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Galaktico

Galaktico Rulebook

Table of Contents

Table of Contents

  • Contents
  • Preparations
  • Equipping Space Ships
    • What Should You Keep In Mind When Equipping a Space Ship?
  • Space Ships
    • Destroyer
    • Space Fighter
    • Cruiser
    • Scout
  • Set Up
    • What Should You Keep In Mind When Placing the Space Ships?
  • How to Play the Game
  • Movement / Combat
    • Normal Flight
    • Hyperspace Jump
  • Combat
  • Points
  • Deploy a Space Ship
    • Space Station
  • Moving a Meteor
    • Why Do You Move Meteors?
  • End of Game

Contents

The space ships are handcrafted cast figures and should be treated carefully.

  • 1 Gameboard, consists of three sectors
  • 24 Meteorstones
  • 48 Figures, 16 in three colours:
    • 3 x 1 space station
    • 3 x 3 destroyers
    • 3 x 3 space fighters
    • 3 x 4 cruisers
    • 3 x 5 scouts
  • 54 Playing cards, 18 per player:
    • 3 x 4 space ship cards
    • 3 x 6 shield cards
    • 3 x 8 weapon cards
  • 30 Points:
    • 20 x 1
    • 6 x 5
    • 4 x 10

Preparations

The GAMEBOARD is built up of the three rhombic parts, as shown in the picture (for 2 players as well).

The POINTS are placed ready for the game.

Each player chooses a colour and takes all 16 figures of the same colour:

  • 1 space station
  • 3 destroyers
  • 3 space fighters
  • 4 cruisers
  • 5 scouts

Each player chooses a type of card with a specific backside (circle, hexagon or pentagon) and takes all 18 cards with that backside:

  • 4 space ship cards, placed in front of each player
  • 6 shield cards, as equipment for the space ships
  • 8 weapon cards, as equipment for the space ships

Each player gets a bag for the hidden safekeeping of the points.

Equipping Space Ships

At the beginning of a game each player equips his space ships with shield and weappon cards. The equipment will be valid for the whole game and may not be changed within the game.

Space ships are equipped with weappon cards to boost their force in COMBAT: the stronger space ship captures the weaker space ship.

Space ships are equipped with shield cards to weaken their enemies weappon cards which then weaken the opponent space ships.

All players equip each of their 4 space ship types (scout, cruiser, space fighter and destroyer) with ONE shield card and TWO weapon cards, which are placed frontside down (=backside up) at the appropriate space ship card. The space station can't be moved, nor can it fight and it doesn't get any shield or weappon cards. The two spare shield cards of each player go back into the game box, they are not needed in this game.

What Should You Keep In Mind When Equipping a Space Ship?

There are four different weappon effects: Laser, Quanten, Krypto and Impuls.

Each shield completely blocks two weappon effects, but the other two effects penetrate the ship. So the shield of a space ship defines the force of opponent ships when a combat takes place.

ATTENTION! The coloured weappon effects on the shield cards penetrate, the other two (faded and with a shield) are blocked.

Each weappon has four effects. Each weappon effect has a force between 0 and 6. When a combat takes place, the shield of the opposing space ship blocks two weappon effects, the force of the two penetrating effects is added to the basic force of your space ship, resulting in the total force.

Example (as printed):

  • Opponent's shield: Wellen Absorber. Quanten- and Impuls- effects are blocked by the Wellen Absorber shield, Laser- and Krypto-effects are penetrating.
  • Your space ship's weappons: Krypto Projektil: Laser force 6, Krypto force 6, total 12. Cryo Blitz: Laser force 0, Krypto force 5, total 5.
  • Your space ship: cruiser force 3.
  • Total force: Kryptoprojektil 12 + Cryo Blitz 5 + cruiser force 3 = 20.

Space Ships

Each space ship type has a basic force, a maximum movement range and special abilities. Each player has 4 space ship cards. They show a space-ship type and are valid for all own figures of that type. The number of space ships is different for each type.

Destroyer

  • Force: 5
  • Movement: 2
  • Special abilities:
    • Gravity field: disables hyperspace jumps for other players (see hyperspace jump). Meteors within the gravity field may be moved as an action.
    • May destroy a space station of another player.

The gravity field consists of the space where the destroyer is standing on and all eight adjacent spaces. Opposing space ships cannot make hyperspace jumps to or from any of those spaces. Meteors within the gravity field may be moved as an action (see move a meteor).

Space Fighter

  • Force: 4
  • Movement: 3
  • Special abilities:
    • May perform one hyperspace jump per turn (see hyperspace jump).
    • May attack directly out of hyperspace (move on an opposing figure, unless the targeted space is protected by a gravity field).

