#158
Fugari Wars: TW2002 Style turn-based space game
Trade. Claim. Betray. Kill the Fugari before someone else does.
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About Fugari Wars: TW2002 Style turn-based space game
### The galaxy does not wait for you.
Every twelve hours, the nodes pulse with new turns, the ports restock, the Fugari tighten their grip, and somewhere Coreward a planet is waiting to be destroyed. You have a ship, a hold full of nothing, and a berth at the Nexus.
**Fugari Wars** is an asynchronous multiplayer space trading and territory game — part economy sim, part cold war, part collective effort against an alien faction that leeches off your success. There is no twitch skill and no waiting around. You log in, spend your turns, and let the galaxy move while you are gone.
### Start at the Nexus
Every pilot begins at the Nexus, the galaxy's only permanent neutral hub. Your starting ship is a Drifter: a 50-unit hold, 400 hull points, and a drone bay. It is not impressive. It is a beginning.
New pilots are protected. While you are a Fledgling, other players cannot attack you, and the Fugari do not even see a Drifter as worth their time. A guided trade run walks you through your first real deal — routing, warping, buying and selling — using real turns and real credits, so the profit is yours.
### Turns are everything
Each reset grants a fresh allotment of turns. Verified pilots receive 2,000 per reset; unverified pilots receive 300. Every warp, scan and beacon costs turns, and unused turns bank up to a cap. You are never racing a clock. You are racing other players, the Fugari's expanding grip, and your own decisions under pressure.
### Trade your way up
Agri Cargo and Energy Cargo move between ports at prices that shift with the galaxy. Find a profitable lane, fill your hold, and compound it. Move up from the Drifter to a Hauler for serious cargo, a Raider for drone power, and eventually a Warship, a Leviathan or a Heretic — six hulls, each with a real trade-off between hold, hull, drone bay and how easily it breaks off from a fight.
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