55 players. Fourteen ships. One battleship. Wolves closing in from behind—and maybe already aboard.
A catastrophic attack had left humanity with one warship and a handful of civilian vessels fleeing into deep space. The enemy—the “wolves”—were relentless, closing in from behind. Resources were scarce. Trust was scarcer. And somewhere within the desperate fleet… there were traitors.
This was Den of Wolves: Infinite Domain, our third megagame and our most ambitious yet. Set aboard a ragtag survivor fleet fleeing through deep space, 55 players became ship captains, politicians, engineers, military officers, journalists, and—for a few unlucky souls—hidden wolf agents working to tear it all apart from within. What followed was six hours of desperate resource management, political maneuvering, military engagements, and paranoia.
Think Battlestar Galactica meets diplomacy meets roleplaying meets high-stakes board gaming meets live-action chaos.

So. Much. Fun!
(Ex-)Galactic PresidentThat was so fun! I walked in so confused and I had a blast! Not gonna lie, I'm happy I played!
FAS Representative to the Interstellar CouncilThe Setup
The Survivor Fleet was all that remained of humanity. Fourteen vessels—miners, refineries, farms, hospitals, research labs, a luxury cruiser repurposed as the seat of government, and one overstretched battleship trying to protect them all. Seven nations with centuries of grudges were forced to share cramped quarters and dwindling supplies while the Wolf Navy hunted them through the void.
Each ship had its own crew. Each crew had its own problems. And every few turns, the fleet had to jump to a new system—burning precious strytium fuel and praying the wolves hadn’t already found the next waypoint.
Players were divided across ships and institutions: the Interstellar Council debated policy aboard the Dione, the ICSS Aegis coordinated military defense, the Interstellar News Corporation chased stories across the fleet, and civilian vessels like the Shepherd, Lucas, Icebreaker, and Refinery 124 kept the fleet fed, hydrated, mined, and fueled. Every ship mattered. Every role mattered.

And then there were the wolves. Hidden among the crew, wolf agents had their own objectives—sabotage, intelligence gathering, sowing distrust. Some players had opted in to the possibility of being a traitor. Others had no idea who might be compromised. The paranoia was very real.
The Fleet in Action
The Interstellar Council was where the political chaos lived. Representatives from the Old Nations—the Federated Atlantic Syndicate, the Confederated Peoples of Asia, and the South American Nations—sat across from the New Nations: Rosal, Proxima, Gliese, and Helvetii. Centuries of colonial resentment, independence wars, and trade disputes didn’t evaporate just because the world ended. If anything, the pressure made it worse.

Meanwhile, engineering teams scrambled to keep ships operational, military command plotted jump coordinates and fighter deployments, and the crew of the Icebreaker hauled asteroid ore to keep the refineries running.

Had a great time with minimal casualties! Hope to play with y'all again one day. Glory to Helvetii!
Captain of the HephaestusEvery turn brought new crises. Fuel shortages. Hull breaches. Political scandals. Suspicious behavior. The Interstellar News Corporation was everywhere, reporting on everything, and making sure nobody’s secrets stayed secret for long.

Trust No One
The wolf threat hung over everything. Accusations flew. Investigations were launched. Some were warranted. Some were political maneuvering disguised as security concerns. The line between “genuinely suspicious” and “I just don’t like that guy’s faction” got very blurry, very fast.

And when the wolves were finally caught? They went proudly.

Had a great time—would do it again in a heartbeat.
Field Correspondent, Interstellar News CorporationThe Wrap
55 players walked out exhausted, exhilarated, and buzzing about what had just happened. Alliances had formed and fractured. Ships had been damaged and repaired. Wolves had been hunted—and some had nearly gotten away with it. The fleet survived, battered but intact, because enough people chose to cooperate even when every instinct screamed not to trust anyone.



And then—because this is a megagame and megagamers are a magical bunch—they danced.

That was Den of Wolves: Infinite Domain. Where humanity fled through the stars, the politicians never stopped arguing, the engineers never stopped fixing, and nobody—absolutely nobody—should’ve trusted the Captain of the Dione.
Den of Wolves is one of the most-played megagames of all time and was designed by John Mizon of SW Megagames.
Den of Wolves: Infinite Domain is an expansion and re-work of the original rules and was designed by Chris Perry and Clé Diggins of Portland Megagames.