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SpaceBase_CommandStation_Rulebook

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17 views12 pages

SpaceBase_CommandStation_Rulebook

Uploaded by

Andrei
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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JOHN D CLAIR

COMMAND STATION

Learn to Play Space Base™ at alderac.com/Space_Base

SB-CommandStation-Rulebook-ALT.indd 1 2019-02-07 5:21 PM


TABLE OF CONTENTS
6 & 7 Player Games .......................................................................................pg. 3
COMPONENTS
The Optimal...........................................................................................pg. 3
2 Command Consoles Command Station User
Light-Speed Variant...............................................................................pg. 3
(Player boards) Manual (Rulesheet)
Starting Resources.................................................................................pg. 3
Extra Dice Sets ..............................................................................................pg. 3
Shy Plutonium Cubes ....................................................................................pg. 4
How to Play (detailed) ..................................................................................pg. 5
Special Deployment Rules ............................................................................pg. 6
Ability Clarifications ...................................................................................pg. 6
Reward Clarifications ................................................................................pg. 11

INDEX
2X abilities .......................................... pg.10 Gain rewards for any
24 Starting Ship cards
divided into 2 identical sets
All players lose 4 sector 1-6 rewards ............................. pg.11
[insert vp symbol] abilities .............. pg.9 On your board abilities .................... pg.11
Arrow + arrows rewards .................. pg.12 Peek and buy abilities ....................... pg 6
Arrow and another Place a cards on any
reward rewards .................................. pg.12 7-12 sector abilities ........................... pg.9
Arrow both directions rewards ...... pg.12 Place one charge
Arrow diagonal arrows rewards ..... pg.12 anywhere abilities .............................. pg. 9

Bonus roll abilities ............................ pg.6 Pre-deployed cards ............................ pg.6

Buy a card abilities ............................ pg.7 Reroll dice abilities ............................ pg.9
Rewards and charges! ....................... pg.11 Player 6’s Player 7’s 14 Pre-Deployed
Charge and ability timing ................ pg.11
Claim a card abilities ........................ pg. 7 Set dice abilities ................................. pg.10 Starting Ships Starting Ships Cards
Credit or income or Swap sectors abilities ........................ pg.7
vp generating abilities ...................... pg.10 The “hard way” rewards ................... pg.11
Dice+arrow(s) abilities ..................... pg. 8 Variable sector cards ......................... pg.6
Exchange this card You win abilities ................................ pg.11
with any other card............................ pg.11 2 Credit 2 Income 2 VP
Counters Counters (Victory Points)
Counters
CREDITS
Designer: John D. Clair Graphic Design: Kris Aubin
Publisher: John Zinser Art Director: Erik-Jason Yaple
Director of Projects: Nicolas Bongiu Rulebook Writers: John D. Clair,
Erik-Jason Yaple 7 pairs of six–sided dice
Project Lead: Erik-Jason Yaple 30 Charge Tokens
Production: David Lepore Rulebook Editor: Darla Kennerud in 7 different colors
World Development: Erik-Jason Yaple Proofing: Kaz Nyborg-Andersen,
Nicolas Bongiu, Mark Harbison,
Writing: Shawn Carman
Todd Rowland, Mark Wootton
Lead Artist: Chris Walton
© 2019 Alderac Entertainment Group. Space Base, Saga Expansion,

PLAYTESTING
Shy Pluto, Command Station, and all related marks are ™ and ©
Alderac Entertainment Group, Inc.
555 N El Camino Real #A393
Andy McGuire Eric Martinez Nye Green San Clemente, CA 92672 USA
Anthony Schaeffer Erik-Jason Yaple Rhys Green All rights reserved. Printed in China.
Alex Daar Eva Balogh Sean Growley Warning: Choking hazard!
Ben Lesel Katalin Balogh Yan Yan
Not for use by children under 3 years of age.
Chris Buckley Kaz Nyborg-Andersen Zoe Stanton
Csilla Clair Mara Kenyon John Zinser Visit our website at www.alderac.com/space_base
Daniel Lepore Mark Harbison Questions? Email CustomerService@alderac.com
David Lepore Michael Kutan

SB-CommandStation-Rulebook-ALT.indd 2 2019-02-07 5:22 PM


A SPACE BASE™ EXPANSION
TO ADD A 6TH AND 7TH PLAYER
AGES 14 AND UP BY JOHN D CLAIR
Welcome Commodore, to the U.E.S. Command Station™.

