the game to the Blue Federation.
This is the end of the main training, we hope you succeeded! You will simply receive recommendations in the remaining turns.
You already have quite a lot of points, just a little bit left before the victory of 100 points. Try to build the 2 remaining bases (they need 2 planets in the sector at least), you can develop a second technology. Well, along the way, colonize the planets and move clockwise through the sectors of the cargo fleet. Do not forget to use the developed technology. clear, next
If you reach 100 victory points, then you, as the first player, must let the second player complete the circle of moves. Maybe Anarchy can score even more points than you. But if you have 100 points or more, no one else can attack you.
The game can end after the maximum number of moves, then the victory is for the one who has more points. But, most likely, someone will score 100 points ahead of schedule. Also, the game can be ended if one of the players recognizes the advantage of the other and gives him the victory.
This is the end of the main training, we hope you succeeded! You will simply receive recommendations in the remaining turns.
You already have quite a lot of points, just a little bit left before the victory of 100 points. Try to build 3 bases (in your case, they need 3 planets in a sector at least). Well, along the way, colonize the planets, Anarchy is good at it. Do not forget to use the developed technology. clear, next
If the Federation reaches 100 victory points, then you, as the second (last) player, can complete the circle of moves. Maybe you can score even more points than them. If a player has 100 points or more, no one else can attack him.
The game can end after the maximum number of moves, then the victory is for the one who has more points. But, most likely, someone will score 100 points ahead of schedule. Also, the game can be ended if one of the players recognizes the advantage of the other and gives him the victory.
In the top panel, you probably already noticed the "save" button. You can press it after your actions so that other players see the update of the playing field more often. And, of course, this is how you can "save" the game if you decide to continue it at another time. Restriction between saving the game - pressing the button no more than once every 10 seconds.
The "End Turn" button also saves the game. In the right side panel, make sure that after the completion of the move, the inscription "move (number) completed" appears. If there is no inscription, try reloading the page after a few seconds.
If you need to make a particularly important move, press save and check if the updates are written by rebooting.
In the top panel, you probably already noticed the "save" button. You can press it after your actions so that other players see the update of the playing field more often. And, of course, this is how you can "save" the game if you decide to continue it at another time. Restriction between saving the game - pressing the button no more than once every 10 seconds.
The "End Turn" button also saves the game. In the right side panel, make sure that after the completion of the move, the inscription "move (number) completed" appears. If there is no inscription, try reloading the page after a few seconds.
If you need to make a particularly important move, press save and check if the updates are written by rebooting.
Portals are good for long-distance movement, but the risk of losing the fleet can call into question the implementation of your plans. Try to limit their use by not sending ships into them unless absolutely necessary.
It may also seem convenient to build colonies right next to the portals. However, there is another side of the coin - easy colonization means that a potential enemy can just as easily take your planet.
Around especially important planets, it makes sense to leave guards in the form of one ordinary ship. This will prevent other players from taking over the colony immediately.
Portals are good for long-distance movement, but the risk of losing the fleet can call into question the implementation of your plans. Try to limit their use by not sending ships into them unless absolutely necessary.
It may also seem convenient to build colonies right next to the portals. However, there is another side of the coin - easy colonization means that a potential enemy can just as easily take your planet.
Around especially important planets, it makes sense to leave guards in the form of one ordinary ship. This will prevent other players from taking over the colony immediately.
It happens that you do not benefit from conflicts with someone. However, it is possible to interfere with another player's plans by leaving ships on planets he wants to colonize and not allowing colonization. You can also occupy some cells with your fleet, preventing the passage of other ships.
One more note about conflicts - you can use the protest against aggression, details in the full version of the rules of the game.
It happens that you do not benefit from conflicts with someone. However, it is possible to interfere with another player's plans by leaving ships on planets he wants to colonize and not allowing colonization. You can also occupy some cells with your fleet, preventing the passage of other ships.
One more note about conflicts - you can use the protest against aggression, details in the full version of the rules of the game.
No more hints, good luck in the game!