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Galactic Strike Force

Galactic Strike Force Rulebook

Table of Contents

Table of Contents

  • Gameplay Overview
  • Component Overview
  • Component Anatomy
  • Component Anatomy, Continued
  • Component Anatomy, Continued (Opposition Cards)
  • Component Anatomy, Continued (Sectors and Stations)
  • Setup
  • Gameplay
    • Travel
    • Requisition
    • Installation
    • Battle
    • Battle, Continued
    • Aftermath
    • Aftermath, Continued
  • Other Rules
    • Ties
    • Weaponry, Defense, and Energy Icons
  • Winning and Losing
  • Playing Boosts
  • Scrapping Cards
  • The Opposition Flagship
  • Elite Mode
  • Pilot Bios
  • Opposition Forces
  • Glossary
  • Phase Reference

Gameplay Overview

Each player begins the game with a Strike Force Ship Panel and a unique, eight-card deck representing their ship and crew. Each game also involves one of five Opposition forces spread across three different sectors. Instead of having individual turns, the players all act together over five phases each round. They Travel from sector to sector, Requisition cards from various stations, and Install their Tech cards to upgrade their ships. Then, the Strike Force engages the Opposition in Battle in each sector. Finally, in the Aftermath, the Opposition forces gain resources when unopposed, adding strength and numbers to their fleet. The Strike Force must work together to drive the Opposition from their sectors and to final defeat!

Component Overview

The game comes with three primary types of components: cards, panels, and tokens. An optional miniature pack is also available for Galactic Strike Force.

Panels: Double-sided sheets for each Sector, Strike Force Ship, and Opposition Flagship.

Tokens: Double-sided tokens used to represent the Weaponry and Defense of ships, the engaged status of ships, and the locations of Strike Force Ships and Opposition Flagships in the galaxy. The ship tokens also come with stand-up plastic bases.

Cards: Each deck of Strike Force Cards and Opposition Ship Cards have unique backs. Opposition Mission Cards and Station Cards have gameplay information on both sides.

Component Anatomy

Strike Force Ships: Each Strike Force Ship is represented by a Strike Force Ship Panel, a deck of eight Strike Force Cards, and a Strike Force Ship Marker.

Strike Force Ship Panels: Strike Force Ship Panels display important elements, as shown (Fig. 1). The back of each Strike Force Ship Card lists Grounded Abilities, which are used when your Ship runs out of both Weaponry and Defense.

Fig. 1 - Strike Force Ship Panel. Labelled elements: Ship Name, Pilot Name, Weaponry, Defense, Secondary Engager Bonus.

Strike Force Cards: All Strike Force Cards feature a Credits Value in the upper left corner. This number indicates the number of Credits this card makes available to a player during the Requisition phase.

Strike Force Cards also have one of two keywords: Boost or Tech. In addition, Tech cards may have a Weaponry or Defense number in one of their lower corners. This number indicates how much Weaponry or Defense this Tech adds to the Ship on which it is installed.

Some Techs have effects which occur when that Tech is scrapped. Those cards have a red overlay graphical reminder as seen in the bottom left corner of Fig. 2.

Fig. 2 - Strike Force Card. Labelled elements: Card Name, Value, Keyword, Game Text, Weaponry, Defense, Scrap Effect Reminder, Lore.

Component Anatomy, Continued

Opposition Fleets: Each Opposition Fleet is represented by an Opposition Flagship Panel, an Opposition Ship Deck of twenty cards, an Opposition Mission Deck of nine cards, and an Opposition Flagship Marker.

Opposition Flagship Panels: The Flagship Panels show what the Opposition does at the start of the game on the Impending side (Fig 3.1) and what the Flagship itself does on the Assault side (Fig 3.2).

Fig. 3.1 - Opposition Flagship Panel, Front (Impending side). Labelled elements: Opposition Force, Setup, Deployment, Elite Mode, Leader, Lore.

Fig. 3.2 - Opposition Flagship Panel, Back (Assault side). Labelled elements: Flagship Name, Game Text, Elite Mode, Weaponry, Defense.

Component Anatomy, Continued (Opposition Cards)

Opposition Ship Cards: All Opposition Ship Cards have Weaponry and Defense icons and Bounties. Most also have phase icons, which indicate when their actions take place.

Fig. 4 - Opposition Ship Card. Labelled elements: Card Name, Bounty, Pilot or Captain, Keyword, Game Text, Weaponry, Defense, Lore.

