HASBRO Battleship Galaxies User Manual

THE GAME OF INTERGALACTIC BATTLES AND STRATEGIC MISSIONS
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THE SATURN OFFENSIVE GAME SET
THE STORY
After a surprise attack on the Saturn mining colony by alien Wretcheridians, the Intergalactic Space Navy rushes to defend it. Now the Wretch pirates are in for a surprise of their own. Can the courageous ISN fleet, untried in battle, beat the odds to defeat the warmongering aliens? Or will they be no match for the ruthless Wretch? Choose sides, plot your strategy, and let the battle begin!
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THE SATURN OFFENSIVE GAME SET
THE FIRST TIME YOU PLAY
1. Take all game components out of their bags.
2. Assemble ships to bases and stands as shown below.
CONTENTS
Here’s a complete look at the contents of your game.
20 SHIPS
wit h bases and st an ds
Assem ble ships to
as shown.
ISN Everest
ISN Barrage Ro ok’s F-54
Vapor’s Fate
Tes Kio Chosh Ka Red
ISN Torrent
So Bwa Tet
Each fleet includes 10 ships: 4 solo ships and 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.
F-51 Blue Sparrows
Tougu
F-47 Blue
Hawks
Red
Fuvu
2 BATTLEFIELD GAMEBOARDS
Some missions use 1 gameboard and others use 2 gameboards.
2 SCREENS
You and your opponent will use these screens to hide your ships until they are launched.
2 COORDINATE DICE
These dice are either referred to as the coordinate dice (when you roll them together) or the letter/number die (when you roll them separately). You’ll roll these dice to attack enemy ships, using the grid on the attacked ship’s card to determine whether your roll is a hit or a miss.
2
72 TACTIC CARDS
(36 cards per faction)
These cards add a unique level of strategy to each fleet. You can play them at specific times to gain special powers such as additional weapons and ship upgrades.
OBJECT
Choose a mission to play. Create your fleet and tactic deck. Then, battle your opponent in the ultimate galactic conflict. Be the first to achieve your victory condition to win!
GET READY TO PLAY
2 QUICK-REFERENCE CARDS
Use these as quick reminders of the turn sequence and the symbols on the ship cards.
24 SHIP CARDS
(2 for each sol o ship an d squadron)
Each solo ship and squadron comes with 2 double-sided versions of its own ship card. The differences between the versions will be explained later.
2 ENERGY BOARDS & 2 MARKERS
It takes energy to launch and activate your ships, as well as to play tactic cards and charge weapons. The fleet-specific marker on your energy board will keep track of how much energy you have at any given time during the game.
45 RED (HULL DAMAGE) PEGS
Once a ship’s shields are down, hull damage pegs are added to keep track of damage to the hull of your ship. When a ship has red pegs on its base equal to or greater than its hull value, the ship is destroyed.
35 BLUE (SHIELD) PEGS
Shields are added to ships when they launch based on the shield value on their card. Shield pegs are removed before the hull is damaged.
8 OBSTACLES and 8 DISCOVERY TILES
Obstacles (4 debris fields and 4 asteroids) and discovery tiles ( obser vation station, orbital market, warp gate, 2 shield regenerators, 2 energy sources, and the alien artifact) are used in the missions to make the boards unique. You can also make your own unique boards when customizing your battles by mixing up the locations of these tiles.
1. SET UP YOUR BATTLEFIELD
Place the board (the battlefield) on the table. You can place the box bottom, upside down, under the gameboard if you want to elevate the battlefield. Place the coordinate dice, colored pegs, and quick-reference cards within reach of both players.
2. CHOOSE A MISSION
Starting on page 10, there are missions that allow you to recreate specific battles between the Wretch and ISN fleets. Choose a mission and follow the setup instructions. After you’ve played several games, you may want to create your own missions.
FOR FIRST TIME PLAYERS
If this is your first time playing Battleship Galaxies, we recommend that you set up and play the Dead Zone Battle mission first.
For 2-player missions, each player chooses a fleet to command, either the ISN or the Wretch. Sit near the fleet you’ve chosen, facing your opponent across the battlefield. Each player places their faction’s screen, an energy board, and their faction’s marker on their side of the table as shown on the previous page.
Team seating and play: If you’re playing a team game, teammates sit next to each other
on one side of the table, facing their opponents.
Teammates play the game separately but can discuss strategy, offer suggestions, and so on. Teammates can show each other their hands of tactic cards. They also can pass 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 Player selected.
Mission selected: The mission tells the players exactly which tactic cards and which
ships and ship cards to use.
Player selected ships and ship cards: The mission gives you a fleet cost. The fleet cost is
a limit that the combined launch cost of all the ships in your fleet cannot exceed. When selecting your fleet, you can have only 1 copy of any ship card in your fleet. You can never have multiple ships with the same name (even if they are different versions ) within your fleet. So you can’t select 2 squads of F-51 Blue Sparrows, even if they are different versions. If you have multiple copies of the game, you and your opponent can have the same named ship on the battlefield at the same time.
