No matching cards found.
Advanced Gunnery

Advanced Gunnery

Card Text

Setup: After deploying fleets, each player chooses 1 of his ships to be an objective ship, starting with the first player.

Special Rule: The first player's objective ship may perform each of its attacks from the same hull zone. It cannot target the same hull zone or squadron more than once each round with that hull zone.

The second player's objective ship may perform each of its attacks from the same hull zone, and it may do so against the same targets.

End of Game: The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards.

Upgrade Interactions

  • If either player's objective ship is equipped with Gunnery Team, and attacks from the same hull zone during its activation, that ship cannot target the same ship or squadron more than once during its activation. [1]
  • If either player's objective ship is equipped with Slaved Turrets, that ship cannot attack more than once per round. [1]
  • If either player's objective ship is equipped with Impetuous (Title) or Ordnance Pods, its hull zone cannot target the same squadron more than once during that ship's activation. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Blockade Run

Blockade Run

Card Text

Setup: The 3' edges of the play area become the player edges. Each player's deployment zone is within 2 range ruler lengths of his edge. The second player places all obstacles. Obstacles must be placed beyond 2 range ruler lengths of both player edges, and beyond distance 1 of other obstacles.

Special Rule: The second player assigns 1 objective token to each of his ships.

When a ship with an objective token is destroyed, the first player gains 1 victory token.

End of Game: The second player gains 1 victory token for each ship with an objective token within the first player's deployment zone.

Clarifications

  • The second player assigns 1 objective token to each of their ships after the objective is chosen, before any ships can be set aside by card effects. [1]
  • At the end of the game, the second layer can gain 1 victory token for each of their flotilla ships in the first player's deployment zone, even if all of the second player's non-flotilla ships have been destroyed. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Close-Range Intel Scan

Close-Range Intel Scan

Card Text

Setup: Place obstacles, adding the 2 dust fields, as normal.

Special Rule: While one of the second player's ships is attacking a ship, the attacker may spend 1 die with an U icon. If it does, the attacker's owner gains 1 victory token.

While one of the first player's ships is attacking a ship, the attacker may spend 2 dice with U icons. If it does, the attacker's owner gains 1 victory token.


Ion Storm

Ion Storm

Card Text

Setup: The second player places all obstacles, excluding the station, beyond distance 5 of both players' edges.

Special Rule: When a ship that does not have an objective token ends its movement beyond distance 2 of any obstacles (or beyond distance 1 if that ship belongs to the first player), assign 1 objective token to that ship. When a ship resolves a 0 command, it may discard its objective token.

Each ship has the following critical effect:

T: If the defender has an objective token, the attacking ship's owner gains 1 victory token. Then choose and discard 1 command token from the defender. If the defender does not have any command tokens, the defending hull zone loses 1 shield instead.


Marked for Destruction

Marked for Destruction

Card Text

Setup: Place obstacles as normal, adding the 2 dust fields and excluding the station and asteroid fields. Then the second player places the 2 purrgil in the setup area. Each purrgil must be placed beyond distance 1 of all obstacles and beyond 5 of both player's edges.

Special Rule: Each ship has the following critical effect:

T: If this attack is at close-medium range, remove all objective tokens from enemy ships. Then assign an objective token to the defender.

After a player moves a purrgil, if that purrgil is at distance 1 of a ship with an objective token, that player may choose and discard 1 objective token. Then that ship suffers 1 facedown damage and the opposing fleet's owner gains 1 victory token.

End of Game: The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards.


Most Wanted

Most Wanted

Card Text

Setup: After deploying fleets, the second player chooses 1 of his ships and 1 of the first player's ships to be objective ships.

Special Rule: While a ship is attacking an objective ship, it may add 1 die of any color that is already in its attack pool to its attack pool.

End of Game: The fleet point cost of a destroyed objective ship is doubled. Do not double the cost of its upgrade cards.


Opening Salvo

Opening Salvo

Card Text

Setup: After deploying fleets, assign 1 objective token to each ship.

Special Rule: The first time a ship performs an attack against another ship, discard the attacker's objective token. If the attacker belongs to the first player, he adds 2 red dice to the attack pool. If the attacker belongs to the second player, he adds 2 dice, each of any color, to the attack pool.

End of Game: Each player increases his final score by half the fleet point cost of each enemy ship in the play area that has at least 1 damage card, rounded up.

