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Game Objective
When playing with the Union Command Deck, you assume the role of Hive Admiral McReady, a legendary Union commander. Your objective is to defeat your opponents, who can be another Command Deck in a one-on-one confrontation, or two players using standard starter decks in a 2-on-1 team format. While you can acquire and play cards from any faction, your starting deck and your gambits work particularly well with cards from the Trade Federation (✪) and Star Empire (✪) factions.
Preparation (Setup)
- Place your Hive Admiral McCready card, along with your Union Blitz and McReady's Maneuver gambit cards, face up in front of you. The Hive Admiral McCready card is for reference only and does not count as a Trade Federation (✪) or Star Empire (✪) card in play for triggering Ally Abilities.
- You start with 60 Authority. Use the included scorecards to track your Authority. One scorecard can be rotated and/or flipped to represent the change in the tens digit, and another can be slid and/or flipped to represent the change in the units digit. The sum of the two numbers in the circle represents your Authority score.
- Shuffle the Meganaut card into the Trade Deck before setting up the initial Trade Row.
- Shuffle the other 12 cards (Cluster Viper, Imperial Scout, Imperial Talon, Protopod, Ranger, Ripper, [4] Scout, Tribute Transport, and Viper) to create your Personal Deck.
- Your starting hand will be three cards if you play first, and six cards if you play second.
- If playing against two players, these players will use standard starter decks (eight Scout cards and two Viper cards). They 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
Union Faction Symbol
The Union faction symbol represents both the Trade Federation (✪) and Star Empire (✪) factions. The Meganaut card counts as a card of both factions and will trigger the Ally Abilities of either. Its own Ally Ability can be triggered by a Trade Federation (✪) or Star Empire (✪) card.
Union Blitz Gambit
This gambit remains face up in front of you throughout the game. Its Ally Abilities can be triggered and used each turn. You gain 1 Trade (✪) for each Ally Ability. If you manage to use both, you will gain a total of 2 Trade (✪) from the gambit that turn.
McReady's Maneuver Gambit
This gambit remains face up in front of you until you use it. You can use it by scrapping it at any time during your Main Phase. When you use it, you count as having an additional Trade Federation (✪) card and an additional Star Empire (✪) card in play that turn for triggering Ally Abilities.
End of Game and Scoring
Refer to the manual for details on this section.
Tips for Winning
- Your Union Blitz gambit can be triggered and used each turn, providing 1 Trade (✪) for each Ally Ability you manage to activate. Try to maximize the use of your Ally Abilities to generate additional Trade (✪).
- The Meganaut card is a valuable acquisition, as it counts as a card of both the Trade Federation (✪) and Star Empire (✪) factions, and can trigger Ally Abilities of both. Prioritize its purchase, but be aware that your opponents may also acquire it.
- Use the McReady's Maneuver gambit strategically during your Main Phase to count as having additional Trade Federation (✪) and Star Empire (✪) cards in play. This can be crucial for triggering powerful Ally Abilities in a key turn.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
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