RulesPal
Chat
Rulebook
Flagship: Prometheus Unchained thumbnail

Flagship: Prometheus Unchained

Flagship: Prometheus Unchained Rulebook

Table of Contents

Table of Contents

  • Welcome to Flagship!
    • How to Win
    • Important Information: Cards versus Rules
    • Components
  • Game Terms
  • The Cards
    • Card Sections
  • Types of Cards
    • Starting Cards
    • Action Cards
    • Crew Cards
      • Crew Networking
    • A Note on Reaction
  • Starting the Game
  • Sequence of Play
    • 1. Untask
    • 2. Gain Command
    • 3. Rearrange Your Fleet
    • 4. Issue Orders
    • Issuing an Attack Order
      • A) Declaration
      • B) Focus
      • C) Support
      • D) Defend
      • E) Resolution
    • Issuing a Basic Order
      • A) Declaration
  • Example of Play (20-point game)
    • Initial Setup
    • Andrew's First Turn
    • Charles's First Turn
    • Andrew's Second Turn
    • Charles's Second Turn
  • Alternative Ways to Start Games
    • Skirmishes
    • Team Play
    • "Free for All" Play
    • Chronology
  • Optional Rules
    • Prepared Decks
    • Interactive Play
  • Scenarios from Coyote Stands
    • Raptor's Nest ("Nido de Raptor")
    • Generic Battle
    • Scramble! (printed "Scarmble!")
    • Generic Battle
    • The Battle for LP764

Welcome to Flagship!

Flagship is an expandable card game of tactical combat between spaceships. Each player commands a fleet of starships from one of the four empires of space. Players fight their opponents' fleets by maneuvering their ships, deploying their crews and issuing attack orders.

How to Win

The first player to destroy the opponent's Flagship wins the game!

Important Information: Cards versus Rules

Whenever the text of a card contradicts a rule of the game, the card takes precedence. These rules present the basic method of play. The cards provide exceptions, improvements and special abilities that create a variety of options and strategic opportunities for the players.

Components

Each copy of Flagship: Coyote Stands contains the following:

  • 1 deck of 55 Standing Nations cards

  • 1 deck of 55 Kiriki Swarm cards

  • 6 dice to record hits and Command Points

  • Quick Start rules

  • Original English rulebook + this translation.

Game Terms

Active Player: the player whose turn is being played.

Inactive Player: any player who is not the Active Player.

Set-up Points (Puntos Iniciales): points awarded to each player at the start of the game. These points are used to buy the players' starting fleets.

Command Points: a pool of points for each player that are earned and spent during the course of the game. There is no limit to the number of Command Points a player may have or save.

Tasking (Emplear): rotating a card 90 degrees clockwise to indicate that it has been tasked. A card cannot be Tasked again until it is Untasked (rotated back to the upright position).

Paying Costs: whenever a card or rule specifies a cost, it must be paid immediately. Costs are generally Tasking a ship, paying Command Points or discarding cards.

Attached Cards: Crew cards and some Action cards can be attached to individual ships. To indicate that a card is attached, the attached card is slid under the ship card so that the Abilities section of the attached card remains visible. A player may attach as many cards to a single ship as desired. Attached cards cannot be moved from one ship to another.

Hits: damage received by a ship. Once a ship receives a number of hits equal to or greater than its Hull value, the ship is destroyed.

Range: a weapon's Range determines the distance at which a target must be in order to be attacked. The ships of a fleet are arranged in 1 or 2 rows, and the distance to targets is measured in rows. When determining which row a weapon can attack, count all the rows from the attacking ship to its target, including the target's row. Example: your ship is in your first row. It can launch a Direct attack (Range 1) against the enemy first row, or a Guided Attack (Range 2) against the enemy second row. If your ship is in your second row, it can only launch a Guided Attack (against the enemy first row).

Hand Size: the number of cards players hold in their hands. Players have a Hand of 7 cards. Note: here is an example of a discrepancy between the cards and the rules. In the "Prometheus Unchained" set, Prometheus increases Hand Size by 1. A player using Prometheus will have a Hand Size of 8.

The Cards

Card Sections

Set-up Cost: the amount of set-up points it costs to buy the ship for the fleet. These costs are printed in red and appear only on cards with a silver background.

Background color: indicates when a card may be played from a player's hand.

  • Silver: starting fleet cards (ships and leaders)
  • Gold: crew cards, played by the Active Player
  • Red: action cards, played by the Active Player
  • Blue: action cards, played by the Inactive Player

Command Cost: the cost that must be paid in command points to put the card into play during a turn. These costs are printed in black.

Card name.

Card number and illustrator name. They have no effect on the game.

Flavor text: provides information about the Flagship universe. It has no effect on the game.

Rules text: describes the card's special abilities and when they can be used. If the text is in red, these are special rules that must ALWAYS be obeyed.

Traits box: indicates the traits associated with the card. A card's traits determine which other cards can be played by it or against it.