Clarifications

  • The dice added by this card effect are added to the attack pool after the attack pool is rolled. The second player's added dice can be of any color, regardless of the range of the attack. [1]
  • A ship's fleet point cost includes the costs of all upgrade cards equipped to that ship. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Precision Strike

Precision Strike

Card Text

Setup: After deploying fleets, each of the second player's ships gains a 9 token.

Special Rule: When a squadron with Bomber or a ship is attacking, it may spend 1 die with a S icon to flip 1 random face-down damage card on the defender faceup.

After a squadron with Bomber or a ship performs an attack, its owner gains 1 victory token for each damage card that was dealt faceup or flipped faceup during that attack.


Rift Assault

Rift Assault

Card Text

Setup: Place obstacles as normal, adding the gravity rift and excluding the station

Special Rule: While a ship is attacking a ship, if the defender is beyond distance 1 of any obstacles and the defender does not have an objective token, the attacker can spend 1 die with any icon to assign an objective token to the defender.

While a ship with an objective token is defending, during the Resolve Attack Effects step, the attacker can discard that objective token to change 1 die to a face with an U icon or 1 S icon and no other icons. If the attacker belongs to the second player, it can change 1 die to a face with any icon. Then the attacker's owner gains 1 victory token

End of Round: Each ship at distance 1-2 of the gravity rift that is at speed 1 or lower suffers 1 facedown damage card

Clarifications

  • When an attacker resolves the Special Rule effect to discard an objective token from the defender, they must change a die as specified for that player. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Station Assault

Station Assault

Card Text

Setup: Place obstacles as normal, excluding the station. Then the second player places 2 stations in the setup area. Each station must be placed beyond distance 1 of all obstacles and beyond distance 3 of both players' edges. Both stations are Unarmed Stations; place both Unarmed Station cards near the second player's ship cards.

Special Rule: The first player's ships and squadrons cannot resolve an unarmed station's effect to discard damage cards or recover hull points when they overlap it.

End of Game: The second player gains 1 victory token for each unarmed station that is not destroyed. The first player gains 1 victory token for each unarmed station that is destroyed.


Surprise Attack

Surprise Attack

Card Text

Setup: The second player places the station at distance 1-5 of the first player's edge. Then place the remaining obstacles as normal.

While deploying fleets, the first player must deploy their flagship before deploying any other ships. Their flagship must overlap the station, even if the flagship extends beyond their deployment zone. The first player cannot deploy any ship at a speed greater than half of that ships maximum speed (rounded up).

After deploying fleets, the second player places 3 facedown command dials in a stack on this card

Special Rule: At the start of the Ship Phase during the first, second, and third rounds, the second player reveals the top command dial on this card, and each of the first player's ships gains a raid token matching that dial

Deployment Interactions

  • During setup, the station can be placed beyond or overlapping the first player's deployment zone. [1]
  • While deploying fleets, if the first player's flagship is a huge ship, it must overlap the station and also touch that player's edge, if able. If that flagship cannot meet both restrictions, it must be placed overlapping the station with its rear hull zone as close as possible to that player's edge. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Targeting Beacons

Targeting Beacons

Card Text

Setup: After placing obstacles, the players alternate placing a total of 4 objective tokens in the setup area, starting with the second player.

Special Rule: While one of the second player's ships is attacking a ship that is at distance 1-2 of an objective token, the attacker may reroll up to 2 attack dice in the attack pool.

Clarifications

  • This card's Special Rule cannot resolve more than once during each attack, even if there is more than one objective token at distance 1-2 of the defender. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Abandoned Mining Facility

Abandoned Mining Facility

Card Text

Setup: The second player places the station in the center of the setup area. Then, starting with the second player, the players alternate placing the remaining obstacles, adding 2 purrgil and 2 dust fields and excluding the asteroid fields, at distance 2-5 of the station.

After deploying fleets, each of the second player's ships gains a 0 token.

Special Rule: Each ship can resolve the following effect:

0: You may spend engineering points to gain victory tokens from 1 station or dust field at distance 1. If that obstacle is a station, gain 1 token for each 3 points you spend. If that obstacle is a dust field, gain 1 token for each 2 points you spend. Then, if that obstacle is a dust field and you gained more than 1 victory token, remove that obstacle from the play area.


Asteroid Tactics

Asteroid Tactics

Card Text

Setup: The second player places all obstacles, excluding the station.

Special Rule: When one fo the first player's ships or unique squadrons overlaps an astroid field, it may recover 1 of its non-1 defense tokens. That token must be exhausted.