Opposition Mission Cards: Mission Cards have gameplay information on both sides. The front features phase actions and descriptive text, while the back either features phase actions or other gameplay information.

Fig. 5 - Opposition Mission Card. Labelled elements: Mission Title, Lore, Game Text.

Component Anatomy, Continued (Sectors and Stations)

Sector Panels: Sector Panels display the name of the Sector, and a unique feature of that Sector that triggers under certain conditions. Sector Panels also indicate the placement of Station Decks and Opposition Ships. Sector Panels have two sides: Contested and Overrun.

Fig. 6 - Sector Panel. Labelled elements: Sector Name, Game Text, Contested/Overrun Status, Lore, Station Decks (First and Last).

Station Cards: Station Cards have gameplay information on both sides: a Strike Force side and an Opposition side. The Strike Force side of a Station card has the same keywords and indicators as a Strike Force starting card. In addition, they have a Price, indicating the number of Credits a player must spend to obtain that card during the Requisition phase. The Opposition side of a Station card can either be a Ship, like the Ships in the Opposition Ship Deck, or a Boost.

Fig. 7 - Station Card. Labelled elements, Strike Force Side: Value, Card Name, Price, Opposition Side Icon, Keyword, Game Text, Lore. Opposition Side: Card Name, Keyword, Game Text, Lore.

Setup

Fig. 8 - Player Area. Labelled elements: Strike Force Ship Panel, Weaponry tokens, Defense tokens, Miasma-Flak Launcher (Tech card), Player Areas, Opposition Play Areas, Sector Panels, Station Decks, Station Scrap, Strike Force Scrap, Opposition Deck Area.

  1. Each player picks a Strike Force Ship and puts its Ship Panel (active side up) and Ship Marker in front of them and the Strike Force Deck to the side (face up).
  2. Each player places a number of Weaponry tokens and Defense tokens on their Ship Panels equal to the numbers printed on the panels. A Ship's Energy is the total of its Weaponry plus its Defense.
  3. Select three Sector Panels and lay them out side by side (Contested side up).
  4. Select one Opposition force and place its Flagship Panel (Impending side up), Ship Deck (face down), and Mission Deck (face up) to one side of the Sector Panels. Perform any "Setup" actions listed on the Flagship Panel.
  5. Distribute cards from the Opposition Ship Deck equal to twice the number of players as evenly as possible among the three Sectors.
  6. Shuffle the Station Cards and deal a stack of five cards (Strike Force side up) into each slot on the Sector Panels, placing the remainder of the cards (Opposition side up) to one side of the Sector Panels.
  7. Each Player draws four cards from their Strike Force Deck, and the game begins.

Gameplay

Galactic Strike Force proceeds through these five phases with players acting together on each phase.

PhaseDescription
TravelPlayers may move their Ship to another Sector.
RequisitionPlayers may purchase cards from the Station Decks in their Sector.
InstallationPlayers may install Techs from their hand to their Ship.
BattleStrike Force Ships engage in battle with Opposition Ships in their Sector.
AftermathUnengaged Opposition Ships flip Station cards, and players refill their hands.

First Game? If this is your first time defending the galaxy, we suggest taking on the Bareg Threllian Syndicate.

Each phase is made up of several Events. Any generic Boosts, or Boosts specific to the current phase, can be played after, but not during, any of these Events.

At the start of each phase is a Phase Actions Event. During that event, complete the actions on any cards or panels in play with that phase's icon in whatever order the players choose. If new cards with the icon of the current phase enter play as a result of any of these actions, they do not take place this round.

Travel

Phase Actions Event: Complete Travel actions as described above.

Strike Force Travel Event: Each player may move their Ship Marker to any Sector. Strike Force Ship Markers start the game on their Ship Panel and during the first Travel phase of the game, each player must move their Ship Marker to one of the three Sectors.

Requisition

Phase Actions Event: Complete Requisition actions as described on page 7.

Gain Credits Event: Each player totals the Credits Value of the cards in their hand and gains that number of Credits. If additional cards are added to or removed from a player's hand after the start of the Requisition phase, that player's available Credits for the phase do not change. Unused Credits do not carry over from one Requisition phase to the next.

Requisition Cards Events: Each player may spend the Credits they gained this phase to purchase any number of cards from the Station Decks in their current Sector. When a player Requisitions a card, it is recycled; meaning, it is put at the bottom of that player's Strike Force Deck, Strike Force side up.