Abilities: ship and crew cards have four abilities:

  • Attack (Atk): the weapon capabilities of the ship.
  • Command (Cmd): the number of Command Points the ship gains each turn. These points may be saved from turn to turn.
  • Defense (Def): the ship's ability to stop hits when it is attacked.
  • Hull: the number of hits needed to destroy the ship.

Empire: on the back of the cards a symbol indicates the empire to which they belong. All the cards in a player's deck must belong to the same empire.

Types of Cards

Starting Cards

Starting cards have a silver background and are used to form each player's starting fleet. They include Flagships, Leaders and other ships. Any starting card not chosen is set aside and is not used during the game.

Action Cards

Action cards have red or blue backgrounds and are added to players' hands by drawing them from the draw deck.

A red background indicates that the card may be played from a player's hand when that player is the Active Player. A blue background indicates that the card may be played from a player's hand when that player is the Inactive Player.

Each action card has a word in bold that indicates when it may be played. To play an Action card, the player places it face up on the table, pays its cost and declares its effect. Most Action cards are discarded once their effect has taken place. When an Action card must remain in play longer, this is specified on the card itself.

Some cards do not have an immediate effect, but their effect occurs later.

Example: a card has a red background and its rules text says that the card must be discarded to stop hits. This card would be played by the Active Player (since it is a card with a red background), but it would have no effect on the game until it was later discarded to stop hits.

Any cost involved in playing a card must be paid when the card is played, even if the card does not affect the game immediately.

Crew Cards

Crew cards have a gold background and are drawn from the deck into the player's hand.

To put a Crew card into play, the Active Player pays its Command Point cost and attaches it to one of their ships. Attached crew members improve the ships' capabilities. Once a Crew card is attached to a ship, it remains attached to the ship for the rest of the game. If a ship is destroyed, every card attached to it is placed in its player's discard pile.

The color of a Crew card's abilities indicates the type of crew member:

  • Gold: commander or captain
  • Blue: First Officer
  • Red: regular crew

A ship may have only one gold crew member and one blue one. However, there is no limit to the number of red crew members a ship may have.

Crew Networking

Crew members are assumed to be at their posts at the start of the game. Each crew member, using the fleet's command and control network, can affect several ships of the fleet in battle. That crew member's cards may be attached to several ships, or several copies of the same card may be attached to the same ship. The cards mean that the crew member is doing exceptional work.

Example: a Kirikin Swarm fleet has two copies of Gaj (Beam Gunner) attached to the Ninzi, and one Gaj (Missile Gunner) attached to the Savatta. This represents Gaj doing extraordinary work with the Ninzi's Energy Attacks (+6 Direct), and good work coordinating the Savatta's missile weapons (+3 Guided).

A Note on Reaction

Whenever the word React appears in bold in a card's rules text, the card is played outside the normal Sequence of Play. The moment when a React card may be played is specified on the card. When played, the card applies immediately.

Starting the Game

Commander's introduction: combat between galactic fleets requires a great deal of planning and coordination to be carried out successfully. You are in command. Choose your commander, choose your ships and start shooting at the enemy fleet. Your goal is simple. Destroy the command and control center of the enemy fleet by finishing off its Flagship!

Each player chooses an empire and secretly buys their starting fleet by spending 20 set-up points. The starting fleet must contain exactly 1 Flagship and 1 Commander attached to it. The remaining set-up points are spent to buy other ships. Starting cards that are not bought will not be used in the game.

(See the illustration on p. 8 of the original rules. Its labels: Enemy Player's cards and Command Die; Your first row of ships; Your Sequence of Play card; Your second row of ships; Your Draw deck; Your Flagship and Commander; Your Command die.)

Each player rolls a die. The one with the highest result may choose between placing their ships first and playing first, or placing after seeing the opponent's placement and playing second.

ARRANGE FLEET: the first player places their starting fleet in 1 or 2 rows and places a die next to the Commander card to indicate the number of Command Points available. Players begin with a number of Command Points equal to the total Command (Cmd) ability of their starting fleet (generally 3 points). The second player follows the same steps.

SEQUENCE OF PLAY: players set their Sequence of Play cards to one side to use as a reference.

CREATE A DRAW DECK: each player shuffles their Action and Crew cards together and places them face down to form a draw pile. The opponent has the option to cut that pile if they wish.

DRAW 7 CARDS: each player draws 7 cards (their Hand Size) from their pile. The cards drawn are not revealed to the opponent.

BEGIN: the first player begins the game by playing a turn as explained on the Sequence of Play card.

Note: it is acceptable, and recommended, to play any of the Flagship empires against each other, and even to play games between fleets of the same empire.

Sequence of Play

Commander's introduction: prepare your ships, gather your officers and issue the orders. The time has come to deploy your forces and attack the enemy!

