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Pe ARMADA | LEARN TO PLAY y t te nny a ie the ‘Republic struggle o protect the grasping throat ofthe Separatist [by battle deids and commanded by nefaricus adler, the Separatist Mets seem eridless, Great Jn hates across many systems. unleashing eras and vast rurmbers of startighters to decide the Republic. fleet starter box includes enough ships and squadrons ] Oks as Acie ard Alliance faction in ‘Wars: Armada as well a all of the essential components | needed for one player to learn and play the game RN To Play Booker 10 Play booklet teaches new players how to ‘Star Wars: Armada. To make your tirst game easier, booklet emits some rules exceptions and card ons. The Rules Reference booklet addresses rules, 1H exceptions that are not included, dd should be consulted as questions arise. The s Reference is available for download at a syFlightGames.com/SWArmada and examples presented in this Learn Play use images of the Galactic Republic and the _ Separatist Alliance. Players might not have components | from these factions; however, the concepts described and | depicted inthis booklet apply to al factions. GAME OVERVIEW ‘Star Wars: Armada is a conypetitive game of space wariare for two players, In each game, players take on the roles of Republic and Separatist admirals, directing their fleets and ‘countless weapons into explosive conflict. The victorious admiral will send the fiery remnants of the opposing fleet limping into hyperspace to beg forgiveness for thelr failure. ee) i Snip ano Sguaoron Scave |The ship models in Star Wars: Armada are produced at a relative scale, not at a true scale. This decision allows the belaved, iconic ships of the Star Wars Galaxy to appear as feasible game components while stil representing the relative size of all ships in relation to each other. i |The plastic fighters are produced at the smallest size zt possible while still retaining their distinctive silhouettes | and details ap oa 3 Separatist Ships (3 Ship Models 3 Plastic Bases, 2 Pastic Support Poles, 1 Plastic Support Fin) 4 Separatist Squadrons (12 Plastic Fighters 4 Plastic Bases, 4 Plastic Support Pegs, 4 Plastic Tree Regs 3 Ship Tokens 4 Squadron Disks 4 Activation Sliders 64 10 Command Dials (10 Plastic Dial Covers, 10 Punchboard Dials, 10 Gray Plastic Fasteners ° 6@ ‘ 8 Speed Dials (8 Punchboard Dials, ‘8 Punchboutd Faceplates, 8 Plastic Connector Pairs) 9 Atack Dice 3 Blue, 3 Red, 3 Black & &. _—————* 1 Range Rule double-sided & @ © 6 Round Tokers 8 Object 2 Focus / Chal Toke 6 Ship 1D ‘doublesided Tokens 2o 1 Main Flagship 10 Token ‘double-sided 2 Flagship ID Tokens A Squadron 10 Tokens, Ooe 2 Objective Card 2 Reference Cards 4 Setup Area Markers oken 6 Obstacle Tokens (0 Asteroid Fields, 2 Debris Fields, 1 Station) @o 12 Vietory Tokens (3 of each) ‘Republic on front Separatist on back) a 1 Maneuvee Too! (5 Punchbcarc Numbers, 5 Plastic Segments soe assembly on page 4) For Your First Game For the frst game of Star Wars: Armada, players are encouraged to play the learning scenari, This scenario fs designeel for wo now players £6 quickly set gp and: same. It requires that each player has their own collection = ships and squadrons equivalent toa fleet sarterbox, as \vell asthe essential components included inthis product Fefore players begin the leaming cena, ti recommended thay nad through the basie res on pages (6-20 of this bookie, To play the learting scent, he ee instructions on page 6, = Atter players have @ better understanding of the j concep's in Star Wars: Armada, they will be eacy to, build their gwn fleets and incorporate the additional game concepts described in “Expanded Rules” baie ze ‘on page 21, To assemble a ship, follow these steps: 1. Using plastic connectors, atiach the shield dials to the 3. Insert the support pote (or support fin) into the center ‘of the base so the numbers face upward as slot ofthe base (A) and slide it forward (B) uni it locks ‘shown above, in place underneath the base, 2. Place the ship token on the base so that the illustrated 4,-‘Insert the support pole (or support fin) into the Ship leon is placed over the FFG logo, which indicates ship peg onthe bettom of the ship corresponding to the frant of the base. the ship token, Maneuver Toot AsseMBLY Proceed through the following steps to assemble the maneuver tool as depicted below. ‘Assembled Maneuver Toa! {Align the three hooks of the arrow-shaped segment over 3. Press downward to push the remaining two hooks the ring of a middle segment through