HeroCard Galaxy
HeroCard Galaxy Rulebook
Table of Contents
Table of Contents
Quick Start
Game Overview
In HeroCard, each player takes on the identity of a Hero and uses his or her Action Deck to battle against other Heroes. Each HeroCard deck includes three Attribute cards, which represent the capabilities of your Hero, and a deck of Action Cards, which you use to duel your opponent.
Your goal is to launch successful attacks against your opponent while defending against his or her attacks. You attack and defend by playing Action Cards.
Getting Started
Select your Hero, and familiarize yourself with your Attribute and Action Cards. Then, set up your play area as show to the right:
Note: Your Attribute Stacks are empty at the beginning of game play, since you have not played any cards yet.
In the example above, the Cult Player has spent 3 Attribute Points, leaving 6 Available.
Playing
Attributes/Action Cost: Each Character's Body, Mind and Attribute X Cards list his or her Attribute scores. These limit the cards you can play. Each Action Card has an associated Action Cost in Body, Mind or Attribute X. The combined Action Cost of all the cards you have in play must be equal to or less than your Character's corresponding Attribute score. These Attribute points remain expended until you clear some or all of your in-play cards.
Action Type: Each Action Card lists an Action Type, which determines when you can play the card.
The Action Types are:
- Fast: Play as many as you have free Attribute points for on any player's Action Phase.
- Restricted: Play as many as you have free Attribute points for on your own Action Phase only.
- Exclusive: You can play only one Exclusive action per turn (even if you have enough Attribute points to play more), only on your own turn during your Action Phase.
Sets: You can play your Action Cards one at a time, or you can play certain cards together as a set. Whether you play cards singly or in a set, you must let your opponent respond before playing more cards.
Four Phases of a Turn
There are four phases to every turn. Complete them in the following order: Discard, Draw, Clear, Action.
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Discard: Discard as many cards as you wish, placing them face up on your discard stack.
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Draw: Draw up to three cards from the top of your Action Deck. Do not exceed seven cards in your hand. If your Action Deck runs out of cards, shuffle your discard stack, place it face down and continue drawing Action Cards from the top.
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Clear: Remove up to three cards from your Attribute Stacks and place them in your discard stack (see Action, below, on placing cards into your Attribute Stacks). This frees up the Attribute points those cards cost to play. If you have more than three cards in your Attribute Stacks, the Attribute points for any uncleared cards remain spent, but the cards have no further effect on the game. Always clear the top card from a given Attribute Stack (i.e., the most recently-played card) first.
Some cards allow you to clear outside of your clear phase. Reduce the current attack or block value by the appropriate amount, if applicable. Other immediate effects remain.
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Action: Attack, block, and play other Action Cards. Observe the rules for attacking and blocking below, as well as the Action Type rules and any restrictions listed on the card.
Refreshing your Hand: Forego your Action Phase to refresh your hand. Discard all of the cards in your hand and draw the same number. When you refresh, you can not play any cards or take any other Actions of any kind.
Attacking
On your turn, you can attack during your Action Phase. You can play Base Attacks, Attack Modifiers (Mods), and Special Attacks.
- Base Attacks (generally Exclusive): Play only one Base Attack on your Action Phase. Each Base Attack card shows a number representing the strength of the attack.
- Attack Mods (Fast): Play as many Attack Mods as your available Attribute points allow. Attack Mods increase the value of a Base Attack, so you must play a Base Attack either before or in a set with your Attack Mod(s). You can play multiple Attack Mods provided you have played a single Base Attack in the current Attack Sequence. Each Attack Mod shows a number representing the points it adds to a Base Attack.
- Special Attacks (Fast or Restricted): Play as many Special Attacks as your available Attribute points allow.
Attack Sequence: An Attack Sequence begins when you play a Base Attack, and includes all attack, block and other Action Cards you and your opponent(s) play in the course of resolving that attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Normally there is only one Attack Sequence per Action Phase, but there are card that allow you to play more than one Base Attack per Action Phase. Attack and block cards apply only to the Attack Sequence in which they are played.
To attack, select your Base Attack and any Attack Mods. The total Action Cost of the cards may not exceed your Hero's Attribute scores. Place the cards face up to the right of their corresponding Attribute Card, with the Action Cost of each card visible, and with the most recently played card on top. Announce the total value of your attack. Allow your opponent to play blocking cards. You can continue your attack with more Action Cards up to your Attribute limits. The Attack Sequence ends when all players pass. At the end of the Attack Sequence, if your total attack value exceeds your opponent's total block value, your attack is successful.
Blocking
On your opponent's turn, defend against his or her attacks. You can play Base Blocks, Block Modifiers (Mods), and Special Blocks.
- Base Blocks (Fast): When your opponent attacks, play as many Base Blocks as your available Attribute points allow. Each Base Block card shows a number representing the strength of the block. If you play more than one Base Block, add the block values together.
- Block Mods (Fast): Play as many Block Mods as your available Attribute points allow. Block Mods increase the value of a Base Block, so you must play a Base Block either before or in a set with your Block Mod(s). You can play multiple Block Mods provided you have played at least one Base Block in the current Attack Sequence. Each Block Mod card shows a number representing the points it adds to a Base Block.
- Special Blocks (Fast): Play as many Special Blocks as your available Attribute points allow.
To block, select your Base Block(s) and any Block Mods. The total Action Cost of the cards may not exceed your Hero's Attribute scores. Your current block value must equal or exceed your opponent's current attack value, or the attack is successful. Place the cards face up to the right of their corresponding Attribute card, with the Action Cost of each card visible, and with the most recently played card on top. Announce the total value of your block. Your opponent may increase the attack by playing additional attack cards. The Attack Sequences ends when all players pass. At the end of the Attack Sequence, if your total block value equals or exceeds your opponent's total attack value, the attack fails.
Board Game
Players: 2 to 4. Ages: 10 and up. Time: 1 to 2 hours.