Example: At the beginning of the Requisition phase, a player has four cards in hand with a total Value of 100. They then play Even the Odds, allowing them to draw two cards. These two new cards have a combined Value of 50, but Even the Odds, with a Value of 20, is recycled when played. Consequently, the player gains 130 Credits during the Gain Credits Event.

When a Station Deck runs out of cards, immediately shuffle the Station Scrap and deal five cards into the empty Station Deck. If there are fewer than five cards in the Station Scrap, deal all of the cards from the Station Scrap into the empty Station Deck.

If there are ever any empty Station Decks during the Aftermath Event: Wrap Up, shuffle the Station Scrap and deal five cards into each empty Station Deck. If there are not enough cards to restore each Station Deck to five, divide the Station Scrap as evenly as possible among the empty Station Decks.

Installation

Phase Actions Events: Complete Installation actions as described on page 7.

Install Tech Event: Each player may play any Tech cards from their hand onto their Ship Panel. Techs which grant Weaponry or Defense are slid under the player's Strike Force Ship Panel, and tokens are added to the Tech card (NOT the Ship Panel) equal to the granted amount. If all of the tokens are ever removed from a Tech installed in this way, it is scrapped.

Techs which do not grant Weaponry or Defense are placed below the Ship Panel. A player may install any number of Techs during the Installation phase.

Installed Techs. Labelled elements: Strike Force Ship Panel, Installed Weaponry Tech, Installed Defense Tech, Installed Other Tech.

Battle

Phase Actions Event: Complete Battle actions as described on page 7.

Engage Event: All Strike Force Ships must engage the Opposition if possible. A Strike Force Ship can either engage as a Primary Engager or as a Secondary Engager. Primary Engagers deal and receive damage, as discussed below. Secondary Engagers grant a bonus to the Primary Engager, but do not deal or receive damage. An Opposition Ship must have a Primary Engager in order to have a Secondary Engager, and an Opposition Ship may have no more than one Primary Engager and one Secondary Engager.

Strike Force Ships can only engage Opposition Ships in the same Sector. If there are no Opposition Ships in a Sector, the Strike Force Ships there do not engage. If all of the Opposition Ships in a Sector have a Primary Engager, any remaining unengaged Strike Force Ships in that Sector need not engage, though they may choose to be Secondary Engagers, given enough Opposition Ships. When a Ship is engaged, put an engagement token on that Ship's card or panel. It is considered engaged until the end of the entire round. During the Aftermath Event: Wrap Up, remove all engagement tokens from Ships.

Battle, Continued

Damage Event: Each engaged Ship compares its Weaponry to its opponent's Defense. If a Ship's Weaponry exceeds its opponent's Defense, remove Energy equal to the difference.

Whenever Energy is removed from a Ship, it is removed first from Defense, and then from Weaponry. This comparison happens from both Ships simultaneously, so no tokens are removed until both comparisons have been made.

When Energy is removed from a Strike Force Ship, it is removed from the outermost Tech on the Defense side first, and works its way toward the Ship Panel as Techs are scrapped. After all Techs have been removed from the Defense side of a Strike Force Ship Panel, and the Defense value of the Ship Panel itself has been reduced to zero, removing further Energy removes Weaponry from the outermost Tech on the Weaponry side first, again working its way toward the Ship Panel as Techs are scrapped.

Example: A Strike Force Ship has 4 Weaponry and 3 Defense, and engages an Opposition Ship with 8 Weaponry and 2 Defense. During the Damage Event, the Weaponry and Defense values of the two ships are compared, revealing that the Strike Force Ship must lose 5 Energy, and the Opposition Ship must lose 2 Energy. For the Strike Force Ship, its 3 Defense is first reduced to zero, and then the remaining 2 Energy is removed from Weaponry, leaving it a 2 Weaponry, 0 Defense Ship. For the Opposition Ship, its 2 Defense is reduced to zero, leaving it an 8 Weaponry, 0 Defense Ship.

Note that the temporary Energy granted by some Secondary Engagers is removed during the Aftermath Event: Wrap Up, and is lost first when a Ship is damaged.

If a Ship other than a Strike Force Ship loses all of its Energy, it is scrapped. Opposition Ships grant Bounties when they are scrapped by a Strike Force Ship. When a Strike Force Ship removes Energy from an Opposition Ship and causes it to be scrapped, that Ship's player immediately gains the Bounty. If an Opposition Ship is scrapped for any other reason, no one gains the Bounty. Bounties are gained by the Primary Engager, not any Secondary Engagers, and Bounties of Weaponry or Defense can only be used on the Strike Force Ship that acquired it.