Cruiser

  • Force: 3
  • Movement: 4
  • Special abilities:
    • May perform up to two hyperspace jumps per turn (see hyperspace jump).
    • May move on after a victorious combat (also hyperspace jumps), but only up to the maximum movement range. May not attack twice.

Scout

  • Force: 1
  • Movement: 5
  • Special abilities:
    • May fly through meteor fields, but cannot end a move on meteors.
    • Gets a bonus of +3 on force, when attacking an adjacent space directly out of a meteor field. Thus, a scout has to fly through a meteor field and from there directly onto an opposing space ship, to get the attacking bonus.

Set Up

Each player chooses a space sector and places 8 meteors and his space station as shown below. Two player game: in the third sector meteors are placed as well.

Each player places the following space ships on any of the marked spaces (one space ship per space):

  • 1 destroyer
  • 1 space fighter
  • 2 cruisers
  • 3 scouts

Remaining space ships are placed in front of each player as a supply. Throughout the game space ships from the supply may be deployed on the space station.

The set up is made by covering your sector while placing your space ships, so that the other players cannot see how you place your space ships.

What Should You Keep In Mind When Placing the Space Ships?

Each type of space ship and the space station have different abilities, which should be used in a clever way (see space ships).

The scout e.g. has a range of 5 and is able to penetrate the opponents forces when placed properly.

Cruiser and space fighter can make a sneak attack by using their ability of hyperspace jumps.

The destroyer can defend your ships against attacks from hyperspace with his gravity field.

The space station has a gravity field as well, which acts as a defense mechanism against attacks from hyperspace.

How to Play the Game

The player left to the most impatient player starts, the other players follow clockwise.

Each player has to perform two actions, when it is his turn. You can choose between the following actions:

  • Movement / combat: Move a space ship according to its maximum movement range. A combat takes place, when you move your space ship onto an opposing space ship.
  • Deploy a space ship: On your own space station you can deploy a new space ship from your supply. A space ship is inactive until it is moved from your space station.
  • Move a meteor: In your own sector or within the gravity field of any of your own destroyers you can move a meteor by one.

Movement / Combat

The movement range of a space ship shows the maximum up to which any space ship of that type may be moved. Each space ship may be moved only once per turn. A space ship can move along free spaces only, meteor fields cannot be passed by normal space ships (cruiser, space fighter or destroyer), only the very small scouts have the special ability to fly through meteor fields, but they cannot end a move on a meteor field.

Normal Flight

  • You can move in any direction.
  • You can move diagonal.
  • You can cross the borders of the space sectors.
  • You can move into opposing gravity fields.

Diagram captions (as printed): The cruiser has a movement range of 4 spaces. The space fighter has a range of 5 and may cross meteor fields. The destroyer can only move around the cruiser.

Note on source: the space fighter's diagram caption above says "a range of 5", while the space ship card on the Space Ships page gives its movement as 3. Both are transcribed as printed; the printed card value (3) is the one listed under Space Ships.

Hyperspace Jump

  • Is a special ability of cruisers and space fighters.
  • A space fighter can make one hyperspace jump and a cruiser can make up to two hyperspace jumps as part of their movement.
  • Counts as one movement step.
  • When performing a hyperspace jump the axis, which separate the three space sectors, serve as a mirror which reflects the actual position of the space ship into another sector.
  • You are only allowed to reflect on spaces that are not occupied (EXCEPTION: the scout can attack directly out of hyperspace by reflecting on opposing space ships).
  • The gravity field (an ability of destroyer and space station) blocks hyperspace jumps from all space ships, other than yours. The opposing space ships are not allowed to perform hyperspace jumps neither in nor out of a gravity field.

Diagram 1 (as printed): The cruiser has a range of 4 spaces.

  • Step 1: move to S1 (normal flight).
  • Step 2: move from S1 to S2 (hyperspace jump: reflects across the Y-axis into the sector).
  • Step 3 and 4: move from S2 to S4, passing over S3 (normal flight).

Diagram 2 (as printed): The cruiser may perform up to two hyperspace jumps per turn.

  • Step 1: move to S1 (normal flight).
  • Step 2: move from S1 to S2 (hyperspace jump: reflects across the Y-axis).
  • Step 3: move from S2 to S3 (hyperspace jump: reflects across the Z-axis).
  • Step 4: move from S3 to S4 (normal flight).

Combat

When a player moves a space ship onto an opposing space ship, a combat instantly takes place and the space ship's movement ends (EXCEPTION: the cruiser may move on after a victorious combat (hyperspace jumps included), but only up to the maximum movement range. May not attack twice).

Now both players show the weappon and shield cards of their fighting space ship in order to find out which space ship is the strongest in this combat. Therefor both players place their cards face up, card to card and clearly visible for all players on the table. Comparing shields and weappons results in the weappon force of both space ships in this combat. The basic force of each space ship is added to its actual weappon force, resulting in the total force.

