Oddly, my comment on your game quite matches yours on mine.
There is a lot of imaginative stuff.
Otherwise, I wouldn't have spent the day to devise an incomplete zrf to
implement your rules.
But I'm afraid that White has an extraordinary advantage, as suggests:
1. Galaxy 2c - 2b = Galaxy2
1... Planet 1d8 - 1e6; Galaxy2 on 2a
2. StarCluster 1c3 - 1c4; Galaxy3 on 2b
2... Planet 1e6 - 1d4; Galaxy3 on 2a
3. Spaceship 1c2 - 1c3; Galaxy4 on 2b
3... Planet 1d4 - 1e6; Galaxy4 on 2a
4. Galaxy4 2b - 1d6 = Galaxy
4... Galaxy4 2a - 2b = Galaxy5 (forced)
5. Galaxy 1d6 - 1e7
5... Galaxy5 2b - 1d3 = Galaxy (forced again)
6. Galaxy 1e7 - 1d8
6... Nebula 1c8 x 1b8
7. Galaxy 1d8 - 1c8
7... Nebula 1b8 x 1a8 (regardless of the twice-in-a-row limitation)
8. Galaxy 1c8 - 1b8#
Well, it should be OK if you limit the five-turn rule to pieces which
enter the Hyperspace, but having said that, I can understand why a player
would send a Galaxy or at least a Spaceship on 2b, but I wonder why he
should bury them on 2a or 2c.