This expansion to Space Base™ allows you to play with up to


seven players! It provides you with everything you need to
add two more players to your game as well as some additional
resources for transporting and playing your other Space Base™
sets and expansions.

6 & 7 PLAYER GAMES STARTING RESOURCES


If you are using the Light Speed variant, the standard starting
THE OPTIMAL 6 & 7 PLAYER SCENARIO method, or cards 1- 7 from the Emergence of Shy Pluto, the
starting bonus resources should be used when playing with 6 or
When playing with six or more players, U.E.S. Command 7 players.
suggests you use the Light-Speed Variant along with the Miners
of Shy Pluto Game Play Module (found in Saga Expansion 1). • The starting player does not gain any resources.
• The 2nd player gains 1 .
LIGHT-SPEED VARIANT • The 3rd player (if any) gains 2 .
When playing with six or seven players, U.E.S. Command
suggests you use the Light-Speed starting method. • The 4th player (if any) gains 1 .

• The 5th player (if any) gains 1 .


This is an optional variant for those who want to skip through
the first few turns of the game and get into the middle of the • The 6th player (if any) gains 1 .
game and reduce the average length of the game.
• The 7th player (if any) gains 1 .
This is not recommeded for your first play through.

Before the game, instead of using the usual starting method

EXTRA DICE SETS


where each player gets a random level 1 ship, use the following
starting method:
U.E.S. Command has your back, Commodore! You’ll notice you
• Each player begins the game with 15 and 1 . have seven pairs of Space Base™ dice. Each player should use their
• Each player draws four level 1 cards and two level 2 cards. own set of dice and, after making their roll, leave the dice as they
were rolled next to their board. This way if a Commodore has to
• Players may spend their 15 to buy as many of these cards leave their command console, they can quickly catch up on what
as they wish and can afford. These ships are placed on their happened while they were away by reviewing the dice rolls that
command consule and the starting ships in those sectors are they missed.
deployed behind the board.
The dice from the base set as well as the white dice from the Shy
• Any unspent is kept to start the game. Any unbought
Pluto expansion should be used for any bonus rolls or additional
cards are placed at the bottom of their respective decks.
rolls that need to be made. Place those dice in the center where
• The player who kept the most goes first. In the case of a any player can grab them if they’re needed.
tie, the player with the highest sector card goes first, and if
still tied, roll to see who goes first. Starting bonuses follow.
3

SB-CommandStation-Rulebook-ALT.indd 3 2019-02-07 5:22 PM


SETUP
1. Place the Shy Pluto card on the table face up (story
card 11). Randomly place 1 of the 6 small pink cubes
onto each of the spaces on the card with the face of the
die faceup.

2. Put all the small red cubes into the bag (this includes
all the red dice from Mystery Boxes 1 and 2).

3. Give each player one patrol ship token and place the
rest in a pile somewhere convenient for players to reach.

4. Make sure all the ship cards ( 21- 56) are


shuffled into the appropriate decks (level 1, 2, and 3).

ICON
There are effects that show this icon. When you gain this
as a reward or from an ability, take 1 patrol ship token.

SHY PLUTONIUM CUBES BUYING SHY PLUTONIUM CUBES


On your turn, after rolling the dice and claiming
(Saga Expansion 1 Spoiler Warning)
rewards, you may purchase one or more Shy Plutonium
For those of you who own Saga Expansion 1: The cubes (one of the six pink or red cubes on the Shy Pluto
Emergence of Shy Pluto, U.E.S. Command strongly card). You must spend a number of patrol ship tokens
recommends you play with the Miners of Shy Pluto equal to the cost shown above the cube (2, 3, or 4). At
variant that comes at the end of the story when the end of the turn, after you buy one or more cubes,
playing with 6 or 7 players. Those added cubes any cubes to the right of the purchased cube slide left
(a.k.a. dice) help keep players engaged in the game to fill in the empty spaces, then random cubes are
during opponents’ turns. You can use these cubes pulled from the bag one at a time and placed on any
when playing with up to seven players. Set-up rules empty spaces.
for The Miners of Shy Pluto is reprinted below to
incorporate rules for 6 and 7 players. USING SHY PLUTONIUM CUBES
2-3 Players: Every turn during the roll phase (on
both your turn and opponents’ turns) roll all the Shy
Plutonium cubes that you have bought and gain as
rewards anything they show.