The space ship with the higher total force wins the combat and captures the opposing space ship. The winner places the captured figure on the space ship card of the victorious space ship and is rewarded with points for his victory (see points).

Example 1 (as printed): The dark cruiser could reach the light destroyer in 4 steps. The hyperspace jump (step 2) is possible, because it is situated outside the destroyers' gravity field. Now combat takes place. The dark player shows shield and weappon cards of his cruiser. The light player shows shield and weappon cards of his destroyer.

  • The cruiser's Laser and Quanten weappon effects (pink and orange) are blocked by the destroyer's shield (in this example the DEFLEKTOR). Krypto and Impuls effects (green and blue) penetrate. The resulting force is: Cryo Blitz 5+6 = 11; Krypto Projektil 6+1 = 7; basic force cruiser (Kreuzer) 3; total force 11+7+3 = 21.
  • The destroyer's Laser and Krypto weappon effects (pink and green) are blocked by the cruiser's shield (in this example the INVERSIONSFELD). Quanten and Impuls effects (orange and blue) penetrate. The resulting force is: Plasma Bombe 5+1 = 6; Korrosions Strahl 4+3 = 7; basic force destroyer (Zerstörer) 5; total force 6+7+5 = 18.
  • The dark cruiser (force 21) wins the combat and captures the light destroyer (force 18).

When there is a tie, both space ships are captured and placed on the other player's space ship card. Both players are rewarded with points.

ATTENTION! The scout gets a bonus of +3 on its basic force when attacking directly out of a meteor field (see space ships). So it could beat some space ships by using its bonus, which it otherwise wouldn't defeat.

Points

In the end of the game, the player with the most points wins. You are rewarded with points for winning a combat. How many points you are rewarded with depends on how many combats the defeated space ship type already has won, which you can see by the number of captured space ships on its space ship card. You get one point for each space ship already captured by the defeated space ship. The more combats a space ship type has won, the more attracting it is for opposing players to beat such a successful space ship and earn lots of points. When a space ship type has not captured any opposing space ship yet, you are still rewarded with one point for defeating such a space ship.

The player who ends the game is rewarded with 5 points (see end of game).

When a player destroys a space station (by moving a destroyer onto it) he is additionally rewarded with one point for each inactive space ship of the player whose space station was destroyed (see deploy / space station).

Points have a count of 1 (20 x), 5 (6 x) and 10 (4 x). Earned points are kept hidden in each player's bag.

Examples (as printed): On the destroyer's card of the grey player are standing three captured space ships. Defeating a grey destroyer is therefore rewarded with three points. On the scout's card of the violet player no captured space ship is placed yet. Defeating a violet scout is rewarded with one point.

Deploy a Space Ship

You can deploy a space ship from your supply on your space station. The space ship can be moved in the same turn, if you still have the second action left. You may deploy a space ship only when no other space ship is standing on your space station, thus a deployed space ship has to be moved from the space station before the next space ship can be deployed on your space station. All space ships in your supply are inactive. A space ship, which is still standing on your space station is also inactive (it is still in "production").

When a player destroys a space station he is rewarded with one point for each inactive space ship of the opposing player (+ 5 points for ending the game, see end of game).

Space Station

On their space station players can deploy new space ships from their supply. The space station can't be moved. The space station has a gravity field, similar to the destroyer, which acts as a defense mechanism against opposing hyperspace jumps. The space station can't be attacked by any opposing space ship except the destroyer, who destroys the space station without combat by simply moving onto it (see end of game). If a space ship is standing on the space station, it is inactive and is destroyed without combat as well, giving you a reward of one point (see points).

Diagram caption (as printed): gravity field of a space station.

Moving a Meteor

In your own space sector you may move a meteor one space in any direction to an adjacent free space. Meteors in opposing space sectors can't be moved. EXCEPTION: Meteors in a gravity field of one of your destroyers may be moved no matter which sector they are placed in (even out of the gravity field). Moving a meteor is an action (it is not an action of a specific destroyer, even if the presence of a destroyer is needed in opposing space sectors).

Why Do You Move Meteors?

Meteors can't be crossed by any space ship (except scouts!). You move a meteor in order to:

  • clear a space so you can move your space ships through it.
  • block a space for opposing space ships.
  • prepare an attack through a meteor field with a scout (scouts get a bonus of +3 when attacking out of a meteor field).

End of Game

The game ends either:

  • when a player has reached 30 points by winning enough combats.
  • or when a space station of one player is destroyed.
  • or when all three destroyers of one player have been captured.

The player who ends the game is rewarded with 5 points. All players count their points. The player who has the most points wins the game!