
- BGG rank
- BGG #4,163
- BGG rating
- 7.8
Imperium: The Contention
- 1–6 players
- 30–120 min
- Complexity 2.8/5
- 2021

2016
Rules assistance for Shadowstar Corsairs
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.
For 2 players

What would you like to know?
Answers come from the official rulebook, with the page to check.
Shadowstar Corsairs is a board game released in 2016 for 2–5 players, 90–150 minutes per game, and ages 13 and up. It was designed by Ryan Wolfe and its main mechanics are Variable Player Powers, Take That, and Area Majority / Influence.
As independent starship captains granted letters of marque by the ConFederation, the players vie for control of a dangerous but lucrative area of space known as the Shadowstar Expanse. Though a Corsair enters the Expanse with but a single old ship and a handful of loyal crew, they may eventually command up to three customized ships, a trio of cargo shuttles, and more than a dozen squads of seasoned soldiers. Ships can be upgraded, territory claimed, and rivals fought both in space and on the ground. Conflict with other Corsairs is likely as each attempts to increase his or her reputation by demonstrating political influence, technical savvy, and a willingness to do whatever it takes to secure the Expanse. During his or her turn a player will move their ships and choose actions from one of four categories (Technology, Politics, Personnel, or Finance), - deploying troops to hold territory and positioning resources where they are most needed. Potential combat is resolved and then the next player takes a turn. The ultimate goal is to earn enough Commendations to be granted sole governorship of the Expanse. Technology, Politics, and Contract Cards have important game effects and also earn the Reputation needed to win Commendations. The cards are gained using resources harvested from the board and by fulfilling a contracts. Employing their ship(s) and crew, a player must to secure enough resources or complete enough contracts to propel themselves to victory, while hindering (or destroying) the competition. - - - Full Component List for Standard Edition - - - Plastic: 16 player ships (2 of each type) 2 cruisers 6 alien scout ships 15 shuttles (3 in each player color) 75 crew figures (15 in each player color) 17 flight stands (3 in each player color + 2 black) 40 orange cubes (damage markers) 25 blue cubes (for resource levels and contracts) 2 dice Boards & Mats: 12 sector tiles 5 player mats (1 in each player color) 16 ship mats 4 small reference mats 1 non-player phase mat (ConFed /Alien Phase) Cards: 46 politics (blue) cards 46 technology (yellow) cards 46 contract (grey) cards Other: 1 rule book (28 pages) 1 lore book (12 pages) 1 reference page (1 page) 1 box with custom insert 3 punch boards containing: Cargo Tokens: 18 tribute tokens 18 politics tokens 18 recruit tokens 18 metal tokens 30 kiloCredit tokens 16 shield tokens 16 bomb tokens 16 fortification tokens 12 player & alien logo tokens Round Tokens: 9 “plus four” tokens 15 battle station tokens 27 commendation tokens 6 A, B, C tokens 30 ownership tokens Large Tokens: 8 minefield / forbidden zone tiles 1 Alien/ConFed phase token
Shadowstar Corsairs supports 2–5 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Shadowstar Corsairs is 90–150 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Shadowstar Corsairs for ages 13 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Shadowstar Corsairs has a complexity rating of 3.1 out of 5 from BoardGameGeek players, which makes it a medium-weight game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Shadowstar Corsairs belongs to these categories: Territory Building, Adventure, and Miniatures. Its main mechanics are Variable Player Powers, Take That, and Area Majority / Influence. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Shadowstar Corsairs are: Ryan Wolfe. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Shadowstar Corsairs as a base game. It can be played on its own with the components in the box and does not require any other title. Expansions, if any exist, add new content or rules on top of it and are listed separately in the catalogue with a link back to this base game.