the to the sockets OP. — fen “0104 2. st hook with the 2m the ok cht th end te ame towne oat em Be Lee, 4 : | - eo > f= a] es ee ich the remaining s the punchboard h segment in sequence teps 1 through 3 to othe tool, The ————S eS ™ | A aes) is _ Squannan soem | Svips ano Squaprons m eae a Throughe his let, th \ LEARNING ‘|. SCENARIO SETUP |. Establish Play Area: On 2 fay, stable surface such as a table, establish a 3’ x 3’ play area. Use the setup area. tmatkérs (o denote the comers ofthis area. Players set up or ‘opponite edges of this play area action from their atts. W both 2. Choose Faction: ach player chooses at Collection, such asthe Republic or Sey | players wish o play as the sare faction, players should use diferent colors af 1D tokens to 6 49 Tokens" on page 25) inguish their forces (sex Place initiative Token: Roll one bl e. Wthe which player has in places the token next to their edg 1, Prepare Ship and Squadron Card Each payer gathers the Shiscards and sage squacton card for thi faction and ef Gleces der next te ee ofthe ply ae j Each Republic player gathi allowing sh - sqquadion cords and places them next to the play Jamator Ihclass As ‘Charger ¢70 0x2), and V-19 Torr Each Sepavatis player does the same with these cards Munifioent-class Comms Frigate, Hardeel-class Transport (x ‘and Vuleure-class Droid Fighter Squadron, | 5. Construct ships and Squadrons: Goch playe gathers the El |.” ship tokens that match their ship cards and constr | thetr ships as shown in the “Ship Assembly” chara on i J. page 4-Then each player constructs thelr squadrons a5 Z town in the "Scuadron Ascembly” diagram on page Prepare Ships: For each ship, place a speed dal set to "2" near thal ship's card, Then set all four ofits shield dials to the maximum values shown 9 its ship card Gather Command Dials: Gather a number af command dials for each ship equal to the Command Value on teach ship’ card, Then place the indicated number of comenand dials next to each ship, Prepare Squadrons: Rotate each squadon’s disk to point to the maximum number on the disk and set each activation Place Defense Tokens: Place the defense tokens indicated (on each ship card next to that ship card. Place Ships and Squadrons: Fach player places all oftheir to the positions shown in the diagrarn to the right using ee the “Learning Scenario Setup Diagram’ on the follewing page for the full setup of the play area, Prepare Shared Components: Place the range ruler dice, and the round token marked “1” next to the play area, Shufile the damage cards and place them facedown next to the play awa Create the Supply: Place the command tokens to the side of the play area, Acelamator thclass Acclamatar ikelass Ship Speed Dia Ship Care Token andl Shiokd Dial Command @ o Vale Muniticentclass Comms Figate Ship Card and Command Dias Mavinury Shield Value ~~ 4 nn AS eo) % Acclammator theless Ship Carel Acclamator Ihchiss ‘Defense Tokers Deter Star 8 ‘Command Dials, and Defense Tokens Consularclass Charger <70 Ship Cards with Specd Dials, Command Dials, and Detense Tokens V-19 Torrent Fighter Squadon Card Setup Area Markers Republic Deployment Zone Play area Range Ruler ‘stance side up) Separatist Deployment Zone Initiative Toker Munilicent-class Comms Frigate Ship Card with Speed Dial, Command Dials, and Defense Tokens Hardell-class Transport Ship Cards wi Dials, Command Dials, and Defense Valuine-class Droid Starfighter Squadron Card Command Tokens Dice Damage Deck Round Token Manewve oo x @ OBJECT OF THE GAME | | PLAYING THEGAME_ Wars: Armada is played over six rounds. Each round, Command Phase: their ships 2. Ship Phase: Playe 4. Status Phase: P flip over the inti Atthe end of the Status [te Jj PHASE 1: COMMAND PHASE aa [ During this phase, players secretly and simultaneously use thei Commanos ist command dials to choose commands for each of thee ships. ‘When revealed each command provides that ship with a Commands assist ships in numerous ways. A brief overview is presented below To chose acmmmail ite thecommandaal sana | (@) Nadal: ha eda ee aa desired command icon is framed by the dials fastener (see . = ct iectng Cena bee a ace hacer A Sent: Oni ents ae feosinen nea sit lp cua pecteg hae a9 oor cther command dials already ssigned to that ship ts (fete Heer ste ant damage Since command dials are placed facedown, each player can secretly plan their strategy and keep their commands hidden from their opponent. The affects of each command are brieily Concentrate Fire: Inceease the power of described in the “Commands” sidebar on this