COSMOINSTCOSMIC INSTITUTE
Physical galactic strategy board with ship miniatures and a holographic chart in an orbital observatory

A NEW FRONTIER IN TABLETOP STRATEGY

The next move
is interstellar.

Chart the unknown. Command a fleet. Turn a table of small pieces into a universe of consequential decisions.

Original board-game concepts · Explore freely · No shop or checkout

01 / EXPLORESix mission concepts
02 / UNDERSTANDDecisions with depth
03 / GATHEROne shared table
Scroll to discover

WELCOME TO THE COSMIC INSTITUTE

A galaxy is vast.
A good decision
starts small.

Cosmoinst explores the craft of science-fiction board games: the plans you make, the information you share and the unexpected turn that changes everything.

Our illustrated worlds are fictional concepts, built to make tabletop mechanisms easier to explore. Use the mission atlas to find a starting point, then try a small rules experiment with the pieces you already own.

01 Make the goal visible02 Give every move a cost03 Leave room to adapt

01 / MISSION ATLAS

Where will you
make your next move?

Choose a sector to inspect its objective. Refine the map by complexity and the time you have at the table.

6 missions available

Six sculpted planets connected by glowing routes on a physical star-map board
SELECT A BEACON TO RECEIVE YOUR BRIEFING

02 / THE MISSION FILES

Different systems.
Different kinds of tension.

Detailed silver frigate and violet survey ship miniatures on display stands
FLEET STUDY 01 / ROLE BEFORE FIREPOWER

03 / FLEET ANATOMY

A miniature.
A meaningful role.

A useful unit gives you a different way to think, not just a bigger number.

See one turn further.

A surveyor reveals a route before the fleet commits. It trades immediate progress for better information.

Explore the cost of information ↗

04 / COMMAND SIMULATOR

Eight energy.
Three priorities.
Your decision.

A small, deterministic tabletop exercise. Allocate all eight energy tokens, then test a supply run.

Launch needs 3 fuel. A complete survey needs 3 research. The asteroid belt requires 2 shield. Try a trade-off, inspect the consequence, then revise your plan.

Read the reasoning behind the exercise ↗
POWER DISTRIBUTION8 unassigned

Propulsion

Reach the destination
0

Research

Complete the survey
0

Shielding

Protect the cargo
0
Allocate your energy to begin. This is a rules demonstration, not a prediction or a competitive ranking.

05 / THE LONG GAME

A strong engine
keeps options open.

Resources are more interesting when they can do two things. A spare cube might repair a relay now, or fund a longer route next round. The question is not simply “can I afford it?” but “what will I give up?”

ReserveKeep one flexible resource.
CommitPay a cost you can explain.
RecoverBuild a useful fallback.
Orbital station miniature with supply cubes and modular resource tracks
KEPLER SUPPLY / A CONCEPT IN RESOURCE FLOW

06 / MECHANISM OBSERVATORY

What makes a turn
worth thinking about?

Switch the lens. Each mechanism creates a different relationship between what you know and what you choose.

A signal is useful because it is incomplete.

THE DESIGN LENS

A signal is useful because it is incomplete.

Face-down cards let you commit to a sequence while leaving room for a surprise. Keep the possible outcomes explainable: uncertainty is engaging when players can make an informed choice.

Take this to the table
The space between pieces is part of the rules.

THE DESIGN LENS

The space between pieces is part of the rules.

A narrow crossing makes position matter. Before adding combat, ask whether a route, a blocking asteroid or a limited movement allowance already creates an interesting decision.

Take this to the table
Cooperation works when each player still owns a decision.

THE DESIGN LENS

Cooperation works when each player still owns a decision.

A common energy pool can create a genuine discussion. Give every participant a distinct responsibility and let the active player make the final call on their own turn.

Take this to the table

07 / VESPER CROSSING

The shortest route
is rarely the only route.

A moving asteroid belt turns a static map into a planning problem. Use an escort to make a direct crossing, or let a surveyor reveal a safer approach. Both routes should have a reason to exist.

Inspect Vesper Crossing
Survey ships navigating a physical asteroid terrain board
TACTICAL / 60 MIN / 2–3 PLAYERS
A frozen moon base with crystalline energy pieces and expedition miniatures
NIVALIS STATION / INTRODUCTORY COOPERATION

08 / NIVALIS STATION

Build something
that survives
the next round.

Connect the relays. Protect the weakest link. On this moon, a clever network matters more than a spectacular single move.

“Can we afford to wait?” is often a better question than “What gives me the most?”

A design prompt from our fictional Nivalis scenario.

Read the station brief

09 / ORION ACCORD

A promise can be
a game component.

Two miniature fleets facing one another over a violet nebula and diplomatic agreement cards
THE NEGOTIATION RULE

Make the terms visible.

Agree on what changes, who benefits and when the promise expires. Keep negotiation inside the game; nobody should have to defend a personal boundary to enjoy a turn.

Open the accord ↗

10 / FIRST COMMAND

Teach the first turn.
Then let it breathe.

  1. 01

    Point to the destination.

    Show what completing the mission looks like before naming every component.

  2. 02

    Spend one resource.

    Move a ship, pay its cost and describe the change on the board.

  3. 03

    Offer two real choices.

    Let the new player decide. Keep advice available without taking over.

Open the teaching notes
Open illustrated rule folio beside ship miniatures and a turn-order track
LESSON ZERO / UNDERSTANDING BEFORE OPTIMISATION

11 / PRE-LAUNCH CHECK

A little preparation.
A much better orbit.

This checklist stays in this browser when you change it. It is never sent with your contact message.

0 of 5 launch checks complete

Overhead endgame tableau of planetary sectors, ship tokens and a scoring track

12 / AFTER THE LAST TURN

Keep the discovery.
Leave the score behind.

A good debrief does not need a winner’s lecture. Ask which choice surprised the table, where the rules slowed the group down and what each player would try differently.

Notice Which decision changed the direction of the game?

Explain What information did you wish you had earlier?

Adjust What single change would improve the next session?

13 / RESEARCH NOTES

Useful ideas for
your next table.

NOTE / 001

The cost you cannot see

Every resource you spend closes one possibility and opens another. Learn to make that exchange visible.

Read the strategy note ↗
NOTE / 002

A map needs friction

Distance becomes interesting when a safe detour and a risky shortcut both make sense.

Study the route design ↗
NOTE / 003

Make room for the first question

A teaching sequence that starts with the goal can give a new player a useful mental model.

Read the field lesson ↗

14 / OPEN QUESTIONS

Before you
leave the dock.

No. Cosmoinst presents original fictional board-game concepts, illustrations and small rules exercises. There is no store, inventory, preorder or commercial game release on this website.

Yes. Use coins, paper, counters and a simple hand-drawn route. The mission briefs explain small mechanism experiments; they are not complete rulebooks for a manufactured product.

It checks a deliberately small set of visible conditions. Its result helps explain trade-offs, but it does not model a complete board game or rank your ability.

Start with Lyra Relay or Nivalis Station if the group is new. Agree on a shorter first session and show one turn before introducing optional rules.
Communication array miniature transmitting a cyan signal to distant ships

15 / OPEN A CHANNEL

Every good expedition
starts with a question.

Found an unclear rule? Have an accessibility suggestion? Send a specific observation and help make the next explanation better.

Contact the institute