This will itself allow fuel to be burned, letting the Imperials detect the ship, but can be worthwhile. The game ends when no packets are left on the board. If at any time there are no surviving packets on the board outside the five inner-system orbits, the Imperial player may remove all his units from the board, replace any lost dummies, and set his units up again. All units are inverted and motionless, as per the original setup rules. All ships are automatically refueled and given minor maintenance, and corsairs get new mines if needed.
All ships are now undetected.
The Leix player seeks to get as many ships off the top of the board as possible. If seven or more packets successfully escape, the Leix player wins. Six is a tie. Five or fewer is an Imperial win. Variations Players will soon discover one or more maneuvers to allow a near-certain Leix victory.