Components
- Galaxy Board
- Cosmic Cult Hero, with matching Action Deck and hero figure
- Mechagen Hero, with matching Action Deck and hero figure
- 20 Discovery Cards
- 22 Technology Cards
- Galaxy Rule Booklet
Overview and Objective
In Galaxy, you command a space-faring vessel on behalf of your interplanetary race. Your quest is simple: galactic domination!
Your goal is to collect and control planets as you travel through the cosmos. As space commander, you discover new planets, capture and defend them, and collect technology to help you fend off attackers who want to take control of your planetary colonies. Whoever claims the right combination of planets first wins!
As with all HeroCard board games, in Galaxy you battle your opponents using the HeroCard dueling system. You use your Action Deck to vie for control of unclaimed planets, to capture planets from your opponents' dominion, and to defend when your opponents invade your planets. Two Galaxy Heroes are included with the game: the Cosmic Cult and the Mechagen. Two additional Heroes, the Crab and the E.G.G. (Energy Garnering Gyrosphere) are available as expansion packs. And don't forget – you can customize your own Heroes by mixing and matching Attribute and Action Cards. See the HeroCard Core Rules for further details.
In Galaxy your Hero battles for control of the cosmos. You travel from planet to planet in your ship, represented by the Body attribute. Equipped with cutting-edge computer technology, your Mind attribute, you navigate through space and analyze incoming data. Finally, you exploit strange Xenoscientific principles, using Attribute X, to expand your galactic control.
Getting Started
Game Setup
To battle opponents in Galaxy, you use the HeroCard dueling system. Before playing Galaxy, please read the HeroCard Core Rules (enclosed) and play a practice duel. These rules assume that you know how to play a HeroCard duel.
Pick a Hero and corresponding Action Deck. Lay out your Attribute Cards, Action Deck, discard area and in-play area in front of you, as described in the HeroCard Core Rules. Leave space for an additional row of cards between the Galaxy board and your card setup. When you capture planets, you will place them in this space, called the Control Row.
To set up the play area, lay out the game board in the center of the table. Shuffle the Discovery and Technology decks, and place them face-down within reach of all players. Draw the top three Discovery Cards and place them face-up on the board in the three Discovery Queue spaces. Discovery Cards represent the planets that you and your opponents will attempt to control.
Randomly decide who goes first. The first player places his or her hero figure on the board in any of the four empty Discovery Spaces. Proceeding clockwise around the table, each player places his or her hero figure on an unoccupied Discovery Space.
Basic Play: Overview
As a space commander Hero, your goal is to discover and take control of new planets, take over your opponents' planets, and repel opponents' invasions on your own planetary holdings.
Each Discovery Card represents a planet that you can attempt to claim (if the planet is uncontested by an opponent) or capture (if an opponent already controls it, or is attempting to claim it at the same time as you). The Discovery Queue contains the planets that have been spotted by astronomers, but not yet visited by any spacefarer. When a player discovers a planet (See "Taking a Turn", below), he or she places it in a Discovery Space. Planets in a Discovery Space are not under anyone's control, and players may claim them (if they're uncontested), place a garrison to protect them from capture by an opponent, or attack opponents directly using their HeroCard Action Decks to see who wins control. Players can also collect Technology cards, which add useful abilities to Action Decks. Don't worry, we'll explain the details below!
Once you have taken control of a planet, you place it in front of you in your Control Row. But be careful – your opponents can use their HeroCard Action Decks to attack, invading your planetary holdings. If an opponent successfully attacks a planet you control, he or she captures it.
There are three ways to win Galaxy. You must either collect four planets of one color, one planet of each of the five colors, or two of one color and three of another. (Some players find it easy to remember this in poker terms: you're looking for four of a kind, a straight, or a full house.) The first player to collect one of these planet combinations wins!
Playing
- Begin by selecting your Hero and corresponding Action Deck. Examine your three Attribute Cards and Action Deck to familiarize yourself with your Hero's abilities. Remember that the combined Action Cost of the cards you have in play at any given time must be equal to or less than your Hero's corresponding Attribute score, as described in the HeroCard Core Rules.
- Randomly determine who starts, and set up the game play area as described above.
- Shuffle your Action Deck and draw 7 cards. This is your opening hand of cards.
- Begin play, with turns proceeding in a clockwise direction. On your turn, your goal is to collect planets, represented by Discovery Cards. You can do this by claiming an unclaimed planet, or by attempting to capture an opponent's planet by attacking him or her using your HeroCard Action Deck. On your opponent's turn, he or she will control unclaimed planets, or try to take over yours. See "Taking a Turn" below for details on how to proceed through a turn.
- Declare a winner! Continue playing until one player has collected either four planets of one color, one of each of the five colors of planets, or two of one color and three of another.
Taking a Turn
The Four Phases
Exactly as in a HeroCard duel, there are four phases to every turn. Complete the phases in the following order: Discard, Draw, Clear, Action. If you don't remember what to do during the Discard, Draw or Clear phases, please refer to the HeroCard Core Rules. In Galaxy, you can take a variety of different Actions during your Action Phase (in addition to attacking with your HeroCard Action Deck); these are described below.
Action
In Galaxy, your goal is to collect planets. There are a variety of Actions you can take during your Action Phase to do so. This is in contrast to a standard HeroCard duel, where your goal is to earn Victory Points. You do not earn Victory Points in Galaxy. If you launch a successful attack, You expel opponents from the planet, and capture the planet being contested, bringing you a step closer to collecting the planets you need to win. If your attack fails, you don't expel opponents or take control of the planet.
On your Action Phase, you can:
- Move (only once per turn): Move onto an unclaimed or controlled planet, or onto a Discovery space.
- Discover (Restricted): Move a planet from the Discovery Queue into a Discovery Space that contains no planet.
- Garrison (Restricted): Protect planets from attack. These can be your own planets, or ones you want to Claim on a future turn.
- Claim (Exclusive): Take control of a planet.