page: one attack During the fist Command Phase, the players must assign Each command is described in detail later in his booklet, ‘command dials to their ships so that each ship has a number Gi commard dil equal wo tseommord vale.The Repubtie uring the fist round ofthe learning scenai, plays player must choose one command for each of their Consular. might not know the game well enough to strategically {ss Chargers andl thee command for theit Acclamator-class hose commands thsi the eas, they can use the Assault Ship. The Separatist player must choose one command following suggested commands by assigning ther in the foreach of thei Hardcels and two commands forthe der presented so that the last command listed foreach Atunificareselass Frigate ship is on the bottom af its stack. + Consufar-clas Charger €70% RepalrD + Acclamator It-class: Navigate @, Squadron @, Concentrate Fire @ + Hardcell-class Transport: Navigate @ J las Comens Frigate Shp Card! + Munificont Lelass: Navigate @, Squadron @ 4 During the Command Phase of each subsequent rou, players —_ choose only one convmane! for each of thei ships because each ship reveals only ane cial euring the Ship Phase. Since newly chosen commands are placed uncer existing commands, the players are often planning for future rounds. Commands value When both players finish choosing commands for thelr ships, they proceed 16 the Ship Phase. Cuoosinc Commanns 1. The Separatist player chooses a © command fort racer ls Cara igs by eh ooh ship's unassigned command dials and mtating the disk so thal the foster ares the @ leon “Then the Separatist player assigns the command dial to the Munficent-class Comms Frigate by placing it next to the Muniicent.class' ship card. Since the Muniheent. class already has one command assigned to it, the player | rust place the new @ command under the: command dial that is already there sactivation, te revealed gal is placed ‘card: a faceyp command dial on a the ship has activated this round, Then player activates ane of their own unactivated ‘does not have any unactivated ships, that their turn, This process repeats until both activated all of thoi ships sep, the player reveals the top command dial on ships stack of command dials and places it faceup plastic ship. the player wants to resolve te ealed cormmand for its full effect this round, they can spend ate time todo so. ¥ the player wants (0 Command tokens provide players with flexibility, allowing, “them to use chosen commands in later rounds. However, ‘command tokens prociuce a lesser eflect than a command dial “when sper These elects are decribed in ctl en page 14 Attack [iting this step, the ship can pesform up 1 two attacks. An attack originates from one neat zone, and the target must be inside that hull oes sane. akc see “Firing Arcs anc Hull Zones" on this page’ The target of the attack can be either one hull zone of an enemy ship or one or more enemy squadrons. Then the attacker rolls attack dice in an attempt to damage the enemy target. The steps fof attacking are described in detail on page 15, erforma second from 9 different Atera ship performs is fist attack, itea attack, but the second attack must originat hull zone. ‘During the frst round of the learning scenatio, players can skip the “Attack” step because their ships and squadrons will ‘not be in attack range 1. Each ship has four firing arcs. Each are is the area botivoen its nis atc unss, which are printed on the ship token ® eft Hall Zoce Front Holl Zone ight Hull Zone Rear Hull Zane 2 Jy ship alse has four mua zones. Fach hull zone is the area on the ship token between ‘wo firing arc lines, Se TS es — Execute MANEUVER Dating this sep the ship must execute a maneuver: the player uses the manewer tool to determine a procise postion that the ship will move to, The distance the ship moves corresponds to its currert sree, which is racked on its speed dial To exocute a maneuver with a ship. the player periorms the following substeps in order 1. Determine 2. Move Ship Determine Course First, the player resets the maneuver tool so that all ofits joints are straight. Then that player may click the joints of the maneuver tool to the left or right to change the final position ‘and facing of their ship The sveeo cwatr on the ship's card inglicates how far each joint can be clicked away from the Center position ikee “Datermino Course Example” on the: right), Each column on the speed chart corresponds to the speed number atthe bottom of the column, 4 == ——

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