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Alien artifact (1):

 While a ship is on an alien 

artifact, add 7 to that ship’s primary weapon range. 

Energy source (2):

 If one or more ships that you 

control are on energy sources at the start of your 
energy phase, you gain 2 additional energy.

Observation station (1):

 If one or more ships that 

you control are on an observation station, all ships 
that you control add 2 to the range of their  
primary weapon.

Orbital market (1):

 If one or more ships that you 

control are on an orbital market at the start of  
your energy phase, you may draw one additional 
tactic card.

Shield regenerator (2):

 If a ship that you control is 

on a shield regenerator at the start of your energy 
phase, you may add 1 shield peg to that ship. A 
shield regenerator cannot raise a ship’s shields 
above its starting shield value. 

Warp gate (1):

 When a small or medium ship that 

you control begins its activation on a warp gate, 
instead of moving that ship during its activation, 
you may choose an empty space that is within 13 
spaces of that warp gate. Place the base of the  
activated ship onto that space. If it is a medium 
ship, it must be placed so that both sides of the 
base are on empty spaces.

Taking control of an opponent’s ship:  

Certain tactic cards and powers on ships may 

allow you to take over another ship. When you take over a ship, you take control of the 
ship card, all attached cards, and all ships that ship card represents. If that ship is also 
transporting any ships, those transported ships are immediately destroyed. 

Remember that you can have only one of each named hero in your fleet at any time. If you 
take over a ship that has a hero attached that is already in your fleet, you must choose 
one of the heroes to discard. 

If you take over a ship with the same name as a ship in your fleet (even if has not yet 
launched), you must destroy the taken over ship. 

Discovery tiles:

 Depending on the mission, discovery tiles are placed on the battlefield 

either power-side up or black-side up. When one of your ships ends its movement on a 
discovery tile that is black-side up, turn the tile power-side up; the powers of the tile take 
effect immediately. When one of your ships ends its movement on a tile that is 
power-side up, the powers of the tile take effect immediately. Ships can move over and 
attack through discovery tiles.

Tactic card hand limit:

 You can never have more than 10 cards in your hand at a time. 

If drawing a card would put you over this limit, you must discard a card before drawing. 
You still gain one energy 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 
second time, do not create a new deck. You can no longer draw tactic cards for the rest 
of the game. If you are the last player to go through your deck a second time, the game  
is over instantly.

Replacing attached tactic cards:

 You can always replace an additional weapon, hero, or 

ship upgrade card on a ship or squadron if you have either reached your total for that 
card type, or if you simply want to replace the attached card. To replace an attached 
card, you must pay the full energy cost to attach the new card, then choose an existing 
card of the same type that is attached to that ship card and discard it. 

OTHER RULES CONCERNING CARDS 

AND POWERS:

Breaking the rules: 

 Powers on ship cards and tactic cards often break the 

rules of the game. If a ship or tactic card contradicts the rules, go with what 
the card says.

KEY TERMS

Adjacent:

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

shares a border with a space the other ship occupies.

Asteroid Cover:

 When a small or medium ship adjacent to an asteroid is hit by an 

attack, roll the number die. On a 6+, the attack misses. 

Debris Damage:

 Each time a ship moves onto a new debris field, you must roll 

the number die for debris damage. On a 1-6, the moving ship takes 1 direct  
debris damage.

Direct Damage:

 Direct damage is applied like normal damage. Remove shield 

pegs first, then add hull pegs. There are specific types of direct damage.

Direct Hull Damage:

 Direct hull damage is applied only to the hull. There are 

specific types of hull damage. 

Direct Shield Damage:

 Direct shield damage is applied only to the shields. 

There are specific types of shield damage. 

ECM Damage:

 Each time a ship moves adjacent to an enemy ship, the opponent 

rolls for electronic countermeasure (ECM) damage. On a 5+, the moving ship 
takes direct damage based on the size of the ship it moved adjacent to.  
(small =1, medium=2, large=3)

In Play:

 A tactic card is in play if it is attached to a ship. A ship is in play if it is on 

the battlefield.

Printed Cost:

 The cost to play or attach a tactic card can be modified by some 

powers on ship and tactic cards. If a power references the printed cost of a tactic 
card, it is the cost of the card before any modifications. 

Shields Up or Down:

 A ship’s shields are up if it has at least one shield peg on its 

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

You Control:

 You control a tactic card if it is attached to a ship you control. 

You control a ship if it is in your fleet and in play. 

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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