Players alternate turns until one wins the game by destroying the opponent's Flagship. In each turn the Active Player completes the following steps in this order:

  1. Untask
  2. Gain Command
  3. Rearrange your fleet
  4. Issue Orders (repeated)
  5. Discard
  6. Draw

1. Untask

During the game, Orders and certain special abilities require players to "Task" their cards. During the Untask phase, the Active Player Untasks or releases all of their cards by rotating them back to their normal upright position.

2. Gain Command

Command Points are gained in this step. The Active Player adds up the total Command Points shown in the Command (Cmd) ability of their Flagship, Commander and other cards, and adds that total to any Command Points they may have saved. A die placed next to the Commander card is used to keep track of each player's Command Points.

3. Rearrange Your Fleet

Each player's fleet may be arranged in 1 or 2 rows. The Active Player may freely rearrange their ships, including adding or removing a second row. A fleet cannot have ships in a second row unless there is at least 1 ship in the first row.

4. Issue Orders

TYPES OF ORDERS: there are two types of Orders: Attack and Basic. The words in bold in cards' rules text indicate during which type of Order and in which step the cards may be played.

Attack Orders are used to attack the enemy fleet. They are issued in this sequence: a) Declaration b) Focus c) Support d) Defend (Inactive Player) e) Resolution

Basic Orders are issued in this sequence: a) Declaration b) Resolution

During a turn, the Active Player may issue as many Orders as they wish or are able to. Costs must be paid at the moment they are due. Each Order must be resolved before the next one can be issued. The effects of a card can only be used once per Order. The cost cannot be paid several times to repeat the effect.

Example: with the Cobra Squadron, the player may spend 1 Command Point for the Pulse Laser ability to generate +2 Direct during an Order. The player cannot spend more than 1 Command Point to receive the bonus several times during the same Order.

Issuing an Attack Order

When a card is Tasked to make an attack, only one card may be Tasked. A player cannot task several cards and add their values.

There are 4 types of attacks:

DIRECT ATTACKS: Direct Attacks are made at a Range of exactly 1 and produce hits equal to the Attack (Atk) ability of the Tasked ship, plus its attached Crew cards, and any other modifiers in effect. All ships can launch Direct attacks. Some cards can increase the range of a Direct Attack by 1. Example: you are making a Direct Attack from your first row using the Cobra Squadron. Normally the Cobra Squadron could only launch an attack on the opponent's first row. By means of playing an "Eye to Eye" card, the attack could be launched against the enemy second row.

GUIDED ATTACKS: Guided Attacks are made at a Range of exactly 2 and produce a number of hits equal to the Attack (Atk) ability of the Tasked ship, plus its attached Crew cards and any other modifiers in effect. All ships can launch Guided Attacks. Some cards can increase the Range of a Guided Attack, or reduce it to 1.

BOARDING ATTACKS: Boarding Attacks are made at a Range of exactly 1. They produce no hits. The purpose of Boarding Attacks is to attach the Boarding card to the opponent's ship to allow assaults to be launched against it during later Orders. Boarding attacks can only be made with a Boarding card. Some cards can increase the Range of a boarding attack by 1.

ASSAULT ATTACKS: Assault Attacks are made against ships to which a Boarding card has been attached. The Boarding card is Tasked to produce a number of hits equal to its Assault value. Boarding cards must be Untasked during the Untask phase at the start of each turn.

To launch an attack, players follow this sequence:

A) Declaration

The Active Player states the type of attack and indicates which of the opponent's rows will be the target. If the attack is a Direct or Guided attack from a ship, the player must Task the ship. The player may also use any cards that have the word "Declare" in bold, placing them face up on the table and paying the associated cost.

Attached crews, and other cards in play, may affect the ship's attack capabilities.

Example: a player's ship has an Attack (Atk) ability of 3. The player attaches to it a crew card with abilities +1 Atk and +2 Direct. When the ship launches a Guided Attack, it will produce 4 hits. When the ship launches a Direct attack, it will produce 6 hits.

B) Focus

The Active Player declares whether the attack will be Focused or General. In focused attacks, the Active Player chooses a target but must pay 1 Command Point. In general attacks, the Inactive Player chooses the target of the attack from among the ships in the attacked row.

Boarding, Direct and Guided attacks are General unless the Active Player pays to Focus them. Assault attacks do not need to Focus. Assaults are always made against the ship to which the Boarding card is attached.

Only one card may be attacked during an Order.

C) Support

The Active Player may play any cards that have the word Support in bold, placing them face up on the table and paying the associated cost. When a support card adds hits to an attack, the hits are of the same type as the attack itself. Example: a ship makes a Guided 5 attack. During the Support step, the Active Player plays a Secondary Explosion card, which adds 4 hits. The additional hits are Guided.

D) Defend

The Inactive Player then has the opportunity to stop the hits before they cause damage. They decide the type of defensive posture they will adopt, Active or Passive.

ACTIVE: to adopt an Active posture, the player must Task the ship. Active defense stops a number of hits equal to double the ship's Defense (Def) ability.