If a Strike Force Ship loses all of its Energy, it is Grounded. Flip its Ship Panel, move the Ship Marker to the panel, and remove all of that player's cards from the game. During the Aftermath Event: Wrap Up, Grounded players may select one of the Grounded Abilities on their Ship Panel by placing their Ship Marker next to that ability.

Example: Marot's Folly is Grounded. During the Aftermath Event: Wrap Up, its player moves their marker to All In, allowing them to use that effect during the Travel phase of the next round.

Aftermath

Phase Actions Event: Complete Aftermath actions as described on page 7.

Opposition Flips Cards Event: Count the number of unengaged Opposition Ships in each Sector. Then, starting with the First Station Deck, flip the top card from as many Station Decks as there are unengaged Opposition Ships (limited by the number of Station Decks) and put them into play in that Sector, Opposition side up. The Opposition can only flip one card from each Station Deck.

Example: During the Aftermath, in a Sector that has two unengaged Opposition Ships and three Station Decks, the players flip and play the top cards of the first two Station Decks.

Example: During the Aftermath, a Sector has five unengaged Opposition Ships. As a result, the players flip the top card of each Station Deck, and the Sector is Overrun.

Each Sector has a Fleet Limit equal to the number of players plus two. If the number of Opposition Ships in a Sector is equal to or greater than the Fleet Limit and a Ship would be played into that Sector, scrap it instead. However, Ships may travel to Sectors at or above their Fleet Limit - the Fleet Limit only prevents new Ships from being played into the Sector.

Example: In a three player game, the Fleet Limit is five. During the Aftermath, the Opposition flips three cards in a sector, which contains four unengaged Opposition Ships. The first card is a Ship, which is played into the Sector, bringing it to the Fleet Limit. The next card is also a Ship, but because the Sector is at the Fleet Limit, that Ship is scrapped. The third card is Fortify Occupation, which plays the top card of the Opposition Ship Deck into each Sector with Opposition Ships. The Ship that would be played in the same Sector is scrapped, but Ships are played into any Sector under the Fleet Limit. Finally, in another Sector, the Opposition flips one card - Abrupt Offensive - which moves an Opposition Ship in that Sector to another Sector. The players chose to move it to the first sector, bringing the total number of Ships in that Sector to six.

Aftermath, Continued

If the top card of each of the Station Decks in a Sector is flipped in the same Aftermath phase, that Sector is immediately Overrun. Flip the Sector Panel to the Overrun side. While Overrun, if no Station Cards are flipped during the Aftermath, then that Sector is cleared. Flip the Sector Panel back to the Contested side.

If a Station Deck runs out of cards during the Aftermath, it is immediately refilled, just as if it had run out during the Requisition Phase (see Requisition Cards, on page 8).

Wrap Up Event:

  • Each Active player may recycle any number of cards from their hand. They then draw cards from the top of their deck until they have four cards in hand.
  • Each Grounded player may move their Ship Marker to a different Grounded Ability on their Ship Panel.
  • If any Station Decks are empty, refill them as discussed on page 8.
  • Remove any temporary Weaponry or Defense tokens gained this round.
  • Remove all engagement tokens.

Other Rules

Ties

Players resolve all ties. For example, if a card references the Sector with the most Ships and two Sectors are tied for this distinction, the players determine which Sector will count as the Sector with the most Ships for the purpose of that card.

Weaponry, Defense, and Energy Icons

The Weaponry, Defense, and Energy icons represent Weaponry, Defense, and Energy in general. Ships and Techs have Weaponry and Defense icons with numbers on them to indicate what the Weaponry and Defense values of those cards are. When an effect adds or removes Weaponry, Defense, or Energy from a Ship, the number of icons (lacking asterisks or numbers) of that type indicate how many tokens to add or remove.

Winning and Losing

The game can be won by the players in two ways: either by destroying the Opposition Flagship, or if at any point there are no Opposition Ships in play. The Opposition forces win the game by Grounding all of the Strike Forces Ships, or if at any point all three Sectors are Overrun.

Playing Boosts

Boosts can be played after any Event in a phase. For example, during the Battle phase, Boosts can be played after the Phase Actions Event, after the Engage Event, and after the Damage Event, but not in between engagements or damage calculations.

Only generic Boost cards or Boost cards that specify the current phase can be played (i.e., a "Boost - Installation" card can only be played during the Installation Phase). When a Boost is played, it is entirely resolved, and then scrapped. Boosts that are a part of the starting Strike Force Decks are an exception to this rule; they are recycled rather than scrapped after they are played.