4–7 Players: Every turn during the roll phase, on


your opponents’ turns, roll all the Shy Plutonium
cubes that you have bought and gain as rewards
anything they show.

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HOW TO PLAY
sector. The active player gains the blue rewards for cards on their
board. The passive player(s) gain the red rewards for deployed
cards. Passive players with multiple deployed cards in one sector
The starting player takes the first turn of the game.
gain all the rewards in that sector when allocating dice there.
When a player finishes their turn, the next player clockwise
See the following examples for further clarity on this.
around the table takes a turn. Players continue taking turns until
the end of the game. Note: If doubles are rolled and you take the dice separately, you
gain the rewards for that sector twice.
ON A TURN 5. ABILITIES MAY BE TRIGGERED: Same as before (phase 1), players
When a player is taking a turn, they are considered the active may now trigger abilities if possible and desired.
player; everyone else is considered a passive player on that turn.
Turns are fairly simple in Space Base™. Generally… 6. BUY A CARD AND/OR CUBES: The active player may buy any
one card they can afford from the 18 available ship cards in the
• The active player rolls the dice and the appropriate players roll Shipyard, or buy a Colony card. The active player may choose to
their Shy Plutonium cubes. buy no cards if they want to save their .
• Based on the roll, the cards on players’ boards, and the rolls
of the Shy Plutonium dice, ALL players will gain zero or more You may not buy a card that costs more than the number
various rewards. of you have. If you buy a card you must spend all of your
• The active player buys a card (or chooses not to). (set your yellow cube to 0) even if that means you spend more
• If the active player bought a card, they reset their than the price of the card.
to their . When you buy a card, place it in the appropriate sector on your
• The active player’s turn ends, and play passes clockwise. board as indicated on the card (the top-right grey number). The
card that was in that sector on your board becomes deployed in
What follows are more detailed and formal phases of a turn to that same sector above your board. See example on page 15.
help clarify when abilities can be used.
Additionally, the active player may purchase one or more Shy
1. ABILITIES MAY BE TRIGGERED: (Remember “rewards” and Plutonium cubes from the market. They must spend a number of
“abilities” are different things). All players may optionally trigger patrol ship tokens equal to the cost shown above the cube.
abilities as desired. The active player may trigger abilities with 7. CHARGE ABILITIES MAY BE TRIGGERED: Same as before, players
blue or green ability boxes. The passive players may only trigger may now trigger charge abilities if possible and desired.
abilities with red or green ability boxes. You may NOT trigger
certain abilities, like those with the 2 dice icon. 8. REFILL SHIPYARD AND/OR MARKET: If any cards were taken from
the shipyard, replace them with the top card of their respective
2. ROLL: The active player rolls both dice and appropriate players deck. Each level should have a selection of six cards at the end of
(based on number of players) roll their Shy Plutonium cubes and your turn. If any Shy Plutonium cubes were taken, slide any cubes
collect the rewards from those cubes. Some abilities like “re-roll” to the left to fill empty spaces. Random cubes are then pulled from
or “set dice” may be used now and only now. the bag, one at a time, and placed on any empty spaces.
3. ALLOCATE DICE: See examples on following pages. Each player
9. INCOME: If the active player’s cube is lower than their
chooses to claim the dice separately or as a sum. Each player’s
choice is independent. For example, if the active player chooses cube, they move their cube up to be equal with their cube.
to take the sum of the dice, it has no impact on the other players’ This is all does, but it can be quite handy. Passive players do
ability to choose the individual dice or the sum of both. Any nothing in this step.
player that chooses the sum may now trigger abilities that show
the green 2 dice and arrow icon. (see page 8)
END OF TURN!
4. GAIN REWARDS: Each player now gets the rewards on their The next player in clockwise order begins their turn.
cards for the sector(s) the dice match. Each sector that you
allocate dice to allows you to gain rewards from cards in that