PASSIVE: if the player does not Task the ship (or if it is already Tasked), a Passive posture is adopted and the defense absorbs a number of hits equal to the ship's Defense (Def) ability.

DEFENSE CARDS: the Inactive Player may also stop hits by playing cards with the word Defend in bold.

E) Resolution

The hits that have not been stopped are applied to the target. A die is used to keep track of the number of hits. If the number of hits a ship suffers is equal to or greater than its Hull value, the ship is destroyed. Destroyed ship cards are removed from the game, and any attached cards are placed in the discard pile. If the last ship remaining in a player's first row is destroyed, the player's second row becomes their first row.

If the attack was a Boarding attack, the Boarding card is attached to the target (the card is placed next to the opponent's ship).

Cards that were played in support of the defense or the attack are discarded.

Issuing a Basic Order

A) Declaration

The Active Player places the card face up on the table and pays any cost associated with it.

B) Resolution

The Order is resolved by carrying out the instructions indicated on the card or by attaching the Crew card.

ENEMY BASIC: the words "Enemy Basic" printed in a card's text give the Inactive Player a chance to carry out the Basic Order when they become the Active Player. Example: Boarding cards have an "Enemy Basic" rule that says "On your turn, the enemy may pay the Repel value of this card in Command Points to discard it." When it is the enemy's turn to be the Active Player, they declare that they are issuing a Basic Order to Repel your Boarding. To do so, they pay the Repel value in Command Points and discard your Boarding card.

5. Discard

The Active Player may discard any number of cards from their hand to the discard pile.

6. Draw

The Active Player draws cards from their pile until their Hand is completely refilled. The discard pile may be reshuffled and used again when the draw pile runs out.

That's it, those are all the rules! Have fun!

Example of Play (20-point game)

Initial Setup

  1. Andrew and Charles each choose an empire. Andrew chooses to play the Standing Nations and takes his deck. Charles opts for the Kirikin Swarm and takes his deck.
  2. Andrew and Charles secretly buy their starting fleets. Andrew chooses the following: Nation's Pride (4) (Flagship), "Valkyrie" (4) (Commander), Raptor Squadron (5), Black Widow Squadron (3), Cobra Squadron (3) and Diamond Squadron (1). Charles chooses his starting fleet: Femmosi (5) (Flagship), Queen Til (2) (Commander), Tavi (3), Ninzi (3), Yuzza (4), Rondi (2) and Kala (1). See the illustration on p. 8 of the original rules (Coyote Stands). Note: the number in parentheses indicates the card's cost in set-up points.
  3. Andrew and Charles take the Sequence of Play cards from their respective decks.
  4. Andrew and Charles each roll a die. Andrew gets the highest result. Andrew may choose to go first or second. He chooses to start.
  5. Andrew places his starting fleet as follows: First Row: Raptor Squadron, Black Widow Squadron and Cobra Squadron. Second Row: Nation's Pride (Flagship) with "Valkyrie" (Commander) attached, and Diamond Squadron. Andrew places his command die next to his Commander, showing 3.
  6. Charles arranges his fleet like this: First Row: Tavi, Ninzi and Rondi. Second Row: Femmosi (Flagship) with Queen Til (Commander) attached, Yuzza and Kala. Charles places his command die next to his Commander, showing 3.
  7. Andrew and Charles each shuffle their Crew and Action cards to form the draw decks. Both cut the opponent's deck.
  8. Andrew and Charles each take 7 cards from their deck to form their hands. Andrew's starting hand contains: Major Drop (182), Helios Rocket (188), "Break, Break, Break!" (178), Secondary Explosion (190), Strafing Run (169), Sudden Insight (194) and Rage (171). Charles's starting hand contains: Sting Rider Gaj (88), Sub-Queen Tep (94), Ship Mender Zin (86), Worker (Boarding) (198), Minor Claw Attack (73), Worker (Missile Gunner) (97) and Large Claw Attack (79). Note: the number in parentheses is the card's number. Now the game begins, with Andrew's first turn.

Andrew's First Turn

  1. Untask: Andrew has no Tasked cards, so this phase is ignored.

  2. Gain Command: Andrew gains 3 new Command Points and adjusts the command die to show 6.

  3. Rearrange your fleet: Andrew is happy with the arrangement of his fleet and does nothing.

  4. Issue Orders:

Andrew issues an Attack Order. a) (Declaration) The attack is made from Nation's Pride. Andrew shows this by Tasking the card. He declares that the attack is Guided, so it attacks Charles's first row. The attack will produce 7 hits (5 from Nation's Pride's Attack value, +2 from "Valkyrie"'s Attack value). b) (Focus) Andrew does not pay to Focus the attack. Charles declares that Tavi will be the target of the attack. c) (Support) Andrew plays the support card Sudden Insight and pays its cost of 1 command point, which reduces his command points to 5 and increases the hits to 10. Andrew then plays the support card Secondary Explosion, paying its cost of 1 command point, which reduces his command points to 4 and increases the attack's hits to 14. The special ability of the Secondary Explosion card gives Charles the possibility of discarding 3 cards to cancel it. Charles discards Ship Mender Zin, Worker (Boarding) and Sting Rider Gaj to cancel the Secondary Explosion card. This reduces the number of hits to 10. Andrew discards the Secondary Explosion card. d) (Defend) Charles declares that Tavi adopts an Active Defense posture and Tasks it. The ship Tavi stops a number of hits equal to its Defense value, so the effect of the attack is reduced to 6 hits. e) (Resolution) Charles plays no Defense cards, so the Tavi suffers 6 hits. A die showing 6 is placed on top of the Tavi. Andrew discards the support card Sudden Support.