- Attack (Exclusive): Capture planets controlled by opponents, or battle with them over unclaimed planets.
- Draw Technology (Exclusive): Draw Technology Cards to bolster your Action Deck.
You can take these actions in any order you prefer, so long as you observe the limits imposed by their Action Type and the rules described below for each kind of Action. Remember that the three Action Types are Fast, Restricted and Exclusive:
- Fast: You can play as many Fast actions as you have free Attribute points for on any player's turn, during the Action Phase.
- Restricted: You can play as many Restricted actions as you have free Attribute points for, but only on your own turn during your Action Phase.
- Exclusive: You can play only one Exclusive action per turn (even if you have enough Attribute points to play more), only on your own turn during your Action Phase.
Moving
On your turn, you may Move your hero. You may only Move once per turn, but this does not count as your Exclusive action for that turn. You can Move before or after any other action, but you can only physically move your hero once per turn. When Moving, observe the following rules:
- You may move freely among the Discovery Spaces, whether or not they are occupied by planets or opponents.
- You may move from a Discovery Space to any planet in your Control Row.
- You may move from a planet in any player's Control Row to any Discovery Space.
- You may not move from a Discovery Space to a planet in an opponent's Control Row.
- You may move freely among the planets within your own Control Row, or among the planets within an opponent's Control Row.
- You may not interrupt your Move with other actions. For example, you may not Move, Garrison, and then continue with the Move, but you can Garrison, Move, and then Garrison.
To move to a planet in an opponent's Control Row, you must travel from your own Control Row, through any intervening Control Rows, to the desired opponent's planet. You move around the edge of the game board as illustrated, ignoring Control Rows that contain no planets. You may move either clockwise or counterclockwise. However, there are limits to how far you can move.
Moving to an Opponent's Control Row: You must stop when:
- You reach any opponent's Control Row. You must stop on the first planet you reach in that Control Row.
- You reach any planet occupied by an opponent. You must stop on that planet, even if it is in your own Control Row.
Discovering
You may Discover a planet on your turn. When you Discover a planet, you move it from the Discovery Queue into a Discovery space, bringing it into play for you or an opponent to claim or capture. Remember that you can Discover before or after any other action.
To Discover a planet, your hero must occupy a Discovery Space that does not contain a planet (although other heroes may occupy the same space with you). Take the planet from the Discovery Queue 1 space and place it face up in the Discovery Space your hero occupies. Place your hero, and any other heroes in the space, on top of the planet. Move the two planets remaining in the queue forward one space, draw the top card from the Discovery Deck and place it face up in the Discovery Queue 3 space.
Garrisoning
You may Garrison a planet on your turn. When you Garrison a planet, you hide cards from your hand under the planet, which you can then use to defend the planet when an opponent attempts to capture it. Remember that you can Garrison before or after any other action.
Placing a Garrison: To Garrison a planet, your hero must physically occupy it. You may Garrison an unclaimed planet or one that is in your Control Row, but you may not Garrison a planet controlled by an opponent. To Garrison an unclaimed planet, yours must be the only hero that occupies it. However, you may Garrison planets in your Control Row, even if other heroes occupy it with you. Place any number of cards from your hand face down under the planet. Only Fast Actions help defend the planet; you can place Exclusive and Restricted actions there to create the impression of a larger Garrison, but you can not use them in the event of an attack on the planet. You do not need to reveal the type or number of cards you place in a Garrison. Once you place a Garrison, you generally can not move it (although there is a Technology Card that allows you to do this).
Using a Garrison: When a planet is attacked, you may play Garrison cards to defend the planet. You may only play cards from a planet's garrison only when that planet is attacked. If your hero occupies the planet, you may use the Garrison cards in combination with your hand to defend. (See "Attacking", below.) When you play a Garrison card, simply turn it face up next to the planet and announce the effect of the card. Garrison cards do not cost Attribute points to play. Garrison cards are considered the planet's hand of cards and do not count against your hand size limit of 7 cards. Garrison cards you play are considered in-play on behalf of the planet (this is important because your opponent may take Actions that affect cards in-play). When the Attack Sequence is over, place Garrison cards you played in your Discard Pile.
Losing a Garrison: There are several ways you can lose your Garrison:
- If you Garrison an unclaimed planet and your hero leaves that planet, you lose your Garrison. Immediately place all Garrison cards in your Discard Pile.
- If you Garrison a planet in your Control Row and an opponent captures that planet, you lose any Garrison remaining after the battle. Immediately place all Garrison cards in your Discard Pile.
- If you Garrison a planet in your Control Row and an opponent uses the technology card EMP Disruptor to move it to a Discovery Space, you lose your Garrison if your hero does not occupy the planet. If your hero occupies the planet, your Garrison remains.
Note that once you Garrison a planet in your Control Row, the Garrison remains regardless of whether your hero occupies the planet.
Claiming
You may Claim a planet on your turn. Claiming a planet allows you to place a planet in your Control Row, where it counts toward the planets you need to win the game. You may not Claim a planet if you have drawn Technology Cards or played an Exclusive Action Card on this turn, because these are all Exclusive actions. You may Claim a planet before or after any other non-Exclusive action, but you may only Claim one planet per turn.
To Claim a planet, you must begin your Action Phase with your hero occupying the planet. The planet must be in a Discovery Space with no other heroes occupying it. You may not Claim a planet that an opponent occupies, nor one in an opponent's Control Row; you must capture those planets by attacking (see "Attacking", below). Place the planet you are Claiming in your Control Row, directly to the left or right edge of the other planets in the row. Your hero remains on the newly claimed planet. If you Garrisoned this planet, the Garrison cards remain under the planet. Note that you may not rearrange your Control Row when you claim planets, nor may you leave spaces between existing planets in your Control Row and new ones as you place them. You must place planets into your Control Row directly next to one another.
