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Game Objective
When playing with the Alliance Command Deck, you assume the role of Fleet Director Nandi, a legendary Alliance commander. Your objective is to defeat your opponents by reducing their Authority to zero. While you can acquire and play cards from any faction, your starting deck and gambits are especially effective with cards from the ✪ and ⊕ factions.
This Command Deck can be used in a one-on-one confrontation against another Command Deck, or you can use it to face two players who use standard starting decks.
Setup
- Place your Fleet Director Nandi card, along with your Alliance Procurement and Nandi's Onslaught gambit cards, face up in front of you. The Fleet Director Nandi card serves only as a reference and does not count as a ✪ or ⊕ card in play for activating Ally Abilities.
- You start with 68 Authority. Use the included score markers to track your Authority. To represent the score, rotate and/or flip the card for the tens digit and slide and/or flip the card for the units digit. Add the two numbers in the circle to get your Authority score.
- Shuffle the Super Freighter card into the Trade Deck before setting up the initial Trade Row.
- Shuffle the other 12 cards (Cargo Boat, Diplomatic Shuttle, Federation Scout, Imperial Viper, Ranger, [4] Scout, Stellar Falcon, Tribute Transport, and Viper) to create your Personal Deck.
- Your starting hand is five cards. When playing first, you draw three cards. When playing second, you draw five cards.
Setup for 2 vs 1
When playing against two players, these players will use standard starting decks (eight Scout cards and two Viper cards). They will play as a Hydra team with a total of 75 Authority. Hydra teams share a turn, can share trade and combat, but have separate decks and ally triggers.
Game Flow
Refer to the manual for details on this section.
Actions and How to Play
Your starting hand is five cards. You can acquire and play cards from any faction, but your starting deck and gambits work particularly well with ✪ and ⊕ cards.
Alliance Faction Symbol
The Alliance faction symbol represents both ✪ and ⊕. The Super Freighter card counts as a card from both factions and will activate the Ally Abilities of either. Its own Ally Ability can be activated by a ✪ or ⊕ card.
Gambits
- Alliance Procurement: This gambit remains face up in front of you throughout the game. It can be used once on each of your turns, at any time during your Main Phase. When using it, decide whether to gain 2 Trade or place the next ship or base you acquire on top of your deck.
- Nandi's Onslaught: This gambit remains face up in front of you until you use it. You can use it by discarding it at any time during your Main Phase. When using it, you count as having an additional ⊕ card and an additional ✪ card in play that turn for activating Ally Abilities.
End of Game and Scoring
Refer to the manual for details on this section.
Tips for Winning
- The Super Freighter card is a great acquisition for you, as it counts as a card from both factions (✪ and ⊕) and can activate Ally Abilities of either. Prioritize its purchase, but be aware that your opponents may also acquire it.
- Utilize the Alliance Procurement gambit strategically in your Main Phase. Decide if you need 2 extra Trade to buy a more expensive card or if you prefer to place a newly acquired ship or base on top of your deck to have it available more quickly on your next turn.
- The Nandi's Onslaught gambit is powerful for activating Ally Abilities. Save it for a turn when you have multiple ✪ and/or ⊕ cards in play, maximizing the effect of their Ally Abilities and potentially making a big impact on combat or trade.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
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