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5

You have selected a mission to play, and you are set up and ready to go. 

Starting Energy and Hand Size

Each player places his energy marker on spot 15 of his energy board. Each player then 
deals himself a hand of 5 tactic cards. Look at your cards, but keep them secret from 
your opponent.

Who Goes First

Players roll the number die, re-rolling ties. High roller chooses who goes first and play 
passes to the left from the starting player. The player who goes first gains only 5 energy 
on his first energy phase (instead of the normal 10 energy), but still draws a tactic card.

Your turn consists of 3 phases which you must complete in order. 

  

1

    Energy Phase 

  

2

    Deploy Phase 

  

3

    Action Phase

Once you’ve completed all 3 phases, your turn is over, and the player to your left can start 
his turn. Each phase is explained in detail below, and there are reminders on the 
quick-reference cards.

Discarding tactic cards for energy:

 At any point during your turn, you can discard any 

number of tactic cards from your hand. You gain one energy for each card discarded in 
this way. 

At the start of your energy phase, gain 10 energy, then draw one tactic card and place it 
into your hand. 

Note:

 On turn one, the player who goes first gains only 5 energy, but still 

draws a tactic card.

How energy works: 

When you gain energy, move your energy marker up on your energy 

board that many spots. When you spend, pay, or lose energy, move your energy marker 
down on your energy board that many spots. It costs energy to launch ships, activate 
ships, play tactic cards, and to activate some special powers. You cannot choose to 
perform an action that requires more energy than you have to spend.

Minimum and maximum energy:

 Your energy can never go below 0 or above 40. If 

gaining energy would put your marker above 40, ignore any energy beyond 40. For 
example, if you have 33 energy and you gain 10 energy, place your marker at 40.

THE BATTLE BEGINS

TACTIC CARDS

  The illustration below explains the stats on your tactic cards.

Tactic Card Types

Below are the different types of tactic cards, and some rules about playing them.

During each phase, you may be able to pay energy to play different tactic cards  
in your hand, even if it’s not your turn! Refer to the 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 card.

D

   

Faction:

 Shows which faction the card belongs to. Ship upgrades, 

additional weapons and heroes can be played only on ships in this faction.

E

   

Cost:

 The amount of energy you must spend to play the card.

F

   

Card Type Symbol:

 Symbol(s) explaining the card’s type. 

G

  Power(s):

 Describes the card’s power(s).

H

   

Collection Number:

 The collection the card belongs to. 

Events:

 Event cards normally have a onetime effect and are 

then discarded.  

Hero:

 A hero card may be attached to a solo ship card that 

you control. As long as the hero card is in play (attached to a 
ship), it has a power that affects the game as described on 
the card. You cannot have 2 heroes with the same name 
attached to ships in your fleet at the same time. If that would 
ever happen, you must discard one of them back to the 
owner’s discard pile. 

Solo/Squadron Ship Upgrade:

 This card may be attached to 

a solo or squadron ship card that you control, depending on 
if it has a solo or squadron icon on it. It will upgrade the 
ship(s) with the power listed on the card.

Solo/Squadron Additional Weapon:

 This card may be 

attached to a solo or squadron ship card that you control, 
depending on if it has a solo or squadron icon on it. Any time 
you activate that ship card, you may charge this weapon 
along with any other weapons on the ship card, in any order. 
For example, you could charge your additional weapon first, 
then charge your primary weapon.  

Solo/Squadron Sabotage:

 This card may be attached to a 

solo or squadron ship card that your opponent controls, 
depending on if it has a solo or squadron icon in it. Sabotage 
cards are attached to ships like most other tactic cards,  
with some exceptions. There is no limit to the number of 
sabotage cards a ship card can have on it. Once it is 
attached to a ship, it is permanently attached to that ship 
unless it is removed because of another tactic card or 
power, or because the ship is destroyed. 

ON YOUR TURN

1   ENERGY PHASE

TM

2    DEPLOY PHASE

During this phase, you may 
pay the launch cost in 
energy to launch any ship 
cards that haven’t already 
been launched. Ships may 
be launched either onto 
spaces in your starting 
zone, or adjacent to a ship 
that was transporting them. 

Starting Zone

Starting Zone

A
B
C

D

F

H

G

E

Summary of Contents for Battleship Galaxies

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

Page 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...

Page 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...

Page 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...

Page 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...

Page 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...

Page 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...

Page 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...

Page 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...

Page 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...

Page 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...

Page 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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