When one of the second player's ships or unique squadrons overlaps an asteroid field, that obstacle has no effect and that ship or squadron may recover 1 of its non-1 defense tokens or may ready 1 of its defense tokens.

After the start of each squadron phase (after exogorths perform attacks), remove each exogorth obstacle from the play area.

End of Round: The second player places the 2 exogorth obstacles, each touching a different obstacle.


Capture the VIP

Capture the VIP

Card Text

Setup: After placing obstacles, the second player places 1 objective token at distance 1 of any obstacle and beyond distance 5 of all edges of the setup area.

Special Rule: When a ship at distance 1 of the objective token reveals a command dial, the ship's owner may remove that objective token from the play area and place it on that ship's card.

When a ship with the objective token on its ship card is destroyed, the opposing player places the objective token in the play area touching the destroyed ship's base.

End of Game: If a player's ship has the objective token, that player gains 1 victory token.

Clarifications

  • When a ship with the objective token is destroyed because it ends its activation outside the play area, the objective token must be placed before the ship is removed. The opponent must place the token touching part of the ship's base that is in the play area or touching the edge of the play area closest to the ship's final position if no part of the ship is in the play area. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Contested Outpost

Contested Outpost

Card Text

Setup: Place obstacles as normal, excluding the station. Then the second player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both players' edges.

Special Rule: The station does not obstruct attacks and does not have the ability to discard damage cards or recover hull points.

End of Round: Each player sums the command values of his ships at distance 1 of the station. The player with the highest total gains 1 victory token.

Clarifications

  • The station does not obstruct attacks or line of sight for ships or squadrons. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Fighter Ambush

Fighter Ambush

Card Text

Setup: Before deploying fleets, the second player sets aside all of his squadrons.

After deploying fleets, the second player deploys all of his squadrons. Each of his squadrons can be placed as normal or at distance 1 of an obstacle, but all his squadrons must be beyond distance 5 of the first player's edge.

Special Rule: After a squadron performs an attack against a ship, if the defender was dealt at least 1 damage card, the squadron's owner gains 1 victory token.


Fire Lanes

Fire Lanes

Card Text

Setup: After placing obstacles, the second player places 3 objective tokens in the setup area beyond distance 4 of both players' edges. Then the first player may move each objective token to within distance 1-2 of its current position.

End of Round: Each player gains 1 victory token for each objective token he controls. To determine control of each token, players measure attack range and line of sight from each of their ships' hull zones as if performing attacks with battery armament targeting that objective token. The player with the highest total number of dice in his combined attack pools controls that token. If a player's ship or squadron overlaps an objective token, his opponent controls that token; if both players' ships or squadrons overlap the same token, neither player controls it.

Clarifications

  • If only a portion of a hull zone's armament is at attack range of an objective token, only that portion is added to the sum. [1]
  • A hull zone can add only its current battery armament to the sum, including increases and decreases due to cards like Enhanced Armament. Do not include dice granted after an attack would be rolled, such as from the Concentrate Fire command or the Dominator (Title). [1]
[1] FFG | 2025-01-10 | RRG v1.6

Fleet Ambush

Fleet Ambush

Card Text

Setup: The portion of the setup area that is beyond distance 5 of any edge of the setup area is the AMBUSH ZONE. Players mark the corners of the ambush zone with objective tokens.

Players take turns deploying fleets as normal, but must deploy all ships before deploying any squadrons. The first player must deploy ships within the ambush zone on his odd-numbered deployment turns, starting with his first turn. He cannot deploy ships or squadrons overlapping obstacles in the ambush zone. After setup is complete, he removes all objective tokens from the play area.

Clarifications

  • The first player can deploy squadrons within distance 1-2 of a ship inside the ambush zone. [1]

Deployment Interactions

  • After a player has placed all of their ships, they begin placing squadrons on their next deployment turn. The other player continues placing ships until all of their ships have been placed, then they begin placing squadrons. [1]
  • If a ship must be deployed into the ambush zone and cannot fit without overlapping obstacles or extending beyond the ambush zone, the player must deploy that ship so that the ship fits as completely into the ambush zone as possible. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Fleet in Being

Fleet in Being

Card Text

Setup: After deploying fleets, the first player assigns each of their ships 1 objective token. Then the second player assigns each of their ships a number of objective tokens equal to that ships command value.

Special Rule: When a ship with an objective token is declared as the target of an attack, it may discard 1 objective token to ready 1 of its exhausted defense tokens.