Attacking
You may attempt to Capture a planet by Attacking it. When you Capture a planet, you try to take it away from an opponent. This is different from Claiming a planet, which you can do only if the planet is not controlled or contested by an opponent. You can try to Capture a planet in an opponent's Control Row, or you can try to Capture an unclaimed but contested planet in a Discovery Space. A contested planet has two or more heroes on it (remember that you can't Claim a planet unless no hero but yours occupies it). You can Attack before or after any other action, but remember that you may take only one Exclusive action per turn.
When Attacking or using any Action Card against an opponent you must be In Range of your opponent. Heroes who occupy the same planet or Discovery Space are In Range. You may not affect another player with any card unless you are In Range.
To Attack a planet, your hero must occupy it. All other heroes occupying the planet are In Range. The attack affects them all equally, and each must individually defend against it; heroes may not combine forces to block an attack. Play your Base Attack and any Attack Mods. All opponents who currently occupy the planet can play cards from their hands to defend, and duels proceed as described in the HeroCard Core Rules. You expel every opponent who fails to block you attack. When you expel an opponent, place their Hero in a Discovery Space of your choice.
Capturing an Unclaimed Planet
To Capture an unclaimed planet, you must successfully attack and expel all heroes from it. Opponents whose heroes occupy the planet defend using cards from their hands. If an opponent has placed a Garrison on this planet, he or she may also play Garrison cards to defend it. If your attack expels all opponents from the planet, you immediately Capture the planet, placing it in your Control Row directly to the left or right of the other planets in the row. Remember that you may not rearrange your Control Row when you claim planets, nor may you leave spaces in your Control Row as you place planets. Your hero remains on the newly-Captured planet and all other heroes are expelled. Place any expelled heroes in a Discovery Space of your choosing. Any opponents' Garrisoned cards go immediately to their Discard Stack. If you Garrisoned this planet, your Garrison cards remain under the planet.
Capturing a Controlled Planet
To Capture a planet in an opponent's Control Row, you must successfully attack the planet. Note that to Capture a planet in an opponent's Control Row, it's not necessary to successfully attack any other opponents who currently occupy the planet – you must only defeat the planet's garrison, and its controller's hero, if present. Opponents whose heroes occupy the planet can defend using cards from their hands. If the planet has a Garrison under it, the planet's controller may play Garrison cards to defend the planet, even if his or her hero does not currently occupy the planet. If the controller's hero is present, he or she may combine the effects of the Garrison and cards he or she plays from his or her hand. Note that, if the planet's controller neither currently occupies the planet nor has Garrisoned it, any attack for more than zero points succeeds, since the planet has no defenses!
If your attack against the planet succeeds, you immediately Capture the planet, placing it in your Control Row directly to the left or right of the other planets in the row. Again, remember that you may not rearrange or leave spaces in your Control Row. Your hero remains on the newly-Captured planet. If you successfully attacked any other heroes on the planet, they are expelled. Place any expelled heroes in a Discovery Space of your choosing. If your attack failed against any other heroes on the planet (other than the planet's former controller), you still Capture the planet, but they remain on the newly-Captured planet. Any Garrisoned cards go immediately to the appropriate opponent's Discard Stack.
Drawing Technology Cards
You may Draw Technology Cards on your turn. Technology Cards are special cards that either bolster your Action Deck, or can be placed in a Garrison to defend a planet. You may Draw Technology before or after any other action, but you may only Draw Technology once per turn. You may not Draw Technology if you have Claimed a planet or played an Exclusive Action Card on this turn, because these are all Exclusive actions. To Draw Technology Cards, take four cards from the top of the Technology Deck. Examine the cards, then place two in your hand and the other two at the bottom of the Technology Deck. If your hand exceeds seven cards after Drawing Technology, immediately Discard down to seven. There are two basic kinds of technology cards, Technology Action Cards and Planetary Defenses.
Technology Action Cards: Some Technology Cards are Action Cards. These cards have Attribute costs and are all Fast or Restricted Actions. You use these Technology Cards exactly as you do the rest of the cards in your Action Deck. When you have played and cleared a Technology Action Card, place it in your Discard Pile. If you need to reshuffle your Action Deck during the course of the game, continue to include the Technology Cards in your deck.
Planetary Defenses: Some Technology Cards are Planetary Defenses. These cards have no Attribute cost and are designed exclusively to be placed in a Garrison (see "Garrisoning", above). When an opponent occupies a planet under which a Planetary Defense is Garrisoned, you may choose to play Planetary Defenses immediately, even before the opponent may attack. If you have multiple Planetary Defenses under the planet, you may use any number of them. However, you only have one opportunity to play the Defenses before the opponent may begin playing action cards as normal. In other words, if you wish to preemptively play more than one Planetary Defense, you must play all of them simultaneously, as a set. You may not play a Planetary Defense, wait to see its outcome, then immediately play another if the first one failed. When you have played a Planetary Defense card, discard it to your normal Discard Pile. If you need to reshuffle your Action Deck during the course of the game, continue to include the Technology Cards in your deck.
Completing a Turn
When you have completed all of the above-described actions you wish to take (and which are allowed by the rules), all Attack Sequences have been resolved and any planets have been Claimed or Captured, your turn is complete. Play proceeds to the left.
Completing the Game
Continue playing until one player has collected the right combination of planets. You must control either all four planets of the same color, one of each of the five colors, or two of one color and three of another. The first player to collect a winning combination of planets wins!
Contradictory Rules
If the text on an Action Card or Technology Card contradicts the game rules in this booklet, the card text overrules the game rules.
Sample Heroes
The printed pages 14 and 15 show the two included Heroes with sample card combinations. The Action Cost of each card is shown in parentheses; card text is given where it is printed legibly on the card.
Cosmic Cult
The devout members of the Cosmic Cult preach their faith from planet to planet. They glorify God by spreading His good news, by force if necessary.