Scrapping Cards

Scrapped Opposition Ships go to the bottom of the Opposition Ship Deck (face down). Scrapped Mission Cards go to the bottom of the Mission Deck (face up). Scrapped Strike Force Cards go to the Strike Force Scrap (face down). Scrapped Station Cards go to the Station Scrap (Opposition side up).

The Opposition Flagship

The Opposition Flagship begins the game with its panel on the Impending side, and its marker out of play. When it flips to the Assault side, its marker is moved into play per the instructions on the panel, and it gains Weaponry and Defense tokens. The total Weaponry and Defense of a Flagship depends on the total number of players in the game, regardless of whether or not they are currently Active or Grounded. Additionally, the Weaponry and Defense of a Flagship is affected by Elite Mode in the same manner as all other ships (see below).

When the Flagship is flipped and moved into a Sector, it does so regardless of whether or not the Sector in question is at the Fleet Limit. Just as the Fleet Limit does not impede travel to a Sector, it also does not impede the deployment of the Flagship.

Elite Mode

The Opposition forces in Galactic Strike Force are calibrated to be challenging and fun for most Strike Force teams. However, experienced players may wish for an additional challenge. Hence: Elite Mode!

In an Elite Mode game, whenever an Opposition Ship enters play, it gains Weaponry and Defense. Additionally, follow the Elite Mode rules on the Flagship Panel.

In order to win an Elite Mode game, the players must both destroy the Flagship and scrap every Opposition Ship in play.

Pilot Bios

The manual's pilot biographies are flavour fiction and are summarised here as a roster of the printed pilot, ship, and Complexity rating only.

Strike Force Pilots

PilotShipComplexity
AlmaricMarot's FollyMedium
Moravi and ZairichiTharendimHigh
Fargrim KadlinsynGrey HammerMedium
BoroghulKharachar's ClawLow
BasileiosBasileiosHigh
Favia na'VigilanceVigilanceLow
Captain UxshentiUxshenti's WrathMedium
Sigehelm FreydissynBjarlSpireHigh

Opposition Forces

The manual's Opposition Force descriptions are flavour fiction; the printed Difficulty rating for each is recorded here.

Opposition ForceDifficulty
The Bareg Threllian SyndicateMedium
Technovore InfestationMedium
Revenants of NyotanHigh
The SingularityMedium
United Forces of Galactic DominationHigh

Glossary

Aftermath Phase: The fifth and final phase of a round, during which the Opposition flips cards and players refill their hands with cards.

Battle Phase: The fourth phase of a round, during which Strike Force Ships engage the Opposition, and damage is resolved.

Boost: A card that has an immediate effect. After a Boost is played, it is immediately scrapped.

Bounty: A reward granted to a Strike Force Ship that destroys an Opposition Ship. A bounty must be used immediately.

Cleared: An Overrun Sector is cleared when the Opposition gains no ships in that sector during the Aftermath. When cleared, a sector is immediately flipped back to its contested side.

Contested: A Sector is Contested if it is not Overrun. This is the starting side for Sector panels.

Credits: The currency used to buy cards from Station Decks.

Defense: The ability of a Ship to resist damage, represented by the Defense icon.

Elite Mode: A challenging mode of the game in which Opposition Ships are more powerful, and the players must destroy the Flagship and all other Opposition Ships in play in order to win.

Energy: The combination of a Ship's Weaponry and Defense, represented by the Energy icon.

Engaged: Strike Force and Opposition ships become engaged during the Engage Event of the Battle phase, and stay engaged until the end of the round. Ships engaged with each other deal damage during the Damage Event of the Battle phase if they are in the same Sector.

Event: A sub-division of a phase during which no Boosts can be played.

Flagship: The main Ship of a given Opposition force. A Flagship is considered a Ship for all purposes, including Fleet Limit and flipping cards during the Aftermath. A Flagship is represented by a Ship panel and a marker.

Fleet Limit: A cap on the number of Ships in a Sector equal to the number of players plus two. After a Sector is occupied by a number of Opposition Ships equal to or exceeding the Fleet Limit, no further ships can be deployed into that Sector. However, ships can still travel to that Sector from other Sectors.

Grounded: A Strike Force Ship is Grounded when it has zero Energy. Grounded ships are removed from the game, but can use Grounded abilities on the back of their Ship Panel.

Installation Phase: The third phase of a round, during which Strike Force Ships install Techs.

Mission: A card played from the Opposition Mission Deck that presents the Strike Force with an opportunity and/or a threat.