End of Round: If a ship is at distance 1-5 of 1 of the 3' edges of the play area, or at distance 1-3 of a player edge, remove 1 objective token from that ship.

End of Game: Each player gains 1 victory token for each enemy ship in the play area that does not have an objective token.


Hyperspace Assault

Hyperspace Assault

Card Text

Setup: Before deploying fleets, the second player sets aside 1 of his small or medium ships and up to 3 of his squadrons, he does not deploy them during setup. Then he places 3 objective tokens in the play area beyond distance 3 of both players' edges.

Special Rule: At the start of any round after the first round, the second player can deploy the ship and squadron tokens that he set aside at distance 1 of 1 objective token. Then remove all objective tokens. The ship can be deployed overlapping squadrons; the first player places those squadrons as though the ship had overlapped them while executing a maneuver.

If the second player does not deploy, he may move each objective token to within distance 1 of its current position.

Clarifications

  • Ships and squadrons set aside are not in play. Their abilities and upgrades are inactive and they cannot be affected by any abilities. [1]
  • When a squadron that was set aside is deployed, set its activation slide to display the same color as the initiative token. [1]
  • During setup, if the second player must deploy a squadron but cannot because they have no ships in the play area, their squadrons that are not set aside are destroyed. [1]
  • The second player cannot move objective tokens at the start of the first round. [1]
  • If a player has no ships in play, their ships and squadrons that are set aside are destroyed. If the game goes to time, or the end of the sixth round, their ships and squadrons that are set aside are destroyed. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Jamming Barrier

Jamming Barrier

Card Text

Setup: Place obstacles as normal, excluding the station and replacing the 2 debris fields with the 2 dust fields.

After deploying fleets, the second player places 2 objective tokens in the setup area at distance 1-5 of each other.

Special Rule: While attacking, if line of sight is traced across the line between the two objective tokens, the attacker must choose and remove half of the dice from the attack pool rounded down, before rolling.

Errata: While attacking, if neither the attacker or defender are overlapping an objective token and line of sight is traced across an objective token or the line between the two objective tokens, the attacker must choose and remove half of the dice from the attack pool, rounded down, before rolling.


Planetary Ion Cannon

Planetary Ion Cannon

Card Text

Setup: After placing obstacles, the second player places 3 objective tokens in the play area beyond distance 5 of both players' edges.

Special Rule: At the end of the Command Phase, the second player may choose 1 enemy ship at distance 1-3 of an objective token and remove that token from the play area to perform an attack against that ship. The attacker is treated as if it is a ship with a battery armament of 4 blue dice, but is not friendly to any ship or squadron. The attack is treated as being at medium range, cannot be obstructed, can target any of the defender's hull zones, and has the following critical effect:

Blue T: The defender must choose and exhaust 1 of his defense tokens.

Clarifications

  • This card's Special Rule can only be used to attack 1 enemy ship per round. [1]
  • While attacking with this card's Special Rule effect, if the defending hull zone has no shields, the attacker can choose to resolve the standard critical effect instead of the card's critical effect. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Rift Ambush

Rift Ambush

Card Text

Setup: The second player places all obstacles, adding the gravity rift and 2 dust fields and excluding the station. The gravity rift must be placed beyond distance 5 of both players' edges.

After deploying fleets, the second player may choose 1 enemy ship. That ship must execute a speed-1 maneuver with a yaw of '-'. Then the second player may increase or decrease that ship's speed by 1, to a minimum speed of 0.

Special Rule: Once per activation, after a ship executes a maneuver, if it is at distance 1-2 of the gravity rift, it must execute a speed-1 maneuver with a yaw of '-'. If that ship belongs to the second player, it may use its speed-1 yaw value. The gravity rift does not have the ability to temporarily reduce that ship's speed during this maneuver.


Dangerous Territory

Dangerous Territory

Card Text

Setup: Obstacles must be placed in the setup area beyond distance 5 of both players' edges. After placing obstacles, place 1 objective token on each obstacle.

Special Rule: When a ship overlaps an obstacle, the ship's owner may remove the obstacle token on that obstacle to gain 1 victory token.

When one of the second player's ships overlaps an asteroid field or debris field, that obstacle has no effect.

