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Starship Captains - 4 Pages
Starship Captains - 4 Pages
Busted Cargo: If you take damage when you have no empty Just like artifacts, if you run out of pirates, flip the discards
cargo slots, you MUST discard an artifact or pirate token to over and make a new draw pile.
make room for it.
Fighting Pirates
Excess Damage: If all cargo slots are full of damage, any The fight pirates effect (yellow target) can be found in the
excess damage you take goes on top of the damage in the yellow room and on some techs and missions. If you
slots. There is NO LIMIT to how much damage your ship choose to fight:
can take.
1. Choose 1 pirate on any route leading from your
Repairing Your Ship current location.
The repair effect (gray wrench) lets you remove 1 damage 2. Take 1 damage.
token from your ship, either from your ship board or from 3. Take the pirate token and its reward.
your tech-slot board. 4. Add them to your ship.
If you have excess damage, your cargo slots remain full of There are two types of pirate tokens. There is one that
damage until ALL excess damage has been repaired. It does gives you an android and one that gives you an artifact and
not prevent you from repairing tech slots instead. a medal.
TECHS After you complete a mission, you need to reveal a new
There are 3 types of techs – Room, Ability, and Omega. mission somewhere else.
Room techs can be activated by a matching crew member.
Ability techs specify when they apply. Omega techs score 1. Take the highest-numbered face-up triangle tile and
game end points. place it face down on the planet where you JUST
COMPLETED the mission.
Researching a Tech 2. Deal a new mission to the planet you just took the
The blue room lets you take a tech card from the central tile from.
tech board and put it in an empty tech slot. Resolve any
immediate bonuses. At the END of your turn, draw a new Pirate Uprising
card from the alpha-beta deck, EVEN IF an omega tech was As players complete missions, the triangle tiles will count
taken. down. When tile 1 is placed face down, there is a PIRATE
UPRISING (skull with circular arrow).
Recycling a Tech Slot (two circling arrows) – This allows you 1. Place 1 pirate token skull side up on EACH of the
to discard a tech and put a new tech in its slot, gaining any numbered triangle tiles.
applicable bonuses. You can also use this effect to take a 2. At EACH of those planets, reveal the pirate.
tech and put it in an empty slot, like the regular research 3. If there is no pirate on the matching route, move
effect. the pirate there, otherwise discard the pirate.
4. Once you have finished with the pirates, turn ALL
Tech Bonuses – The icons along the sides of a tech card are numbered tiles face up and the countdown begins
potential bonus effects (repair 1 damage / gain 1 medal / again.
do 1 move). If your new tech has any icons that MATCH an
adjacent icon, IMMEDIATELY resolve those effects from Players resolve all planets simultaneously. If 2 planets
TOP TO BOTTOM. would send a pirate to the same route, the pirate from the
higher-numbered planet is discarded.
A damaged tech slot does not impact any of these icons.
YOUR CREW
MISSIONS Training & Promotion
Completing a Mission Training and promotion happen at the beginning of your
To complete a mission, your ship must already be at the turn. If you want to improve one or more crew members,
planet with the mission. The mission cannot be reserved by you must do so BEFORE activating a room or assigning crew
another player. Your ready room MUST have enough to a mission. ONLY figures in your ready room can be
figures: trained or promoted.
1. Take the mission, placing it in the slot next to your Training – You can train a cadet to be an ensign or retrain
ship’s transporter. an ensign to change its color. Training costs 1 medal –
2. Assign crew. For each line of the mission card, take return it to the supply.
1 crew member from your ready room and place it
on the transporter pad beside that line. The crew Choose a cadet or ensign in your ready room and return it
can be of any color, including cadets. to the supply, replacing it with a new ensign figure in the
3. Resolve the mission. Resolve EACH line of the color of your choice.
mission in order, top to bottom. If the figure is an
ensign of a MATCHING color, you may perform ALL Medals – You can improve your crew by spending medals.
of the depicted effects from left to right. There is no player limit to medals.
