Each player will have one of these Dashboard mats (they’re about 4×10 inches), with the name of the ship they’re playing, an image of the ship, and listed below, their homeworld (this comes into play when racing). I decided to leave the Ship name and Homeworld name blank so my playtesters can help me come up with these during our sessions.

To the right of that is their Status display, which by default reads “All Systems: Go!” signifying that their ship is fully operational. When a player wants to disable an opponent’s ship, they play a hazard card into this Status space, covering up the All Clear message, and the ship can no longer travel under its own power. Playing the appropriate Remedy card removes the hazard, and restores the All Systems Go! status.

The right half of the Dashboard is taken up with three sets of numbers signifying either points earned or laps traveled (depending on the goal of the race being run). The first column is for Hundreds, the next pair of columns is for Tens, and the right pair of columns is for Ones. Three tokens will be included for each player to track their current total, so here you can see the highest goal for the race would be to reach 500, either laps or points.

In similar racing games, players keep track of their distance by either hoarding the distance cards and putting them on display, or by tracking their token’s movement on the track-board. To make this an open, flexible game, though, I needed the players to be able to discard their distance cards to the discard pile (so as not to remove them from play entirely), and for all the other players to be able to see clearly which lap each player is currently on. I have a hard time imagining a race going on for more than ten laps, but it really depends on the length of the track and the dedication of the players.