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SPECIAL ABILITY
DEPLOYMENT RULES CLARIFICATIONS
PRE-DEPLOYED CARDS
When playing with six or seven players, use the
BONUS ROLL
included McCaffery Class Monitor-Relay Crafts. These abilities can be used only during phase
These ships, with their own unique card back, 1, 5, or 7 of the turn (see page 5).
are pre-deployed in their listed sectors before
the game. Each player should get one pair (one When you gain a , roll two dice. You
for the 7 and one for the 8 sectors). These cards
may allocate the dice and gain rewards
gain charges during the opponents’ turns. When
for this roll like you would as the active
charged with 3 Charge tokens, they may be
player. However, ignore any effect that
used during an opponent’s turn to either perform
a bonus roll or look at the top two cards of any would cause you to affect other players, the
ship deck and buy one of those two cards. The shipyard, or the unbought colony cards.
exact text for these abilities is below. You may use re-roll abilities and modify
your sector rewards with effects as
This ability on the Monitor-Relay Crafts may only normal. Other players ignore your bonus
be used on opponents’ turns. If there is a timing
roll—it does not affect them.
issue about which player gets to act first using
these abilities, start with the active player and go
Tip: Try using different dice than the dice
clockwise. When you use a charged Monitor-Relay
Craft ability, you may take a or a action. you normally roll on your turn; this way
other players are less likely to confuse
your bonus roll with a regular roll and
VARIABLE SECTORS mistakenly gain rewards for it.

When you see a ship’s sector listed with a “+” after it, that
means when the ship is first acquired it may be placed in
any sector equal to or greater than the sector shown. Thus

PEEK AND BUY


a ship with a “1+” could be placed in any sector, whereas a
ship with a 8+ could be assigned to sectors 8, 9, 10, 11, or 12.

These abilities can be used only during phase


“REWARDS” AND “ABILITIES” ARE 1, 5, or 7 of the turn (see page 5).

DIFFERENT THINGS When you gain a , look at the top two


cards of any ship deck, buy up to one of those
ALL ship cards give you rewards. Rewards are gained based on the dice cards, and then put the rest on the bottom
roll. The result of each die roll will tell you which cards you can gain of the deck. Using an ability that allows you
rewards from. Cards that give the reward of a will show one or more to “Buy a Card” is similar to a normal buy
if the card is “stationed” on your board or if the card is “deployed” except that you only spend the exact cost of
above your board. When you gain the reward for one of these cards, all
the card you buy instead of all your .
you do is place 1 on one of these empty squares, if there are any.

Abilities are linked to one or more or and the presence of on


the ability box. Using an ability requires you to remove a specific number
of from that card to use the ability.

IMPORTANT: To use an ability you do NOT need to roll any specific


die result. The timing of when you can use an ability is specific to that
ability and has nothing to do with what the roll was.

SB-CommandStation-Rulebook-ALT.indd 6 2019-02-07 5:22 PM


BUY A CARD / CLAIM A CARD SWAP SECTORS
These abilities can be used only during phase 1, 5, or 7 of your These abilities can be used only during phase 1,
own turn (see page 5). 5, or 7 of your own turn (see page 5).

BUY A CARD An ability that says you may swap cards in


sectors means you take ALL the cards in those
When you use the “Buy a Card” ability, it acts similar two sectors and swap them. This includes the
to a normal buy except you only spend the exact cost station card and all the deployed cards in each
of the card you buy instead of all your . Moreover, of those sectors.
you may still make your normal buy on your turn.
In the example below you would move all of
If the buy ability also gives you money, you gain the your cards from your 5 sector into your 8 sector, and all of your
money before you buy the card. You are not required cards from your 8 sector into your 5 sector.
to buy a card when using this ability.
A couple of notes: 1: Any cards you buy during future turns
CLAIM A CARD are still placed according to their sector number as normal. 2:
Many of these abilities have a reward listed above their charge
When you claim a card, simply choose a ship card squares. These are rewards and are earned when you gain
of the appropriate level from the shipyard and add rewards for that card in addition to placing a on the card.
it your console without paying for it. This is not a
“buy” and you may still make your normal buy. You
are not required to claim all the cards indicated.

Before: The swap action moves all cards in sector After: The sector 5 cards now sit in sector 8, and
5 into sector 8 and vice versa. the sector 8 cards now sit in sector 5.

SB-CommandStation-Rulebook-ALT.indd 7 2019-02-07 5:22 PM


DICE+ARROW(S) If this ability shows only 1 then using this ability means the
sector you gain rewards from this turn is shifted one sector to
This ability shows 2 dice to remind you it can
the right. For example, if a 9 is rolled and you use this ability, you
only be used if you allocated the roll to the
would gain rewards for your 10 sector instead of your 9 sector.
sum, and a right pointing arrow to tell you
that you will be changing which sector you
get rewards for. If the ability shows both a and then using this ability
means the sector you gain rewards from this turn is shifted 1 or 2
These abilities can only be used during sectors to the right (your choice).
phase 3 (“allocate dice”) of the turn and
only if you chose to allocate the sum of the You may combine these types of effects on a single roll to shift
dice. It may be used on either your turn or your reward sector many spaces along your board.
your opponent’s turn because it is a green
ability. Like all other abilities, this ability may be used regardless
of what sector it is placed in, regardless of what sector(s) are
To use this ability, you must use the rolled on the dice, and regardless of it being deployed or not
deployed. Moreover, the ability is green, so it can be used on
sum of the dice. any player’s turn.