Pillar of Flame (sample attack): Aeon Beam (Exclusive: Base Attack, 4; cost 3) + Arcane Vengeance (Fast: Attack Mod +5; cost 4) + Spacetime Curver (Fast: Attack Mod +3; cost 3) + Accelerated Entropy (Fast: Special Attack, cost 6). Accelerated Entropy reads: "Double the value of all active attack mods." Attack: 20.
Armor of God (sample block): Eldritch Elusion (Fast: Base Block, 1; cost 6) + Invoke Deflector (Fast: Block Mod +4; cost 2). Eldritch Elusion reads: "Base attack reduced to attack value 0. You must still block attack mods as usual." Block: 5, and Base Attack reduced to zero.
Mechagen
The Mechagen are robotic life-forms from a hive-like society. They conquer planets to save them from the twin scourges of disorder and individualism.
Relentless Attack (sample attack): Iron Arm Saw (Exclusive: Base Attack, 3; cost 2) + Hidden Weapon (Restricted: Base Attack, 2; cost 6) + 4D Weapon (Restricted: Base Attack, 2; cost 6). Attack: Three Attack Sequences in a single turn.
Disrupting Defense (sample block): Interference (Fast; cost 6) + Magnetic Deflector (Fast: Base Block, 5; cost 4) + Warding Intelligence (Fast: Block Mod +4; cost 2). Interference reads: "Twist 1 of target's attributes, no cards may be played on twisted attribute. Target may unwind any time he would clear 1, instead of clearing 1." Block: 9, and one of attacker's Attributes unavailable for attack.
HeroCard Core Rules
Game Overview
In HeroCard, each player takes on the identity of a character, called a Hero, and uses his or her Action Deck to battle against other Heroes. Heroes come from a variety of genres: you might play a Japanese samurai, a starship commander, a cyberspace hacker, or one of many other Heroes. Each Hero and associated Action Deck is unique – and you can even mix and match cards to further customize your own Hero and deck!
HeroCard takes only a few minutes to learn and is easy to play. Your HeroCard Action Deck contains everything you need to face other Heroes in battle.
Game Materials
Your HeroCard deck contains three Attribute Cards, which represent the capabilities of the Hero you are playing. In addition, your deck has a variety of Action Cards, which you use to attack, block, and strategize as your Hero. Each card describes how you can use it, so game play proceeds smoothly and quickly.
Game Setup
Each player picks a Hero. A Hero includes three Attribute Cards, which correspond to that Hero's strengths and weaknesses, and a twenty- to thirty-card Action Deck representing what that Hero can do in battle.
To set up your play area, lay out your cards as shown to the right: Place your three Attribute Cards in a column, with the Body (B) card at the top, the Mind (M) card in the middle, and the Attribute X (X) card at the bottom. (Don't worry, we'll explain the B, M and X Attributes and how to use them below.)
As you play your Action Cards, you'll place them face up to the right of the Attribute Cards in piles called Attribute Stacks. When you start the game, this area is empty, since you have not yet played any Action Cards.
Place your Action Deck to the left of your play area. When you discard cards during game play, put them in a face-up Discard Stack near your Action Deck.
Dueling Overview
As your Hero, your goal is to attack your opponent in duels and overcome his or her defenses. You must also defend yourself your opponent(s)' attacks.
Your attacks and defenses are limited by your Attributes. Each Hero has Body (B), Mind (M) and Attribute X (X) Attribute scores. What is the Attribute X? It's an Attribute that changes depending on the genre of your Hero. If you're playing a Cyberspace hacker, it represents Gene X; if you're taking on the Galaxy as a starship commander, it stands for Xenoscience. Check your rules to see which Attribute X your Hero has.
You attack and defend by playing Action Cards. Each Action Card has an associated Action Cost in Body, Mind or Attribute X. The combined Action Cost of the cards you play must be equal to or less than your Hero's corresponding Attribute score. Once you "spend" Attributes in this way, they remain expended until it's your turn again. You must use strategy and creativity to launch successful attacks while still leaving yourself enough free Attributes to defend when it's your opponent's turn!
You win a duel by mounting an attack that is stronger than the defenses your opponent can muster.
Taking a Turn
Four Phases of a Turn
There are four phases to every turn. Complete the phases in the following order:
- Discard: Discard unwanted cards from your hand.
- Draw: Draw up to three cards.
- Clear: Remove up to three cards from your Attribute Stacks.
- Action: Attack, and otherwise affect the game by playing Action Cards.
Discarding
Begin your turn by discarding as many cards from your hand as you wish. Place your discarded cards face up on your Discard Stack.
Drawing
Next, draw up to three cards from the top of your Action Deck, adding them to your hand. You may never hold more than seven cards in your hand at any time.
Note: If your Action Deck runs out of cards, shuffle your Discard Stack, place it face down in your draw area, and continue drawing Action Cards from the top.
Clearing
As you play Action Cards, you place them next to your Attribute Cards in Attribute Stacks. You'll place each Action Card to the right of the Attribute Card with which it corresponds, on top of any cards you previously played using that Attribute and arranged so that the Action Cost of each card remains visible. For example, if an Action Card costs 5 Body to play, you'll place it to the right of your Body (B) Attribute Card, on top of any previously-played cards that cost Body.
During your Clear phase, you may remove up to three cards from your Attribute Stacks and place them in your Discard Stack. When clearing cards from a given stack, you must always begin with the top (i.e., most recently-played) card in that stack.
Note: If you take the first turn in the game, you won't need to clear, since you haven't played any cards yet.
If you have more than three cards in your Attribute Stacks, you won't be able to clear them all. The Attribute points for any uncleared cards remain spent, but the cards themselves have no further effect on the game. They simply tie up your Attribute points until you're able to clear them.
Some Action Cards allow you to clear cards at times other than during your clear phase. If the cleared card is part of a current attack or block, the attack or block value is reduced by the appropriate amount. If the cleared card has an immediate effect, the effect remains even though the card is removed from play (unless otherwise specified by the clearing card).
