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Shields:

 Some powers refer to the status of a ship’s shields. A ship’s shields are up if it 

has shield pegs on its base. A ship’s shields are down if it does not have any shield pegs 
on its base.

Dealing damage:

 If your attack hits, check the weapon’s strength number. Remove that 

many shield pegs from the attacked ship. If there are not enough shield pegs, add hull 
damage pegs to that ship for each shield peg that could not be removed. 

Attacks VS direct damage:

 It is important to note that when an attack hits a ship, it deals 

damage, but direct damage inflicted by some tactic cards and powers are NOT 
considered attacks. 

Many tactic cards and some powers on ship cards deal additional damage that can target 
specific systems as noted below. Follow these rules when determining how to add or 
remove pegs in response to direct damage.

Direct damage:

 Direct damage is applied like normal damage. First remove shield pegs, 

then add hull damage pegs if there are not enough shield pegs to remove. 

Direct shield damage:

 Direct shield damage is applied only to the shields. If a ship’s 

shields are down, then no damage is applied. If a ship’s shields are up, remove the 
specified number of pegs, but DO NOT add hull damage pegs if the damage goes over the 
number of shield pegs available on the ship.

Direct hull damage:

 Direct hull damage always adds hull damage pegs to the ship, even 

if it has its shields up. It is possible to destroy a ship with hull damage while it still has 
shield pegs on it. 

Types of direct damage:

 All weapons and powers deal specific types of damage (like 

direct pulse damage, or direct vecton shield damage). These are more specific types of 
damage. Some ships may have vulnerabilities or extra defenses vs these specific types of 
direct damage. Unless otherwise noted on a card’s power, treat those specific types of 
damage as generic shield, hull, or direct damage.

For example: 

ISN Everest is dealt direct vecton shield damage from an attacking Red 

Fuvu ship. There is no note of extra defenses, damage, or a vulnerability to vecton 
damage on or attached to the attacking or defending ship cards, so you should treat that 
damage as direct shield damage. 

ISN Everest is attacking Chosh Ka with its primary weapon. You rolled D-4. Your  
opponent checks Chosh Ka’s ship card. D-4 is gray, so you hit. Your opponent removes 
the last shield peg from Chosh Ka’s ship base and places 1 hull damage peg on Chosh 
Ka’s ship base because ISN Everest’s primary weapon strength is 2.

 

 

 

 

When attacking with squadron ships, you attack with each ship in your squadron one at a 
time. You can choose the order, which ship in the squadron goes first, and so on. Each 
ship in the squadron can attack with every weapon on or attached to the ship card, but 
you have to pay the charge cost each time. 

 
 
As soon as a ship has a number of hull damage pegs on its base equal to or greater than 
its hull value, that ship is destroyed. The player who controls the destroyed ship places it 
on that ship’s card. When all ships on a ship card have been destroyed, the ship card is 
out of play. Place the ship card and all corresponding ships off to the side. Place any 
attached tactic cards into their owner’s discard pile. Do 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 state: destroy all your  
opponent’s ships, follow these additional rules: 

After the second round of play, victory is achieved when your opponent has no ships 
remaining on the battlefield. Victory cannot be achieved before the third round of play.

You can lose the game even if you still have ships that you could launch. Be careful not to 
put yourself in a situation where all of your launched ships could be destroyed while you 
still have ships that could be launched.

VICTORY CLOCK

All mission games can end in another way, unless the mission states to ignore the victory 
clock. If all players’ tactic card decks run out twice, the game immediately ends when the 
last player draws his final card. All players look at the ship cards corresponding to ships 
still on the battlefield (excluding transported ships and ships that have not yet launched) 
and total the launch costs. Score full launch costs for squadron cards if all of your ships 
in that squadron are on the battlefield. For partially destroyed squadrons, use division to 
determine the points scored. For example: you have 2 out the 3 seasoned F-47 Hawk 
Fighters still alive. The launch cost is 5 so each fighter surviving is worth 1.666. You 
would score 3.333 for the 2 surviving fighters. 

The player with the highest total launch cost wins. If there is a tie, the player with the 
most ships on the battlefield wins. If there is still a tie, the player whose deck ran out for 
the second time first wins.

There are 2 types of obstacle tiles; debris fields and asteroids. Obstacles and discovery 
tiles are used in some of the missions. The rules for these tiles are below. Unless 
otherwise stated in a mission, discovery tiles and obstacle tiles are stationary. However, 
some missions may include the ability to move obstacles or discovery tiles. When you do 
so, treat both pieces as if they are double space ships. 

Obstacles:

 Obstacles are placed face up on the battlefield at the start of the game. 

Debris field (4):

 Debris fields are obstacles that 

ships must navigate around, or take a chance to fly 
through. As a ship moves onto a debris field, roll the 
number die. On a 1-6, it takes 1 direct debris  
damage. On a 7 or higher, it takes no damage. Just 
like electronic countermeasures, a ship takes 
damage from a debris field only as it moves onto it, 
not if it is launched or placed onto it. If it continues 
to stay on the debris field, or moves onto the second 
space the debris field occupies, it will not roll for 
additional damage. But if it moves off and back onto 
the debris field, it will roll for damage again.

Asteroids (4):

 Small or medium ships adjacent to an 

asteroid gain a greater chance for an attack that 
targets them to miss. When a small or medium ship 
adjacent to an asteroid is hit by an attack, roll the 
number die for asteroid cover. If you roll a 6+, the 
attack misses. Ships cannot move through or be 
placed onto a space an asteroid occupies; they must 
move around it. However, you can target an enemy 
ship through a space occupied by an asteroid. When 
you attack through an asteroid, count the space(s) 
occupied by the asteroid.

WINNING THE GAME

OBSTACLES and DISCOVERY TILES

DESTROYED SHIPS

ATTACK EXAMPLE 

CHARGING AND ATTACKING 

WITH SQUADRONS

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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