Clarifications

  • A squadron with Strategic can move objective tokens off of or onto obstacles. An objective token can only be removed to gain 1 victory token if it is overlapping an obstacle. If multiple objective tokens are overlapping an obstacle, only 1 can be removed when a ship overlaps that obstacle. [1]
  • This card's Special Rule effect resolved during the Move Ship step while executing a maneuver. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Doomed Station

Doomed Station

Card Text

Setup: The second player places the gravity rift in the center of the setup area. Then, starting with the first player, the players alternate placing the remaining obstacles, excluding the station. Then the second player places the station in the setup area beyond distance 1 of all obstacles and beyond distance 5 of both player's edges.

Special Rule: Starting with the second player and alternating, each player chooses 1 obstacle that does not have an objective token on it and moves it to within distance 1-2 of its current location toward the gravity rift (which cannot be chosen). Then that player places an objective token on that obstacle. When an obstacle touches the gravity rift, that obstacle is removed from the play area.

After all obstacles are moved, each player sums the command values of their ships at distance 1 of the station. The player with the highest total gains 1 victory token. Then remove all objectives tokens from the play area.

Clarifications

  • If an obstacle cannot be moved toward the gravity rift at all because it would overlap ships, squadrons, other obstacles, or tokens, that obstacle remains at its current position. The player moving the obstacle may still rotate it, as long as this follows rules for moving obstacles and the rules for this objective. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Hyperspace Migration

Hyperspace Migration

Card Text

Setup: Place obstacles as normal, excluding the station. Then the second player places 1 objective token in the play area at distance 1 of a 3' edge and another objective token at distance 1 of the opposite 3' edge.

Special Rule: At the start of the Ship Phase of the first and third rounds, the second player places 1 purrgil not in the play area at distance 1 of 1 objective token (the objective token must be the same during both rounds).

When a purrgil moves, it must move toward the objective token at the opposite 3' edge. When a purrgil touches that objective token, that purrgil is removed from the play area.

End of Round: If a ship has 1 objective token on it, remove the token and that ship's owner gains 1 victory token. If a ship is at distance 1 from a purrgil and has no objective tokens on it, place 1 objective token on the ship.

Clarifications

  • During the same round, a ship can either receive an objective token or remove an objective token from itself to receive a victory token. This means a ship can only score every other round. [1]
  • Players move purrgil as normal after all ships gain or discard tokens. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Infested Fields

Infested Fields

Card Text

Setup: Place obstacles as normal, excluding the station. After placing obstacles, place 1 objective token on each obstacle. Then the second player places 2 exogorth obstacles, each touching a different obstacle.

Special Rule: When a ship or squadron overlaps an obstacle, that ship or squadron's owner may remove the objective token on the obstacle to gain 1 victory token.

After the start of each squadrons phase (after exogorths perform attacks), remove each exogorth from the play area. Then the second player moves the obstacle each exogorth was touching to within distance 1-2 of its current location.

End of Round: For each exogorth obstacle not in the play area, the second player chooses an obstacle and place 1 exogorth touching that obstacle.


Intel Sweep

Intel Sweep

Card Text

Setup: After placing obstacles, the players alternate placing a total of 5 objective tokens in the setup area, starting with the second player. Each token must be placed in the play area beyond distance 5 of both players' edges and beyond distance 3 of all other objective tokens. Then each player chooses one of his ships to be an objective ship, starting with the first player.

Special Rule: When a player's objective ship reveals a command dial, that player may choose 1 objective token at distance 1 of that ship and remove it from the play area to gain 1 victory token.

End of Game: If a player has more victory tokens than his opponent, increase his final score by 75.


Minefields

Minefields

Card Text

Setup: The second player places all obstacles. He can place them anywhere in the setup area (even in deployment zones) and must place them beyond distance 5 of each other. Then he places 6 objective tokens. Each objective token must be placed at distance 1 of an obstacle and beyond distance 1 of all other objective tokens.

Special Rule: If a ship ends its movement at distance 1 of an objective token, remove that objective token from the play area and roll 2 blue dice. That ship is dealt 1 facedown damage card for each S or T icon rolled. If there is at least 1 T icon, deal the first damage card faceup.

Clarifications

  • This card's Special Rule effect resolves during the Move Ship step while executing a maneuver. [1]
[1] FFG | 2025-01-10 | RRG v1.6


Salvage Run

Salvage Run

Card Text

Setup: The second player places the station in the center of the play area. Then, starting with the second player, the players alternate placing the remaining obstacles, adding the 2 dust field obstacles, at distance 1-5 of the station.

After placing obstacles, the second player places a total of 4 objective tokens in the setup area. Each token must be at distance 1 of the station and beyond distance 1 of all other objective tokens.

