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6

Deploy Phase (Continued)

Launching ships into your starting zone:

 If a ship card is still behind your screen, you 

can pay the launch cost to place that ship card in front of you and place the ship(s) on 
that ship card onto any empty spaces in your starting zone. When launching a ship into 
your starting zone, you may be able to transport other ships (see Transporting Ships 
below). When launching a ship into your starting zone, you need to position its base to 
cover at least one full starting zone space. 

Launching ships from a transporting ship:

 If a ship that was launched on a previous turn 

is transporting any ships, you can pay the transported ship(s) launch cost to launch those 
ship(s) adjacent to the ship that was transporting them. If you are launching a squadron, 
you must place them adjacent to at least one other ship in that squadron, and adjacent to 
the ship that was transporting them. 

Adjacent:

 A ship is adjacent to another ship if a hex space the ship occupies shares a 

border with a hex space the other ship occupies. 

When you launch a ship, look at your ship card’s shield number. Place that many shield 
pegs on the ship. When you launch a squadron, each ship in that squadron gains that 
many shield pegs.  

If there are not enough available spaces to place a ship, or all ships in a squadron, you 
cannot launch the ship(s). You can launch any number of ships, as long as you have 
enough energy, and enough available spaces to place them.

Some ships can carry other ships within their transport holds when they are launched 
into the starting zone. This gives you the ability to move multiple ships closer to the battle 
before you have to pay energy to launch them. Every ship or squadron takes up a number 
of spaces on the board based on its size. The capacity number that the ship or squadron 
takes up when being transported is equal to the number of spaces the ship(s) take up 
when they would be placed on the board. For example, ISN Barrage takes up 2 spaces in 
a transport hold, while the F-51 Blue Sparrows take up 3 total spaces. 

A ship can never transport more spaces worth of ships than its capacity value allows. So 
a ship with a capacity of 12 can carry a number of ships that would take up to 12 spaces 
if they were all placed on the board at once. If you choose to transport a squadron in 
another ship’s transport hold, there must be enough room to fit the entire squadron. You 
cannot transport a partial squadron, and a ship that is being transported can NEVER 
transport other ships inside of it. 

Size limitations:

 A ship can only carry ships smaller than itself. Large ships can carry 

medium and small ships; medium ships can carry only small ships; and small ships  
cannot carry any ships.

Sealed transport holds:

 When launching a ship into your starting zone that can transport 

other ships, secretly place the ship cards that you wish to transport under the ship card 
for the ship that is launching into your starting zone. Ship cards that are under another 
ship card are being transported by the ship card on top. If a ship that is transporting other 
ships is ever taken over (you lose control of it) or it is destroyed, all of the ships it is 
transporting are immediately destroyed. 

Ships being transported remain hidden from your opponent until you launch them or they 
are destroyed. You may look at your transported ship cards at any time. You do not pay 
the launch cost for transported ships until they are launched out of the ship that is 
transporting them. 

During this phase, you may activate ships that you control on the battlefield. 

ACTIVATING SHIP CARDS 

During your action phase, you may activate as many ship cards as you can afford to pay 
in energy, one at a time. You cannot activate the same ship card more than once per turn.

Step 1

  Choose a Ship Card and Pay the Activation Cost

First, choose any one of your ship cards to activate. Pay the activation cost as noted  
on the ship card. For example: you choose to activate your veteran F-47 Blue Hawk 
Squadron that has an activation cost of 2. You currently have 6 energy. You move your 
energy marker down to 4. 

Step 2

  Move the Ship(s) on Your Chosen Ship Card

Now you may move any or all ships on your chosen ship card, if you want to. Follow the 
rules below when moving each ship.

3    ACTION PHASE

TRANSPORTING SHIPS & CAPACITY 

When you activate a ship card, follow these three steps in order: 

Step 1

    Choose a ship card and pay the activation cost.

Step 2

    Move the ship(s) on your chosen ship card.

Step 3

     Attack with the ship(s) on your chosen ship card.

After you have completed these 3 steps, you may activate another ship card.  
All three of these steps are explained in detail in the following sections.