Player selected tactic cards : The tactic cards are enhancements that you can add to your
fleet, as well as events that can influence the battle. The number of tactic cards you must use to create your tactic card deck is equal to half of the agreed-upon fleet cost, rounded down. So for a 48-energy fleet, each player would create a deck made up of 24 tactic cards from his chosen faction. You may have up to 3 copies of the same card in your tactic card deck.
Note: Even if your fleet’s total launch cost does not equal the agreed-upon fleet cost, you
still include a number of tactic cards equal to half of that agreed-upon total rounded down. For example, if you are playing a game with a fleet cost of 48, but your fleet’s combined launch cost only totals to 44, you still create a tactic deck of 24 cards.
Combining selection methods: Some missions will combine these 2 methods, by calling
out specific cards and/or ships that must be selected in that mission, and also require players to select some ships and cards.
1 VICTORY POINT TILE
This tile is used in some missions.
3
Placing Your Tactic Cards, Ships and Ship Cards
Once you and your opponent have selected your ships and ship cards, place them behind your screens. Keep them hidden there until you place them on the board. This will keep your opponent from figuring out which ships you have yet to deploy into the battle.
Once you and your opponent have selected your tactic cards, shuffle them and place them near your screens, but not behind them. Leave room next to the deck for a discard pile. Any tactic cards, ship cards and ships not selected should go back into the box.
SHIP CARDS AND TACTIC CARDS
Battleship Galaxies has ship cards and tactic cards that help you control your fleet. Before you start, you should familiarize yourself with the symbols and uses of both cards.
SYMBOLS ON SHIP AND TACTIC CARDS
There are multiple symbols on your tactic and ship cards. The illustration below explains these symbols. These are also on your quick-reference card.
Solo Ship Additional Weapon
Squadron Ships Hero
Capacity Number Ship Upgrade
Event Sabotage
Ship cards : There are 3 versions of each ship card: standard, seasoned and veteran.
Each version costs a different amount of energy to include in your fleet, and to launch into the battle.
SHIP CARDS
A B C L M N O P Q
D E
F, G, H, I
J
K
A
Ship Card Name: The name of the ship or squadron of ships the card
represents. You can have only one version of a ship or squadron in your fleet at any one time.
B
Size- Solo/Squadron: The size of the ship( s) (small, medium, or large)
and whether the ship card represents a solo ship or a squadron of ships.
C
Class and Experience Level: There are 3 versions of each ship card,
noted here as either the standard, seasoned, or veteran version of that ship or squadron.
D
Primary Weapon : Each ship has a primary weapon, which is its base
attack and is normally modifiable by other powers and tactic cards. Each weapon (primary, secondary, additional) has the same key areas you must pay attention to.
The illustration below explains the stats on your ship cards
R
S
UT V W X Y
E
Weapon’s Name: The name of this weapon.
F
Weapon’s Charge Cost: How much additional energy (normally none) you
must pay to use this weapon’s number of at tacks.
G
Weapon’s Range: The number of spaces away the ship can shoot with
this weapon.
H
Weapon’s Attacks: The number of times the ship can attack with this
weapon in a single charge. A ship can attack the same or different target with each individual attack.
I
Weapon’s Strength: The amount of damage the ship deals when it hits with
this weapon.
J
Weapon’s Additional Info: If there are any limitations or special abilities of
this weapon, they will be listed directly below it.
K
Powers: The powers (s ) that the ship card has.
L
Activate: The activation cost is the amount of energy you must spend to
activate (move and attack with) the ship (s) on the ship card.
M
Move: The number of spaces that each ship the ship card represents may
move when activated.
N
Shield: The number of blue (shield) 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
Faction Symbol: The faction that the ship card belongs to. There are two
different factions in this game set ( Wretch and ISN), and more in future game sets.
Q
Launch: The launch cost is the amount of energy you must spend to place
the ship (s) into your fleet and onto the board.
R
Hull: The number of red (hull damage) pegs each ship can receive before it
is destroyed.
S
Hit Location Chart : Shows which coordinates are hits and which are misses.
Ships may also have one or more red (critical damage) stars. If a ship’s critical damage star is hit while its shields are down, that ship is immediately destroyed. Ships may have other special hit locations as explained on the card.
T
Collection Number: The collection the card belongs to.
U
Solo/Squadron: All non-hero tactic cards that attach to this ship card must
match this icon.
V
Capacity Number: The number of spaces worth of ships that this ship card
can transport.
W
Ship Upgrade: The max number of ship upgrade cards you can attach to
this ship.
X
Additional Weapon: The max number of additional weapon cards you can
attach to this ship.
Y
Hero: The max number of heroes you can attach to this ship.
Exclusions : If there is a symbol that is not shown on a ship card, it cannot have
that type of tactic card attached to it. For example, if there is no capacity symbol, that ship card cannot transport other ships.
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