Andrew issues an Attack Order: a) (Declaration) The attack will be made from the Raptor Squadron, so he Tasks it. It is a Direct Attack against Charles's first row. The Raptor Squadron's Attack value is 5. b) (Focus) Andrew pays 1 command point to Focus on the Tavi, which reduces his command die to 3. c) (Support) Andrew plays Strafing Run to increase his hits to 7. Strafing Run costs no command points. d) (Defend) The Tavi must use Passive defense since it is already Tasked. It stops a number of hits equal to its Defense value, so the attack is reduced to 5. Charles plays no defense cards but uses the special ability of the Kala. Carrie destroys the Kala and stops 4 hits directed against the Tavi. The Kala is removed from the game. e) (Resolution) The remaining hit is applied to the Tavi, which increases its accumulated hits to 7. Andrew discards the Strafing Run card.

Andrew issues an Attack Order: a) (Declaration) Andrew pays 2 command points to play his Major Drop card (so he has only one command point left). He Tasks the Cobra Squadron to play the Boarding card. b) (Focus) He does not pay to focus, so Charles chooses to attach the Boarding card to the Ninzi. c) (Support) Andrew does not support the Boarding attempt. d) (Defend) Charles does not defend. e) (Resolution) The Major Drop card is attached to the Ninzi.

Andrew issues another Attack Order: a) (Declaration) He Tasks the Major Drop card and declares an Assault against the Ninzi to produce 6 hits. b) (Focus) Not necessary. Unlike the Boarding attack, once the Boarding card is already attached to a ship, it is no longer necessary to Focus the attack. c) (Support) Andrew plays a Rage card to support the Assault, which increases its hits to 7. d) (Defend) Charles Tasks the Ninzi to defend Actively, so that he doubles its Defense value to 4. e) (Resolution) The Boarding card produces 3 hits on the Ninzi. Andrew discards the Rage card, but the Boarding card remains attached to the Ninzi.

Andrew issues a Basic Order: a) (Declaration) He plays Helios Rocket Pods and Tasks the Black Widow Squadron to pay for attaching it. b) (Resolution) Andrew attaches Helios Rocket Pods to the Black Widow Squadron.

Andrew decides to stop issuing orders.

  1. Discard: Andrew discards "Break, break, break!".

  2. Draw: Andrew has 0 cards, so he draws 7 new cards: "Rez" (200), "I've Got Tone!" (181), "The Best Warriors" (205), "Personal Guard" (191), "Warrior's Code" (177) and "Eye to Eye" (172).

Andrew's turn ends.

Charles's First Turn

  1. Untask: Charles Untasks the Tavi and the Ninzi.

  2. Gain Command: Charles gains 3 new Command Points and adjusts the die next to his Commander to show 6.

  3. Rearrange Your Fleet: Charles moves the Rondi to the second row and moves the Yuzza to the first.

  4. Issue Orders:

Charles issues a Basic Order. a) (Declaration) He plays Worker (Missile Gunner) and pays 1 command point. b) (Resolution) He attaches it to the Femmosi.

Charles issues a Basic Order. a) (Declaration) He plays Sub-Queen Tep and pays 1 Command Point. b) (Resolution) He attaches it to the Yuzza.

Charles issues an Attack Order. a) (Declaration) Charles pays 1 command point for a Minor Claw Attack. He Tasks the Yuzza to play the Boarding card. b) (Focus) He chooses not to focus the attack, and Andrew opts to attach the Boarding card to the Raptor Squadron. (React) Because of the Raptor Squadron's Intercept ability, Andrew must either destroy the Raptor Squadron and discard the Boarding card, or attach the Boarding card to his Flagship. He chooses to attach it to his Flagship. c) (Support) No support. d) (Defend) Andrew does not defend. e) (Resolution) Minor Claw is attached to Nation's Pride.

Charles issues an Attack Order. a) (Declaration) He Tasks Minor Claw and declares an Assault on Nation's Pride that would cause 6 hits (4 from the Assault and 2 more from the Yuzza's "Stinger" ability). b) (Focus) Not necessary. c) (Support) None is played. d) (Defend) None is played, but Nation's Pride's Passive defense stops 4 hits. e) (Resolution) The Assault attack produces 2 hits on Nation's Pride.