Mission Deck: One of two decks associated with an Opposition force. Mission cards are double-sided.

Opposition: The enemy force faced by the Strike Force. An Opposition force consists of a Ship Deck, a Mission Deck, and a Flagship.

Overrun: A Sector is Overrun when the Opposition flips the top card of all of its Station Decks.

Panel: A square-cornered piece of cardstock larger than a playing card. In Galactic Strike Force, panels are used to represent Sectors, Strike Force Ships, and Flagships.

Phase: One of the five major divisions of a round of Galactic Strike Force. In order, they are: Travel, Requisition, Installation, Battle, and Aftermath.

Price: The amount of Credits required to requisition a Station card.

Primary Engager: The engaging Strike Force Ship that will deal damage to (and take damage from) the Opposition Ship it is engaging during the Aftermath.

Recycle: When a card is recycled, it is placed Strike Force side up on the bottom of a Strike Force Deck.

Requisition Phase: The second phase of a round, during which Strike Force Ships purchase cards from the Station Decks in their Sector.

Round: A sequence of all five phases in Galactic Strike Force. A round begins with a Travel phase and ends with the next Aftermath phase.

Scrap: When a Station Card is scrapped, it is placed in the Station Scrap. When a Strike Force Card is scrapped, it is placed in the Strike Force Scrap. When an Opposition Ship or Opposition Mission are scrapped, they are placed at the bottom of the deck they came from.

Secondary Engager: The engaging Strike Force Ship that will not deal or receive damage during the Aftermath, but will instead give a bonus to its primary engager.

Sector: One of the locations in Galactic Strike Force. A Sector is represented by a panel.

Ship: A card with both a Weaponry and a Defense value.

Ship Deck: One of two decks associated with an Opposition force. It consists of single-sided Opposition Ship cards.

Ship Marker: A proxy for a Ship with a Ship panel used to indicate the location of such a Ship in a Sector.

Ship Panel: The representation of one of the key Ships in a game (either a Strike Force Ship or an Opposition Flagship).

Station Card: One of the double-sided cards that make up the Station decks in a Sector.

Station Deck: One of several (usually three) decks of Station cards in a Sector, from which the Strike Force can requisition cards, and the Opposition can flip cards.

Station Scrap: A pile of Station cards placed to the side of the play area. Scrapped Station cards go to the Station Scrap, and empty Station Decks are filled from the Station Scrap.

Strike Force: The players and their Ships in Galactic Strike Force.

Strike Force Card: One of the eight starting cards associated with a given Strike Force Ship.

Strike Force Deck: The deck of Strike Force Cards and requisitioned Station Cards controlled by a given Strike Force player. A Strike Force Deck is kept Strike Force face up.

Strike Force Scrap: An area to the side of the gameplay area where scrapped Strike Force cards go.

Tech: A card that is installed on a Strike Force Ship and has a long term effect. After a Tech is played, it is placed on the Weaponry or Defense side of a Strike Force Panel if it grants Weaponry or Defense, or below a Strike Force panel if it does not.

Temporary Energy: Some effects grant temporary Weaponry or Defense. This energy is lost first if a Ship takes any damage, and if any remains, is removed during the Wrap Up Event of the Aftermath.

Travel Phase: The first phase of the round, during which Strike Force ships may travel to another Sector.

Value: The amount of Credits that a given card allows a player to gain when it is in hand during the Requisition phase.

Weaponry: The ability of a Ship to deal damage, represented by the Weaponry icon.

The manual's glossary ends here. Its playtester list and the publisher's FAQ and contact footer are credits and support boilerplate, and are not transcribed.

Phase Reference

The back cover of the manual is a quick-reference card. It is transcribed below.

Travel Phase: Phase Actions Event; Strike Force Travel Event.

Requisition Phase: Phase Actions Event; Gain Credits Event; Requisition Cards Event.

Installation Phase: Phase Actions Event; Install Tech Event.

Battle Phase: Phase Actions Event; Engage Event; Damage Event.

Aftermath Phase: Phase Actions Event; Opposition Flips Cards Event; Wrap Up Event.

Gameplay: You may play Boosts after any Event.

Starting Opposition Ships = Number of Players Times Two.

Fleet Limit = Number of Players Plus Two.

Elite Mode: Each Opposition Ship gains Weaponry and Defense when it enters play.

Key: Weaponry icon, Defense icon, Energy icon.

Khorijin
Ranak Warbeast
Medium
EuphrosyneConclave of NiphonLow