Commanders and androids have special rules. If the
figure does NOT match, ignore the line. Promotion to Commander – You can promote an ensign to
4. Slide crew. Once all lines have been resolved, slide commander. Choose an ensign in your ready room, pay 3
the figures into the queue, except androids, which medals, and put one of your available promotion rings on
are returned to the supply. Figures slide into the the figure – it’s now a commander of the same color. You
queue IN ORDER, with the topmost figure in front. are limited to 5 commanders. There is NO way to change a
5. Flip mission. Remove the card from the slot and commander’s color.
keep it face down. The mission is complete and will
be worth points at game end. Commanders – There are like ensigns, but can do 2 tasks.
The first task is just like an ensign activating a room or going
on a mission. The second task is either the commander Each time you loop a track, flip the tracker to its +5 VP side.
doing EXTRA WORK or COMMANDING A SUBORDINATE. There is no max value for the faction track. If you loop all
the way around a track twice, take that faction’s trophy
Extra Work – If you ask a commander to do extra work, it worth another 5 VP. You may have to track additional +5
depends on their assignment. If a commander has VPs separately.
activated a room, they can do a second room activation
before returning to the queue. This can be the same room END OF ROUND
again or a different room. The room must be with a Passing
matching color, including the universal repair room. Once you have passed, you take NO MORE turns for the
rest of the round. Once everyone has passed, the round
A commander that has resolved a line of a mission can then ends.
resolve the SAME line AGAIN (before moving on to the next
line). If the line offers choices, the choices can be the same The Queue
or different. During the round, figures will gradually move from the
ready room to the end of the queue. There are sometimes
Command a Subordinate – Instead of extra work, your ways to move someone from the queue to the ready room,
commander can command a subordinate to report to the but for the most part, the figures in the queue stay there
ready room. The subordinate must EITHER be a cadet or until the end of the round.
ensign OF THE COMMANDER’S COLOR. The subordinate
can be ANYWHERE in the queue (but NOT on a mission with At the end of the round, slide figures from the queue into
the commander). the ready room until ONLY the last 3 figures in the queue
remain.
After the commander activates the assigned room or the
assigned line of the mission, move the subordinate to the Starting New Round
ready room. After round 1, each round begins with new resources from
HQ. Distribute the new round’s figures or tokens evenly to
Androids – The android (gold robot) effect allows you to all players. New cadets go to the ready room.
gain an android. Take it from the general supply and place
it in your ready room. They can NEVER activate a room, but For each station tile on the round track, either move it to its
CAN be sent on a mission. station if no player’s ship is there OR move it to the NEXT
round if its station is occupied.
Androids match ALL 3 ensign colors, so it can gain the
rewards from ANY line of a mission. There are some Pass the starting player marker to the left. The new starting
mission lines that REQUIRE an android – other figures can player can begin play for the next round.
be placed there, but ONLY an android would get rewards.
END OF THE GAME
After completing the mission, the android leaves your ship, Scoring
so return it to the supply. If you pass with an android in the At the end of the game, score VP on the score sheet:
ready room, it REMAINS for a later round.
• VP for missions
DIPLOMACY • VP from the 3 faction tracks
Faction Tracks • VP from any omega techs (and passenger in solo)
Whenever you advance onto or through a faction track • 1 VP for EACH commander, android, and pirate on
space with a bonus, resolve it IMMEDIATELY. Rewards for your ship
advancing on these tracks are either color-coded or white, • ½ VP for each medal and artifact on your ship
meaning any track. • -1 VP for each damage on your ship.
Each faction has its own set of event cards (Tincan faction Most VPs wins and read epilogue for everyone’s score.
has only one). When a player reaches the event space of a
faction track, resolve the event IMMEDIATELY, then
remove the card from the track.
ONLY TWO events can occur per game. Once two have
been reached, remove the third from the game.