Charles issues an Attack Order. a) (Declaration) Charles pays 2 command points for a Large Claw Attack. He Tasks the Tavi to play the Boarding card. b) (Focus) He chooses to declare the attack against a target in the second row, but does not Focus it (the Large Claw attack can be directed against targets at distance 1 or 2). Andrew decides to attach the Boarding card to the Diamond Squadron. (React) Because of the Diamond Squadron's Intercept ability, Andrew must either destroy the Diamond Squadron and discard the Boarding card, or attach the Boarding card to his Flagship. Andrew opts to destroy the Diamond Squadron and destroy the Large Claw Attack card. The Diamond Squadron is destroyed and removed from the game. The Boarding card is discarded. This resolves the Order.

Charles issues an Attack Order. a) (Declaration) The attack will be from the Femmosi, so he Tasks it. He declares a Guided Attack on Andrew's first row. The attack would produce 7 hits (4 from the Femmosi's attack value, 1 from Queen Til and 2 more from the bonus that the Worker (Missile Gunner) gives to Guided weapons). b) (Focus) He does not focus. Andrew chooses for the attack to be made on the Cobra Squadron. c) (Support) No support. d) (Defend) The Cobra Squadron stops 3 hits with its Passive Defense. e) (Resolution) The Cobra Squadron suffers 4 hits.

Charles decides to stop issuing orders.

  1. Discard: Charles has no cards to discard.

  2. Draw: Charles draws 7 cards: Speed is Life (78), Shun the Light (67), Gaj (Boarding orders) (91), Claw Attack (71), Exploit Your Enemy (68), Light from the Quick (61) and Healers (64).

Charles's turn ends.

Andrew's Second Turn

  1. Untask: Andrew Untasks Cobra Squadron, Raptor Squadron, Black Widow Squadron, Nation's Pride and Major Drop.

  2. Gain Command: Andrew gains 3 new Command Points and raises his command die to 4.

  3. Rearrange your fleet: Andrew does not rearrange his fleet.

  4. Issue Orders:

Andrew issues a Basic Order. a) (Declaration) He plays "Blaze" and pays 2 command points, reducing his command points to 2. b) (Resolution) He attaches "Blaze" to his Raptor Squadron.

Andrew uses the Enemy Basic rule on the Minor Claw card to issue a Basic Order.

Andrew issues a Basic Order. a) (Declaration) He Repels the Minor Claw card. (React) He pays the cost to Repel Minor Claw, 2 command points, by playing Personal Guard. b) (Resolution) Minor Claw and Personal Guard are discarded.

Andrew issues a Basic Order. a) (Declaration) He pays Warrior's Code and Tasks Nation's Pride. b) (Resolution) He gains 1 command point, so he now has 3. Andrew discards Warrior's Code.

Andrew issues an Attack Order. a) (Declaration) He Tasks the Black Widow Squadron and declares a Direct attack of 5 hits. b) (Focus) He does not focus, and Charles chooses the Tavi to be the victim of the attack. c) (Support) Andrew discards Helios Rocket Pods to increase the attack's power to 9. d) (Defend) The Tavi stops 2 hits with its Passive Defense. e) (Resolution) The attack produces 7 hits, enough to destroy the Tavi. The Tavi is removed from the game.

Andrew issues an Attack Order. a) (Declaration) He Tasks the Raptor Squadron and declares a Direct attack of 8 hits. He then plays Eye to Eye to increase the attack's Range to 2, paying its cost of 1 command point and reducing his total to 2. b) (Focus) He focuses the attack on the Rondi. (React) He plays "I've Got Tone!" to pay the cost of 1 command point to Focus. c) (Support) None. d) (Defend) Charles plays Shun the Light, which stops 3 Direct hits. He Tasks the Rondi to Defend Actively and stops 4 more hits. e) (Resolution) The attack produces 1 hit on the Rondi. Andrew discards Eye to Eye and "I've Got Tone!". Charles discards Shun the Light.

Andrew issues an Attack Order. a) (Declaration) Andrew Tasks Major Drop attached to the Ninzi to produce an Assault of 6 hits. b) (Focus) Not necessary. c) (Support) None. d) (Defend) Charles Tasks the Ninzi to stop 4 hits through Active Defense. e) (Resolution) The Ninzi suffers 2 more hits, which increases the accumulated total to 5.

Andrew chooses not to issue more orders.

  1. Discard: Andrew does not discard any cards.

  2. Draw: Andrew draws 5 cards: Attack Load (179), Banzai (206), Spare Parts (174), Demon (208) and Regroup (186).

Charles's Second Turn

  1. Untask: Charles Untasks Ninzi, Femmosi, Rondi and Yuzza.

  2. Gain Command: Charles gains 4 new command points (2 from Queen Til, 1 from Femmosi and 1 from Sub-Queen Tep), so he raises his command die to 5.