After deploying fleets, each of the second player's ships gain a 7 token.

Special Rule: When a player's ship reveals a command dial, that player may chose 1 objective token at distance 1 of that ship and remove it from the play area to gain 1 victory token.


Sensor Net

Sensor Net

Card Text

Setup: After placing obstacles, the players alternate placing a total of 4 objective tokens in the setup area, starting with the first player. Each token must be placed in the setup area beyond distance 5 of both players' edges and beyond distance 3 of all other objective tokens.

Special Rule: When a ship reveals a command dial, if it is at distance 1 of at least 1 objective token, its owner gains 1 victory token.

Then its owner chooses 1 of those objective tokens. The opposing player must move that token so it is at distance 1-2 of its current location. If he is the second player, he moves it so it is at distance 1-4 of its current location.


Solar Corona

Solar Corona

Card Text

Setup: The first player must deploy all of his ships and squadrons before the second player. After the second player deploys ships and squadrons, the second player must choose 1 of the 3' edges of the play area to be the corona.

Special Rule: While a ship is attacking, before resolving any attack effects, if any portion of the corona is inside the attacking hull zone's firing arc, the attacker must discard 1 die with a Icon Dice Accuracy icon from the attack pool, if able.

Clarifications

  • The "Roll Attack Dice" step is resolved before this card's Special Rule effect is resolve. If there are no dice remaining in the attack pool after resolving this effect, the attacker can still resolve effects that add dice during the "Resolve Attack Effects" step. [1]
[1] FFG | 2025-01-10 | RRG v1.6

Superior Positions

Superior Positions

Card Text

Setup: The first player must deploy all of his ships and squadrons before the second player.

Special Rule: After a ship or squadron performs an attack against the rear hull zone of another ship, if the defender suffered at least 1 damage, the attacker's owner gains 1 victory token.


Volatile Deposits

Volatile Deposits

Card Text

Setup: Place obstacles as normal, adding 2 dust fields and excluding the station

Special Rule: While a ship is attacking a ship, the attacker can choose 1 obstacle at distance 1 of the defender, then resolve the following critical effect:

Blue T: Each ship or squadron at distance 1 of the chosen obstacle suffers damage equal to half of the total number of T icons in your attack pool, rounded up.

If the defender is one of the first player's ships, the attacker can resolve this effect with any T icon.

End of Round: For each asteroid field, each player sums the command values of their ships at distance 1. Then for each astroid field, the player with the highest total gains 1 victory token.


Chance Encounter

Chance Encounter

Card Text

Setup: Place obstacles as normal, excluding the station. After deploying fleets, assign 1 objective token to each squadron.

Special Rule: The first time a squadron performs an attack against another squadron, discard the attacker's objective token. If the attacker belongs to the first player, they add 1 blue die to the attack pool. If the attacker belongs to the second player, they add 1 die of any color to the attack pool.

While a squadron with an objective token is defending, if the defender belongs to the second player, during the Spend Defense Tokens step, the defender may discard that objective token to reduce the total damage by 1.


Distress Call

Distress Call

Card Text

Setup: After placing obstacles, the second player places 1 Disabled Vessel in the setup area beyond distance 5 of both players' edges and beyond distance 1 of all obstacles.

End of Game: If the Disabled Vessel is destroyed, the second player gains 1 victory token. If the Disabled Vessel has 4 or more hull remaining, the first player gains 1 victory token.


Prospector's Gambit

Prospector's Gambit

Card Text

Setup: The second player places the station in the center of the setup area, then places all remaining obstacles at distance 2 of the station and beyond distance 1 of all obstacles. After placing obstacles, that player places 1 objective token on each obstacle.

Special Rule: If a squadron ends its movement at distance 1 of 1 or more objective tokens, that squadron's owner rolls 1 blue die.

If that squadron belongs to the first player, that player removes 1 of the objective tokens if a T icon is rolled.

If that squadron belongs to the second player, that player removes 1 of the objective tokens if a S icon is rolled.

If a player removed an objective token, they gain 1 victory token.


Supply Convoy

Supply Convoy

Card Text

Setup: The second player places the station in the center of the setup area. Then place the remaining obstacles as normal.

After deploying fleets, the second player chooses 1 of their non-unique squadrons to be the objective squadron.

Special Rule: When the objective squadron activates at distance 1 of the station, the second player gains 1 victory token.

When the objective squadron is destroyed, the first player gains 1 victory token.