Taking Actions
Now you can play Action Cards. When playing Action Cards, observe the following rules:
Action Cost: Each Action Card has an associated Action Cost in Body (B), Mind (M) or Attribute X (X). The combined Action Cost of all the cards you have in play must be equal to or less than your Hero's corresponding Attribute score. These Attribute points remain expended until you clear some or all of your in-play cards on your next turn.
Action Type: Each Action Card has an Action Type listed on it, which determines when you can play the card. There are three Action Types: Fast, Restricted, and Exclusive:
- Fast: You can play as many Fast actions as you have free Attribute points for on any player's turn, during the Action Phase.
- Restricted: You can play as many Restricted actions as you have free Attribute points for, but only on your own turn during your Action Phase.
- Exclusive: You can play only one Exclusive action per turn (even if you have enough Attribute points to play more), only on your own turn during your Action Phase.
Playing Sets: You can play your Action Cards one at a time, but you can also play cards simultaneously, as a set. Once you have played a card or card set, you must allow your opponent to respond (he or she may play cards or pass) before playing more cards. Either approach can be the best choice, depending on the situation: playing a set prevents your opponent from interfering with your action (for example, he or she might play a card that forces you to discard cards in your hand), but playing cards singly allows you to conserve cards. For details on which cards can be played together as sets, see the "Attacking" and "Blocking" sections, below.
Refreshing your Hand
Instead of taking an Action Phase, you can refresh your hand. To refresh, discard all of the cards in your hand and draw the same number of cards from your Action Deck. When you refresh, you forego your Action Phase completely: you can not play any cards or take any other Actions of any kind.
Attacking
On your turn, you attempt to mount a successful attack against your opponent. You can play Base Attacks, Attack Modifiers (Attack Mods) and Special Attacks. Of course, you can also play other cards on your turn provided you follow any limits imposed by the Action Type and otherwise specified by the card, and provided you have the available Attribute points.
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Base Attacks (Fast or Restricted): On your Action Phase, you can play one Base Attack. A Base Attack is generally an Exclusive action, so you can only play one Base Attack per turn, and only on your own turn (note that there are some cards that allow you to play more than one Base Attack per turn). You must also have enough available Attribute points to play the card. Each Base Attack card shows a numeric value representing the strength of the attack.
Example: The Action Card "Attack from Above" lists Attack 4. This is a 4-point attack.
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Attack Mods (Fast): On your Action Phase, you can play as many Attack Mods as your available Attribute points allow. Attack Mods add points to the strength of a Base Attack, and they can only be played in conjunction with a Base Attack. Each Attack Mod card shows a numeric value representing the number of points it adds to a Base Attack.
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Special Attacks (Fast or Restricted): On your Action Phase, you can also play Special Attacks. Special Attacks may allow you to take actions, force your opponent to take actions, or otherwise affect game play. You may play Special Attacks as your available Attribute points allow. You must also obey any limits imposed by the Action Type and otherwise specified by the card.
Example: The Action Card "Forfeiture" states, "Target discards one block card." The opponent on whom you play this must discard one block card (any kind of block card, whether Base Block, Block Mod or Special Block) from their hand.
The Attack Sequence: When you play a Base Attack, you begin what's called an Attack Sequence. An Attack Sequence includes your Base Attack and any other attack cards, block cards, and other cards you and your opponent play in the course of resolving the attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Normally, you can only play one Base Attack per Action Phase, so there is only one Attack Sequence per Action Phase. However, there are cards that allow you to play more than one Base Attack per Action Phase. Playing a new Base Attack starts a new Attack Sequence. It is important to note that Base Attacks and Attack Mods only apply to the Attack Sequence in which they are played. Once an Attack Sequence ends, these cards have no further effect on the game (remember that until cleared, these cards do continue to tie up the Attribute points they cost to play).
Example: The Action Card "Stone Falls through Water" lists Attack Mod +5. Played in conjunction with "Attack from Above", this card adds 5 points to value of the attack, for a total of 9 points.
Playing Sets: You can play your Base Attack first and then play Attack Mods separately, waiting for your opponent to respond to each action you play. Or, you can play your Base Attack and one or more Attack Mods simultaneously, as a set. You can only play a Base Attack and Attack Mods in a set of attacks; you cannot include Special Attacks or any other Action Cards in such a set. Also remember that you must always play an Attack Mod at the same time as, or after, a Base Attack during a given Attack Sequence. An Attack Mod cannot stand alone.
To Attack: Select the Base Attack and any Attack Mods you wish to play. Compare the total Action Cost of the cards to your Hero's Attribute scores, to be sure you can play the cards. Place the Action Cards to the right of the corresponding Attribute Card, on top of any cards you previously played using that Attribute. Arrange these Attribute Stacks so that the Action Cost of each card remains visible, and the most recently played card is on top. This begins the Attack Sequence.
Announce to your opponent the total value of the attack you are making.
Your opponent may choose to defend by playing Base Blocks and Block Modifiers. He or she will attempt to block a number of points equal to or more than the value of your attack. Your opponent may also use other Action Cards as appropriate to prevent your attack from succeeding.
After your opponent plays Blocks, Block Mods or other Special Blocks, you can continue your attack by playing more Action Cards, up to your Attribute limits. Your opponent can continue to defend, and other players can play appropriate Action Cards as well. The Attack Sequence continues until all players pass.
If your total attack value is higher than your opponent's total block value, your attack succeeds! If your opponent's block value equals or exceeds your attack value, your attack fails.
Spent Attributes: The combined Action Costs of the cards you played during this duel are "spent". They remain spent until you can clear some or all of them on your next turn.
Blocking
On your opponent's turn, he or she can attempt to mount an attack against you, as above. You can defend by playing Base Blocks, Block Modifiers (Block Mods) and Special Blocks. Of course, you can also play other cards on your turn provided you follow any limits imposed by the Action Type and otherwise specified by the card, and provided you have the available Attribute points.