  3. Rearrange your fleet: Charles does not rearrange his fleet. If he moved the Rondi to the first row, he would leave the Flagship alone in the second row. This would not be a good idea, since Andrew could attack the Flagship without having to pay to Focus.

  4. Issue Orders:

Charles issues a Basic Order. a) (Declaration) He plays Gaj (Boarding Orders) and pays 2 command points, so his total is reduced to 3. b) (Resolution) He attaches Gaj to the Femmosi.

Charles issues a Basic Order. a) (Declaration) He plays Healers. b) (Resolution) He removes 2 hits from the Ninzi, reducing its hits to 3. Charles discards Healers.

Charles issues an Attack Order. a) (Declaration) He plays Claw Attack and pays 2 command points, reducing his total to 1. He Tasks the Yuzza to play the Boarding card. b) (Focus) He does not focus. Andrew decides that the attack will go against the Black Widow Squadron and chooses not to Intercept, so the Boarding card is attached to Nation's Pride. c) (Support) None. d) (Defend) Andrew plays The Best Warriors and pays 2 points to discard Claw Attack. e) The Best Warriors and Claw Attack are discarded.

Charles chooses not to issue more orders.

  1. Discard: He chooses not to discard any cards.

  2. Draw: He draws 4: Massive Claw Attack (172), The Great Song (81), Gaj (Beam Gunner) (90) and The Light of Ships (59).

Charles's second turn ends. A few ships have already been destroyed, but the game is far from over. Who do you think will win? Why not start playing and find out?

Alternative Ways to Start Games

Skirmishes

Players receive only 10 points for their starting fleets. This is a good way to play when teaching a new player. The battle takes less time and is less complex due to the reduced number of ships in play.

Team Play

Each team receives an agreed number of set-up points. The players then divide the set-up points among themselves as they wish.

Example: there are 3 players. One team has one player and the other has 2. Each team receives 20 set-up points. The first team will have a fleet of 20 points, the second will have 2 fleets that together total 20 points (2 fleets of 10 points, or one of 7 and another of 13, etc.).

Each player's fleet must include exactly 1 Flagship and 1 Commander attached to it. The remaining set-up points are used to buy the other ships of the fleet.

The game goes from turn to turn rotating among the players. A player cannot have a second turn until the others have had a turn. This means that if the teams have an unequal number of players, the larger team will play turns that will not be matched by the opponent. Example: team 1 has one player, Andrew, and team 2 has three players, Daniel, Joseph and Christine. A roll by each team establishes that team two will start. Daniel starts, then Andrew, then Joseph, and Christine ends the round.

The order in which players play their first turn (the first round) must be maintained throughout the game.

A player may only play Defend cards when their fleet is being attacked. Defend cards cannot be played to help a teammate's fleet.

When a player's Flagship is destroyed, all of that player's cards are discarded.

The first team to destroy all the enemy Flagships wins the game.

When playing as a team with a boxed game, all the players on the team must share a single 55-card deck. This means that both players choose their fleet from the same deck, and both draw cards from the same deck. Each team has a single discard pile. A deck can only be used by up to 2 players. If you have more than one copy of the boxed game, it is acceptable and recommended to play any of the 4 empires of Prometheus Unchained and Coyote Stands against each other, and even to pit fleets of the same empire against each other.

"Free for All" Play

More than 2 players can play. The players agree on a set-up point value and then choose their starting fleets. A player may only play Defend cards when their own fleet is being attacked. Defend cards cannot be played to help another fleet.

VICTORY: a player earns a number of points for destroying enemy ships equal to the set-up cost or the command cost of the destroyed ship. The player who destroys a ship gets all the points for that ship. The game ends when the first Flagship is destroyed. The player who has earned the most points wins.

Chronology

All cards have a specific year printed in their flavor text, enclosed in parentheses. Players may choose to fight the battle in a particular year of the game's chronology, thus restricting selection to cards from that year or earlier years (that is, forbidding the selection of cards from later years).

Optional Rules

Prepared Decks

Flagship is not a collectible card game, since each box contains a complete set of cards. But Flagship is expandable for those who want to explore more and more varied strategies. If all players agree, the game may be played with Prepared Decks using any of the methods already described.

A prepared deck must consist of cards from only one empire. Each player's fleet must include exactly one Flagship and one Commander. The remaining set-up points are used to buy other ships of the fleet.

The size of the deck is decided by each player, as long as there are at least 40 cards in it. The number of copies (cards with the same name) of a card that may be included is limited according to the number of cards the deck contains in total.

The count of "Cards in the draw deck" does not include starting cards or the Sequence of Play card. The number "Maximum copies of a card with the same name" also applies to starting cards.

Cards in the draw pileMaximum copies of a card with the same name
40 to 493
50 to 594
60 to 695
Etc...

Interactive Play

All players carry out the Sequence of Play together, clockwise.

During the Issue Orders phase, each player issues an Order and resolves it before the next player issues an Order. This continues with the first player issuing another Order when the last has issued one. The Active Player is whoever is issuing an Order at that moment. All others are considered Inactive.