EXAMPLE OF USING GREEN-DICE-ARROW EFFECTS


Your opponent rolled double 4. You have 2 single arrow effects charged and 1 double arrow effect charged. You
could take the dice individually, but you have nothing in sector 4. However, a better option would be to combine
the dice and activate 2 charged effects. Use a from sector 1 or sector 2 and then use a from sector 5 which
allows you to shift 3 spaces to the right. This will give you 4 from sector 11. Combining the dice would you
give you a value of 8, but you also have nothing in this sector.

SB-CommandStation-Rulebook-ALT.indd 8 2019-02-07 5:22 PM


REROLL DICE PLACE ONE CHARGE ANYWHERE
These abilities can be used only during phase 2 (“roll”) of your These abilities can be used during phase 1, 5, or 7 of any player’s
own turn (see page 5). Rerolling one or both dice affects all turn (see page 5). For the Shy Pluto expansion, we have made it a
players. When a player is considering using this ability, they . When you use an ability with ,You may place one on an
should warn the other players, so they do not gain rewards using empty charge square on any of your other cards.
the wrong dice results.

PLACE A CARD ON ANY 7–12 SECTOR ALL PLAYERS LOSE 4


These abilities can be used only during phase 1, 5, or 7 of your own
These abilities can be used only during phase 1, 5, or 7 of your
turn (see page 5). This allows you to put cards on sectors they may
own turn (see page 5). Other players lose 4 . A player can never
not normally be placed on, such as putting a card for sector 12 on
sector 7. drop below 0 .

SB-CommandStation-Rulebook-ALT.indd 9 2019-02-07 5:22 PM


SET DICE 2X – DEPLOY (PASSIVE)
These abilities can be used only during phase This ability can be used only during phase 4
2 (“roll”) of your own turn (see page 5). This (“gain rewards”) of an opponent’s turn before
must be used before you roll the dice. Instead gaining rewards from the roll (see page 5).
of rolling a die, you choose which result to When you activate this ability and resolve
place it on. its effect, gain whatever red rewards you get
this turn for one sector two times. Note, this
For example, instead of rolling a die you may ability cannot be used to charge itself.
place it so the ‘6’ result is used. Further, if you
had a on both of the blue charge squares, Example to the right: If
you would be able to spend 1 to set 1 die a 5 and 6 were rolled on
and roll the other, or spend both to set your opponent’s turn
both dice to any numbers you want. and you allocated the
dice individually, you
could use this ability
to gain the rewards
for sector 5 twice,
2X – STATION (ACTIVE) thus placing a and
This ability can be used only during phase gaining the 3 from
4 (“gain rewards”) of your own turn before sector 5 twice (for a
gaining the rewards for the roll (see page 5). total of 6 and 2
When you activate this ability and resolve being placed), but you
its effect, gain whatever blue rewards you get would not gain the 2
this turn for one sector two times. Note, this from the 6 sector a
ability cannot be used to charge itself. second time.
Example to the right: If a 2 and 3 were rolled
on your turn and you activated this ability,
tafter claiming your from your 2 and 3
sectors you could choose to take the reward
from either your 2 or 3 sector a second time.
If you took the sum for a 5, this ability would
let you gain your 5 sector reward twice.

CREDIT (OR INCOME OR VP)


GENERATING ABILITIES
This ability can be used only during phases 1,
5, and 7 (see page 5). When you activate this
ability and resolve its effect, gain the , (or
, or ) listed in the ability box.