Check the Move Number:

 You can 

move a ship in any direction up to 
the move number on its ship card. 
For example, with a move number of 
5, a ship can move 0, 1, 2, 3, 4, or 5 
spaces. See the example to the right.

Order of Movement:

 Move squadron 

ships in any order, one at a time.

Moving a Medium Ship:

 When 

moving a medium ship, decide which 
end to lead with (the front end or the 
back end). Then move the ship so 
that the trailing end follows the 
spaces that the leading end just left. 
See the example to the right.

Moving a Large Ship:

 Any movement 

onto 3 new spaces in any direction 
counts as one space. See the 
example to the right.

RULES FOR MOVING SHIPS

Electronic Countermeasure Damage:

 If your ship moves onto or through a space that 

would put it adjacent to an enemy ship (sharing a border on occupied hexes), the  
moving ship may take damage as it passes by. As soon as it moves onto a space adjacent 
to an enemy ship, your opponent may roll the number die. On a roll of 5+, the moved ship 
takes direct damage from the Electronic Countermeasures (ECM for short) as  
shown below:

• If it moved adjacent to a small ship, it takes 1 direct ECM damage. 

• If it moved adjacent to a medium ship, it takes 2 direct ECM damage. 

•  If it moved adjacent to a large ship, it takes 3 direct ECM damage. 

Damage is explained in more detail on Page 8.

The ISN player launches the veteran ISN 
Everest and places it on the board.

The ISN player launches the veteran F-47 Blue 
Hawks squadron and places it on the board.

When launching a squadron into your starting 
zone, you must also place them adjacent to at 
least one other ship in that squadron, as well 
as positioning each ship’s base so it covers at 
least one full starting zone space.

On this activation, you choose to move each F-47 
Blue Hawk its full five spaces to move closer to an 
enemy ship. 

ISN Barrage moves 4 spaces. 

ISN Everest moves 3 spaces. 

Содержание Battleship Galaxies

Страница 1: ...THE GAME OF INTERGALACTIC BATTLES AND STRATEGIC MISSIONS THE SATURN OFFENSIVE GAME SET...

Страница 2: ...nd 2 squadrons made up of 3 ships each There s a base and a stand for each ship The ISN ships are the good guys from Earth the Wretch ships are an invading alien race ISN Everest Vapor s Fate Tes Kio...

Страница 3: ...any number of tactic cards to their teammates during their energy phases 3 GATHER SHIPS SHIP CARDS AND TACTIC CARDS There are 2 methods for gathering ships and tactic cards Mission selected and Playe...

Страница 4: ...hield pegs you place on the ship s base when it launches When launching a squadron place this number of blue shield pegs on each ship in that squadron O Ship s Silhouette The shape of the ship s P Fac...

Страница 5: ...e phase listed as well as the text on the tactic card to determine when you can play it A Card Name The name of the card B Card Type The type of the card C Phase The phase in which you can play the ca...

Страница 6: ...orting are immediately destroyed Ships being transported remain hidden from your opponent until you launch them or they are destroyed You may look at your transported ship cards at any time You do not...

Страница 7: ...s work a little differently than solo ships All ships in the squadron attack separately with all weapons on or attached to their ship card All ships in the squadron must pay their charge costs separat...

Страница 8: ...not place the ship behind your screen If the destroyed ship was transporting any ships those ships are revealed and also destroyed 8 Each mission has victory conditions If the victory conditions stat...

Страница 9: ...y for the discarded card Tactic card deck runs out If you draw the last card in your tactic card deck immediately shuffle your discard pile and create a new facedown deck If you go through the deck a...

Страница 10: ...estroy all Wretch ships on the battlefield Setup This mission does not use discovery tiles Place the asteroids and debris fields as shown All ISN ships start launched anywhere in their starting zone w...

Страница 11: ...g its launch cost Barrage s computer core During the Wretch player s energy phase instead of drawing a card from his own tactic deck he may choose to draw 3 cards from the ISN player s tactic deck He...

Страница 12: ...y point tile on 0 on the victory point track Each time the ISN player scores a victory point s move the tile up accordingly Victory When your opponent s faction has no ships left on the battlefield af...

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