A player may pass the opportunity to issue an Order, then issue an Order or pass again. The Issue Orders phase ends when all players pass one after another.

Scenarios from Coyote Stands

Raptor's Nest ("Nido de Raptor")

Background: led by veterans of the Raptor Squadron, a Standing Nations force glides through the upper atmosphere of a gas giant. Its objective is to surprise a Kirikin fleet that has been detected patrolling that system. The squadrons hope to make up for their disadvantage in firepower through surprise.

Players: 2.

Turn order: Standing Nations, Kiriki Swarm.

Starting forces: the players begin the game with the following forces in play:

  • STANDING NATIONS (10 points): Star Hunter, Grendel, Raptor Squadron and Diamond Squadron.
  • KIRIKIN SWARM (17 points): Savata, Queen Til, Tiri, Yuzza, Ninzi, Cotto and Kala.

Surprise: the Kirikin begin with 0 command points at the start of the battle, instead of the normal 3. During the first turn, all Kirikin forces suffer the following penalties: -5 on Guided attacks, -5 on Direct attacks, -2 on Defense (minimum defense of 0), and all their Boarding cards increase their command cost by 2 points. On the second turn, all Kirikin forces suffer the following penalties: -2 on Guided attacks, -2 on Direct attacks, -1 on Defense, and all their Boarding cards increase their Command cost by 1.

Victory: the player who first destroys the enemy Flagship wins.

Generic Battle

This operation can also be played using any other two empires in the game. To do so, use the rules of the "Raptor's Nest" scenario with the following changes:

Players: 2.

Turn order: Ambushing player, Ambushed player.

Starting forces: both players choose their starting forces according to the normal rules, with the points indicated above.

Scramble! (printed "Scarmble!")

Background: Kirikin forces attack a Standing Nations carrier by surprise, and open fire before the carrier can launch its fighter squadrons. In the middle of the battle, the carrier launches its fighters as fast as it can.

Players: 2.

Turn order: Kirikin Swarm, Standing Nations.

Starting forces: the players begin the game with the following forces in play:

  • STANDING NATIONS (8 points): Nation's Pride, Valkyrie.
  • KIRIKIN SWARM (14 points): Kala, Rondi, Tavi, Yuzza and Overqueen Tak.

Launching squadrons: the Standing Nations player may begin by launching a squadron, starting from their second turn. The new squadron enters play during their Rearrange Your Fleet phase. The Flagship has the following squadrons (they may be launched in any order you wish): Wild Card (value 2), Paladin (value 4) and Cobra (value 3).

Yuzza in command: the Yuzza has Flagship status and its Command increases to 1 point.

Victory: obtained by the first player to destroy the enemy Flagship.

Generic Battle

This operation can also be played with any other 2 empires in the game. To do so, use the rules of "Scramble!" with the following changes:

Players: 2.

Turn order: the player who is not launching reinforcements goes first.

Starting forces: the player launching reinforcements begins with up to 8 points spent on a Flagship and a commander, and cannot choose Flagships as reinforcements. The ambushing player cannot choose any Flagship as part of their fleet. The ship they choose to attach to their Commander will obtain Flagship status and its Command value increases to 1.

The Battle for LP764

Background: after the Battle of Coyote Stands, the ships of the Nations and the Swarm fought a second great battle. The star system LP764 was located at a critical point of the network of stellar connections. Capturing that barrier system became a top priority for both sides. Victory would go to the command that achieved the better balance between protecting its own resources and destroying the enemy's.

Players: 2.

Turn order: Kirikin Swarm, Standing Nations.

Starting forces: the players begin with the following forces in play:

  • KIRIKIN SWARM: Femmosi, Overqueen Tak, Cotto, Rondi, Tavi and Ninzi.
  • STANDING NATIONS: Nation's Pride, Valkyrie, Raptor Squadron, Paladin Squadron and Cobra Squadron.

Reinforcements: the players have the following reinforcements:

  • KIRIKIN SWARM: Kala, Porsa, Tiri and Yuzza.
  • STANDING NATIONS: Diamond Squadron, Headhunter Squadron, Wildcard Squadron and Blackwidow Squadron.

Ships may be bought during the game using Command Points. Flagships cannot be chosen as reinforcements. These ship cards are kept aside until they are bought, at which moment they join the fleet, in any of the player's own rows.

Convoys: during the players' Gain Command phases, they obtain extra command points from convoys. Each player obtains 3 extra command points on each of their own turns from convoys. The enemy player may Task ships to Attack (eliminate) those points. For each point of set-up and/or Command cost of ships, commanders and crews assigned to an Attack, the Active Player receives one command point fewer. The Active Player may Task ships on Escort duty. The set-up and/or Command value is subtracted

(The Spanish source ends at this point, mid-sentence, at the bottom of its page 10. The rest of the Convoys rule is not present in the source.)

  • B) Resolution
  • 5. Discard
  • 6. Draw