10

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EXCHANGE THIS CARD WITH ANY OTHER CARD
ON YOUR BOARD
REWARD CLARIFICATIONS
This ability can be used during
phase 1, 5, or 7 of any player’s REWARDS AND CHARGES!
turn (see page 5). When you use Some cards (examples to the right) give
this ability, exchange this card’s you both a regular reward and a . When
position with any station card on gaining rewards for these cards you gain
your board. both the (or other rewards) indicated
under the name of the card, and you get to
For example, if this card was on
place a as normal.
your board in sector 9, you could
swap it with your 7 sector card
on your board, in which case
that card would now be in your 9
CHARGE AND ABILITY TIMING
As long as an ability can be used after gaining rewards for the dice
sector and this card would be in
roll, you may use that ability the same turn it becomes fully charged.
your 7 sector.
Also note, almost always players can simply allocate dice,
As another example, if this card were deployed in your 9 sector,
gain rewards, and execute abilities simultaneously in order to
and you used the ability, you could swap it with your
minimize downtime. If it becomes important to resolve things
4 sector station card on your board. In this case that card would
in order, the active player should allocate dice and resolve all
now be deployed in your 9 sector and this card would be on your
rewards and activations first, followed by the next player(s) in
board in your 4 sector.
clockwise order.

YOU WIN!
This ability can be used during phase 1, 5, THE “HARD WAY” REWARDS
or 7 of any player’s turn (see page 5). Yup, When doubles are rolled, you either gain a reward in place of the
you read that correctly. When you use this standard reward on the card or you gain a reward conditionally
ability, points are irrelevant; the game ends based on rolling doubles.
immediately and you win! Do not finish the
round. If another player has more than 40
you win anyway.

Example: Normally this Example: When an opponent


reward provides 2 , but when rolls a double 4, you gain 7 .
you roll a double 4, you gain 8 Otherwise, this card provides
instead. no reward.

“GAIN REWARDS FOR ANY SECTOR 1-6”


This reward means you gain the blue rewards for a number of
unique cards on your board in sectors 1-6. You may not gain the
same blue reward more than once.

Gain the Blue rewards Gain the Blue rewards


for any three of your for any two of your
sectors 1-6. sectors 1-6.

11

SB-CommandStation-Rulebook-ALT.indd 11 2019-02-07 5:22 PM


ARROW REWARDS ARROW AND ANOTHER REWARD
If there is an arrow and another reward, the arrow works
BOTH DIRECTIONS the same in this case, but you only can get the rewards for
the sector in the direction of arrow. However, you also get
If there is an arrow pointing to the right
the reward shown in addition to the arrow. For example, if
and one to the left, then you choose
the card below was on your board in your 12 sector and you
whether to gain the rewards one
rolled a 12, you would gain 3 and whatever reward you get
sector to the left or one sector to the right.
for your 11 sector. If the card was deployed on your 12 sector,
For example, if the card shown here you would get all of your other red rewards in that sector, 1
was on your board in sector 10, and you and the arrow would give you all of the red rewards in the
rolled a 10, you could gain the rewards 11 sector as well.
for your sector 9 or sector 11 card.

In the example below, if this same


card was deployed in your sector 10,
and another player rolled a 10, you
would gain the rewards for ALL cards
deployed in your 10 sector as usual (2 plus 3 ) and the
reward for this card would mean you would also gain ALL DIAGONAL ARROWS
the rewards for cards deployed in your 9 sector or in your These arrows point diagonally to the top left and the top right.
11 sector (so 4 more and 3 from your 11 sector). When this card is deployed, they can trigger station rewards, and
while in station they can trigger deployed rewards.

card one sector to the right or left.


gain the blue station rewards of the
When you gain this reward you

When you gain this blue verion of this reward, you may gain all
the red rewards on your deployed cards that are in the sector one
space to the right or left. When you gain the red version of this
reward you gain the blue station rewards of the card one sector to
the right or left.

A NOTE ON INFINITE LOOPS — YOU CAN’T!


Multiple arrows next to each other can chain together.
ARROW + ARROWS However, you can’t create infinite loops. If you use the sum of
When you gain the rewards for this card, you then also gain the the dice, each reward may only be claimed once. If you use the
rewards for both the sector one space to the left and 2 spaces to individual dice, each reward may be claimed no more than twice;
the left. For example, if this effect is in your 7 sector, gaining this once for one die, and once for the other die. For example, in the
reward would also give you the rewards for your 5 and 6 sectors. case below, if you rolled a 7 you would gain 1 and then also gain
your 8 sector rewards. Your 8 sector reward lets you gain your 7 or
9 sector reward, however, since you’ve already gained your 7 sector
reward for this roll you can’t gain it again, so you would want to
+ + gain your 9 sector rewards.

7 8
12

SB-CommandStation-Rulebook-ALT.indd 12 2019-02-07 5:22 PM

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