SET UP Ramming ships There are 2 ways to get action tokens :
. Place maximum 6 Raygun cannon tokens on Each player rolls a dice : . with the command card played this turn
red icons inside the rocketship map. Place the . If the ramming ship wins : the attacker places one . with the captain ability
crew and the captain. damage token on the opposite ship, which also moves Remove any remaining action tokens after
. Hold in your hand all command cards with back one star node. the 3 turns (once the 3 cards have been
no star. Choose 1 command star card and put . If the ramming ships rolls lower, then no damage, but played).
all others in the desk facedown. the ramming player moves back one star node.
. Roll a dice to decide who plays first. . If it is a draw, each player places one damage token on Action tokens can be spent in different
the opposite ship. Both ships move back one star node. ways :
PLAY SEQUENCE . Reactivate a miniature (one move and one
One sequence is composed of 3 command Ramming a crew member attack)
cards (meaning 3 turns). The owner of the miniature moves his crew to any . Activate one captain ability
Playing one turns means to play a command adjacent star node. . Dodge a raygun neurolyser shot to avoid
card. Off the star map damage
One turn is composed of 3 phases: The player playing first this turn places one damage . Search the hatch: draw a dice. On 5-8 :
. Move your rocket token. The owner may reorient his ship as he wishes. place a new cannon on an available square,
. Fire the rocketship’s cannons or draw one more star command card.
. Play the crew and the captain . Extinguish a fire: an adjacent miniature
PHASE 2 : FIRE THE CANNONS removes one damage token inside the ship.
No action token can be played during this phase. . Heal the captain: an adjacent crew
SEQUENCE BEGINNING Only cannons facing an enemy ship can shoot. Cannons member can remove him one wound.
. Draw a star command card. are fired once in a single battery at the same target. . Using the airlock: A miniature standing
. Program 3 command cards facedown Firing arc: 90° for all, except the Blaarg central cannon on the command board may open all
(including star cards). There must be one which may shoot separately at 360° on a different airlocks at one time, sending in space every
miniature in the cockpit or at the command target.
board to play a star command card. miniature on an airlock. A miniature on an
Unmanned cannon : range 2, hit on 7-8 airlock can only unlock his own airlock
Manned cannon : range 3 star nodes, hit on 5-8 door. Any miniature on an airlock blocks its
PLAYING ONE TURN
entrance or exit.
. Reveal the most-left command card and take Declare a target : . Evacuate an exploding ship: spend one
a number of action tokens indicated on this . The rocketship hull : the attacker places a damage action token per miniature you wish to
card. token on an empty square in the ship map (not evacuate and place it in an adjacent space
containing mini nor token). This square can no longer be node to the ship. Remove the attackers
PHASE 1 : MOVE THE ROCKETSHIP used, or crossed unless fire is extinguished. If the ship first. Then remove the ship and any
No action token can be played during this gets 8 damages, it is removed and earns 3 victory points. miniature that could not spend an action
phase. Each player plays phase 1, then phase . A cannon : an unmanned cannon is removed and earns token to save itself on time.
2, then phase 3 . 1 victory point. If it is a manned cannon, the defender
. First move the rocketship the number of may choose to sacrifice the crew instead (if the captain Shooting with a raygun neurolyser
star nodes indicated on the command card. is hit, he gets one wound). A miniature may shoot up to 2 squares (or
This move is obligatory.
star nodes) away. Draw a dice. You hit if
. For each player on the engine location, you PHASE 3 : PLAY THE CREW you roll 5-8. The line of sight may not be
may move one extra star node . This is an Each miniature may move up to 2 squares and make one
optional move. blocked by an enemy, wall or obstacle
attack (shoot with his neurolyser raygun (friendly miniature does not block).
. If one miniature is in the cockpit, you may or attack with his sort circuit sword) for free.
turn the rocketship 45° to the left or to the
right. This is optional.
The target may choose to dodge the damage END OF THE PLAY SEQUENCE
by spending one action token. Once you have played the 3 command cards, do this to
A miniature in space may not shoot with clean up :
his neurolyser at the thick ship hull. . Discard any remaining action token
. Discard any star command card played this turn and
Close combat with sword place them face up
Each player rolls a dice: . Return to your hand all command cards (with no star)
. If the attacker wins, the defender gets one
damage. A new sequence begins !
. If the defender wins, the attack is
successfully blocked. WINNING THE GAME
. If it is a draw, the defender may attack in The game ends as the the first player gets the victory
ripost ! Exchange roles. The defender points if you want to play rough. Or end the turn if you
becomes the attacker until something want to play fair and the count the points.
happens. For 2 players, the score is 12 points.
For 3 players, the score is 16 points.
Captain damage For 4 joueurs, the score is 20 points.
When captain gets a damage, the player
controling his captain places a blast marker Victory points are earned for :
on one the captain’s abilities. This ability . Destroy a cannon : 1 point
can no longer be played (unless the captain . Defeat a crew member: 1 point
is healed). A captain with 3 wounds is . Defeat the captain: 3 points (even if he comes back
removed from play. with reinforcement, points are still earned)
. Each discarded star card: 1 point
Cannon damage . Destroy a rocketship: 3 points
A miniature inside the ship may shoot at a
cannon if he is adjacent or up to 2 squares Note : Miniatures and cannons exploded with a
away. This is considered as a shot. rocketship do not earn any victory point at all.
Entering or exiting from a ship The player who reaches the target victory points wins
The miniature that wishes to enter must be the game and is declared the MASTER OF THE
in space. You cannot jump directly from one GALAXY !!
ship to another (unless a special ability
allows it).
. Entering inside your own ship or exiting
an enemy ship is free.
. Exiting your own ship requires an action
token.
. To enter an enemy ship, you must succeed
an attack roll (roll 5-8)
. Evacuating an exploding ship costs one
action token per miniature.