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Fleets: The Pleiad Conflict

#156750BGG ↗

2014 · 2-4 players · 120min · weight 3.20 · 163 ratings

v2 v3 v4 wide v4 deep

BGG raw

ID
156750
Name
Fleets: The Pleiad Conflict
Year
2014
Rank
10440
Min players
2
Max players
4
Playing time
120
Min playtime
120
Max playtime
120
Avg weight
3.2
Num weights
10
Bayes avg
5.58157
Average
6.80693
Users rated
163
Num owned
371
Wanting
5
Wishing
54
Num comments
69
Fetched at
Wed Apr 29 2026 05:34:56 GMT+0000 (Coordinated Universal Time)
Mechanisms (3)
Area Majority / InfluenceDice RollingHand Management
Categories (2)
Science FictionWargame
Description (2087 chars)

In 3400 AD, mankind has colonized the Pleiad star cluster where mighty corporations vie for control and influence. Each player equips fleets with escort ships and upgrades and uses them to control star systems for VPs. Diplomatic leverage, cunning, and brute force will determine the victor. Each round in Fleets: The Pleiad Conflict consists of six phases: 1) Player order. Every round has a new randomized player order. Being first has its pros and cons, so does being last. 2) Build. The players take turn buying new fleets, escort ships, and upgrades, using their megacredits. The fleets each consist of a flagship and space for some combinations of escort ships and upgrade cards. Which fleet you choose and how you develop it will determine its strengths and weaknesses. 3) Deployment. The players place their fleets at the different systems they want to control. 4) Diplomacy. Players take turns using diplomatic actions. There are 2 basic actions: A) Use 2 diplomatic points to retreat your fleet from the board. B) Use 6 diplomatic points to retreat an opposing fleet from a system where you have a fleet. There are also diplomatic actions on some fleets, systems, and action cards. 5) Battle. At every system with more than one fleet there will be a battle where every ship gets to shoot once. Each fleet has different initiative numbers for its ships, describing when they get to act. Late ships risk being shot down before they have a chance to fire. During battle, players can also use battle actions on action cards, upgrade cards, fleets, and escort ships. Most battle actions cost energy from the fleet. If a flagship is destroyed, its owner must immediately retreat all surviving escort ships from that battle and discard the fleet. 6) Reward. Players get 1 VP for each system they have to themselves (The first player to reach 7 VP is the winner.). Then each fleet gets energy from its reactor and resources from the system where they are located. Then each player gets 2 diplomatic points, 6 megacredits, and an action card, and then the next round can begin.

LLM v2 (wide)

Not yet enriched at v2 (wide pass).

LLM v3 (deep)

Not yet enriched at v3 (deep pass).

LLM v4 wide (controlled-vocab primitives)

Not yet enriched at v4 (wide pass).

LLM v4 deep (archetype fit)

Not in the v4 deep-pass top-20% slice.