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1. Planning Phase: Each player secretly choose one maneuver for each of his ships by
using that ship’s Maneuver Dial. RED maneuvers add an Auxiliary Power token. GREEN
maneuvers remove an Auxiliary Power token. WHITE maneuvers have no effect. RED
maneuvers may not be performed if a ship has an Auxiliary Power token assigned to it.
2. Activation Phase: Each ship moves and performs one Action (see attached
Action/Token guide). In ASCENDING ORDER (lowest to highest) of Captain Skill, reveal
each ship’s Maneuver Dial and execute its chosen maneuver. If a ship ends its maneuver
with its plastic base overlapping another ship, it must move backward along the
template until it is no longer overlapping, but still touching. The ship that “rammed”
another may not perform an ACTION. After a ship successfully moves without ramming
another ship, it may PERFORM ACTION (see attached Action/Token Guide). Actions must
be listed on your ship card or specified by one of the cards you control attached to your
ship.
3. Combat Phase: Each ship may perform one attack. In DESCENDING ORDER (from
highest to lowest) of Captain Skill, each ship can attack one enemy ship that is inside its
forward firing arc and within range. Some ships include a rear firing arc marked with a
dashed line; this firing arc can only be sued for Weapons Upgrades that specifically say
that can be fired through a rear firing arc. Some Weapons Upgrade, Crew, or Captain
cards allow different or multiple attacks. Follow the instructions on the card. Ships
making an attack role the red dice and ships being fired upon role the green defense
dice. The number of dice to roll is specified on the ship or weapon upgrade card (attack
is in red/ defense is in green). Ships firing at RANGE 1 add one red attack dice. Ships
being fired upon at RANGE 3 add one green defense dice. RANGE 2 does not affect
attack or defense dice.
1. Planning Phase: Each player secretly choose one maneuver for each of his ships by
using that ship’s Maneuver Dial. RED maneuvers add an Auxiliary Power token. GREEN
maneuvers remove an Auxiliary Power token. WHITE maneuvers have no effect. RED
maneuvers may not be performed if a ship has an Auxiliary Power token assigned to it.
2. Activation Phase: Each ship moves and performs one Action (see attached
Action/Token guide). In ASCENDING ORDER (lowest to highest) of Captain Skill, reveal
each ship’s Maneuver Dial and execute its chosen maneuver. If a ship ends its maneuver
with its plastic base overlapping another ship, it must move backward along the
template until it is no longer overlapping, but still touching. The ship that “rammed”
another may not perform an ACTION. After a ship successfully moves without ramming
another ship, it may PERFORM ACTION (see attached Action/Token Guide). Actions must
be listed on your ship card or specified by one of the cards you control attached to your
ship.
3. Combat Phase: Each ship may perform one attack. In DESCENDING ORDER (from
highest to lowest) of Captain Skill, each ship can attack one enemy ship that is inside its
forward firing arc and within range. Some ships include a rear firing arc marked with a
dashed line; this firing arc can only be sued for Weapons Upgrades that specifically say
that can be fired through a rear firing arc. Some Weapons Upgrade, Crew, or Captain
cards allow different or multiple attacks. Follow the instructions on the card. Ships
making an attack role the red dice and ships being fired upon role the green defense
dice. The number of dice to roll is specified on the ship or weapon upgrade card (attack
is in red/ defense is in green). Ships firing at RANGE 1 add one red attack dice. Ships
being fired upon at RANGE 3 add one green defense dice. RANGE 2 does not affect
attack or defense dice.