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Base Blocks (Fast): On your opponent's Action Phase, he or she can attack you with a Base Attack plus Attack Mods. You can respond by playing one or more Base Blocks. Unlike Base Attacks, you can play as many Base Blocks as your available Attribute points allow, adding the value of the Base Blocks together. Each Base Block card shows a numeric value representing the strength of the block.
Example 1: The Action Card "Unbroken Defense" lists Block 9. This is a 9-point block.
Example 2: The Action Card "Efficient Block" lists Block 4. This is a 4-point block. Provided you have available Attribute points, you can play this card in conjunction with "Unbroken Defense." Together, these two Base Blocks equal a 13-point block.
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Block Mods (Fast): In response to your opponent's attacks, you can also play as many Block Mods as your available Attribute points allow. Similar to Attack Mods, Block Mods add points to the value of a Base Block, and can only be played in conjunction with one or more Base Blocks. Each Block Mod card shows a numeric value representing the number of points of it adds to the Base Block.
Example: The Action Card "Cross Block" lists Block Mod +5. Played in conjunction with "Unbroken Defense", this card adds 5 points to value of the block, for a total of 14 points.
Example 2: "Cross Block" (5-point Block Mod) played in conjunction with "Unbroken Defense" (9-point Base Block) and "Efficient Block" (4-point Base Block), equals total block value of 18 points.
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Special Blocks (Fast): In response to your opponent's attacks, you can also play Special Blocks. Special Blocks may allow you to take actions, force your opponent to take actions, or otherwise affect game play. You may play as many Special Blocks as your available Attribute points allow. You must also obey any limits imposed by the Action Type and otherwise specified by the card. (Note that Special Blocks are generally Fast Action Types, so you aren't limited to playing them only in response to an attack – you can play them at other times too.)
Example: The Action Card "Distracting Smile" states, "Target discards two attack cards from their hand." The opponent on whom you play this card must discard two attack cards (any kind of attack card, whether Base Attack, Attack Mod or Special Attack) from their hand.
The Attack Sequence: When your opponent plays a Base Attack against you, an Attack Sequence begins. The Attack Sequence includes the Base Attack and any other attack cards, block cards, and other cards you and opponent play in the course of resolving the attack. A card played during the course of an attack sequence is considered "Active" until the end of that Attack Sequence. Remember that Base Blocks and Block Mods only apply to the Attack Sequence in which they are played. If your opponent uses a special card to play a new Base Attack during the same Action Phase, a new Attack Sequence begins. Any Base Blocks and Block Mods you previously played have no further effect on the game (remember that until cleared, these cards do continue to tie up the Attribute points they cost to play). You must play new Base Blocks and Block Mods to defend against the attack.
Playing Sets: You can play your Base Block(s) first and then play Block Mods separately, waiting for your opponent to respond to each action you play. Or, you can play your Base Block(s) and one or more Block Mods simultaneously, as a set. You can only play Base Blocks and Block Mods in a set of blocks; you cannot include Special Blocks or any other Action Cards in such a set. Like an Attack Mod, you must always play a Block Mod at the same time as, or after, a Base Block during a given Attack Sequence. A Block Mod cannot stand alone.
To Block: You opponent begins the Attack Sequence by playing a Base Attack and any Attack Mods. To block, select the Base Block(s) and any Block Mods you wish to play. Compare the total Action Cost of the cards to your Hero's Attribute scores, to be sure you can play the cards. Also make sure the total value of the block equals or exceeds your opponent's attack value – otherwise the attack succeeds and your opponent earns a Victory Point. Place the Action Cards to the right of the corresponding Attribute Card, on top of any cards you previously played using that Attribute. Arrange these Attribute Stacks so that the Action Cost of each card remains visible, and the most recently played card is on top.
Announce to your opponent the total value of the block you are making.
Your opponent may then choose to increase the attack by playing additional Attack Mods, Special Attacks, or other Action Cards as appropriate. You can continue to defend by playing more Action Cards, up to your Attribute limits. Other players can play appropriate Action Cards as well. The Attack Sequence continues until all players pass.
If your total block value equals or exceeds your opponent's total attack value, the attack fails. However, if your opponent's attack value is greater than your block value, the attack succeeds.
Spent Attributes: The combined Action Costs of the cards you played during this duel are "spent". They remain spent until you can clear some or all of them on your next turn.
Finishing a Turn
An Attack Sequence is finished when the player whose turn it is confirms that all players pass and opponents determine the success or failure of the attack. Play then proceeds to the left.
In some cases, the attacker may launch multiple Attack Sequences in the same Action Phase (remember that some special cards allow more than one Base Attack per Action Phase). A given Attack Sequence must complete as above before a new one is launched. Each new Attack Sequence proceeds and completes as above. When all Attack Sequences are complete, play proceeds to the left.
Contradictory Rules
If the text on a card contradicts the game rules in this booklet, the card text overrules the game rules.
Creating Your Own Decks
Building Customized Heroes
Each HeroCard deck represents a full Hero, ready to be pitted in duels against other Heroes. Each includes three Attribute Cards and about thirty corresponding Action Cards. You can create your own Heroes and Action Decks as well. Here's how:
- Combine different Attribute Cards from different Heroes. Your custom Hero must always have three Attribute Cards: one Body (B), one Mind (M) and one Attribute X (X) card.
- Combine different Action Cards from different Action Decks. Your custom Action Deck must always have at least 20 Action Cards, and may contain no more than six copies of the same card.
Balancing Customized Heroes
Each Attribute Card shows a hero point number in the bottom left corner of the card. When creating a custom Hero, add up the hero points on your three Attribute Cards. This is your hero point total. In general, the higher the hero point total, the more powerful the Hero.
For dueling to be fun for all players, Heroes must be similar in power. When using customized Heroes, all players in the game must agree to a maximum hero point total. No player may use a Hero that exceeds this limit. The standard limit for Heroes is 30 points.
