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!
®
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
bases a nd stan ds
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.
4