Head-to-Head Duels
HeroCard Action Decks are designed for use with TableStar Games Board Games such as Galaxy, Cyberspace and many others. However, you can play head-to-head duels with your friends using just your HeroCard Action Decks. In head-to-head HeroCard, your goal is to win by earning the required number of Victory Points. You must earn three Victory Points in a two-player game, five in a three-player game, and seven in a four-player game.
Each time you successfully attack your opponent, you earn a Victory Point. A successful attack gains you only one Victory Point, so you must launch separate, successful attacks on separate turns to earn the required number of Victory Points. No matter how much the attack value exceeds the block value, a successful attack always gains only one Victory Point.
To play direct duels, randomly determine who starts. Shuffle your decks and draw seven cards. Begin play, with turns proceeding in a clockwise direction. On your turn, launch attacks against your opponent. On your opponent's turn, he or she does the same. Proceed through turns exactly as described above. Whoever earns the required Victory Points first, wins!
HeroCard Glossary
Action Card: A card you play from your Hero's Action Deck.
Action Cost: The number of Attribute points you must spend to play an Action Card.
Action Deck: The collection of Action Cards you may play as a particular Hero. An Action Deck may not contain fewer than 20 cards, nor more than 6 of the same card.
Action Type: The rule that governs when you can play an Action Card. There are three Action Types: Fast, Restricted and Exclusive.
Action Phase: Fourth phase of a turn, in which you may play Action Cards.
Active Card: A card played during the current Attack Sequence.
Active Player: The player whose turn it currently is.
Attack Card: Any Base Attack card, Attack Mod card, or Special Attack card.
Attack Mod: An attack card that increases the value of a Base Attack by a constant or variable amount.
Attack Sequence: An Attack Sequence begins when the active player plays a Base Attack and includes all attack cards, block cards, and other cards opponents play in the course of resolving the attack. The attack sequence ends when all players involved have passed.
Attack Value: A numerical value, shown on the face of each attack card, that represents the force of the attack. If you play multiple attack cards (e.g., a Base Attack plus one or more Attack Mods) within a single Attack Sequence, add their individual attack values to find the total current attack value.
Attribute Score: A numerical value, shown on the face of each Attribute Card, that represents the capabilities of the Hero you are playing. The three Attributes, Body (B), Mind (M) and X Attribute (X), correspond to that Hero's relative strengths and weaknesses in those areas.
Attribute Card: A card that shows a Hero's Attribute score in Body, Mind, or X Attribute. Each Hero has three Attribute Cards.
Attribute Stack: The cards you currently have in play that expend a given Attribute, placed to the right of that Attribute Card. The total Action Cost of the cards in a given Attribute Stack indicates how much of that Attribute is currently expended.
Base Attack: An attack card that initiates an attack sequence and has a constant or variable attack value.
Base Block: A block card that counteracts a constant or variable amount of attack value.
Block Card: Any Base Block card, Block Mod card, or Special Block card. Block cards counteract attack cards.
Block Mod: A block card that increases the value of a Base Bock by a constant or variable amount.
Block Value: A numerical value, shown on the face of each block card, that represents the force of the block. If you play multiple block cards (e.g., one or more Base Blocks plus Block Mods) within a single Block Sequence, add their individual block values to find the total current block value.
Clear Phase: Third phase of a turn, in which you may clear up to three in-play cards.
Clear: To place a card from your Attribute Stack into your discard stack. Usually, you clear during the clear phase of your turn. However, there are cards that allow you to clear during your action phase. Clearing a card in this way does not usually cancel the effect of the cleared card. However, clearing a card that affects the attack or block value of the current attack sequence does cancel the effect of the cleared card. There are cards that contradict these rules; this is noted in the text of the card.
Constant Value: A numerical value that does not change with the current state of the game. A card with a constant value has a number written on it, for example, "Attack 5" or "Block Mod +5."
Convert: To alter the effect of a card to a different effect, as if the text on the card had been changed.
Deploy: To place a card face-down onto the appropriate Attribute Stack. A deployed card immediately expends Attribute points, but does not take effect until you play it at a later time.
Discard Phase: First phase of a turn, in which you may discard as many cards as you like.
Discard Stack: The pile of cards onto which you place discarded cards face-up.
Discard: To place a card from your hand face up onto your discard stack.
Draw Phase: Second phase of a turn, in which you may draw up to three cards.
Draw: To take one card from the top of your Action Deck and place in your hand.
Exclusive Action: You may play only one Exclusive action per turn, only during your own Action Phase.
Fast Action: You may play as many Fast actions as you have free Attribute points for, during any player's Action Phase.
Hero: Your incarnation in the world of HeroCard, comprised of three Attribute Cards, a deck of 20 or more Action Cards, and in most games, one or more figurines.
In-Play Card: A card that you have played by placing it to the right of the appropriate Attribute.
Purge: To completely negate the effect of a card, as if it had never been played. You may only purge the last card played in the current Attack Sequence. If you purge an Exclusive action, it doesn't count as the target's Exclusive action for that turn.
Play: To place a card face-up on the top of its appropriate Attribute Stack; the card takes effect immediately.
Range: The distance between Heroes in a game. You must be in range of an opponent to target him or her with cards. In a basic HeroCard duel, all Heroes are in range of each other at all times. Other games have rules that govern whether a target is in range; these are described in the game's rule booklet.
Restricted Action: You may play as many Restricted actions as you have free Attribute points for, only during your own Action Phase.
Set: Multiple attack or block cards you play simultaneously. A set is either an attack set or a block set. An attack set may contain a base attack and/or attack mods. A block set may contain any combination of base blocks and/or block mods. Sets may only contain bases and mods. Special attacks and blocks, and cards that are neither attacks nor blocks, must always be played singly.
Special Attack: A card that assists an attack, but does not contribute directly to the numerical attack value.
Special Block: A card that assists a block, but does not contribute directly to the numerical block value.
Successful Attack: An attack whose total value exceeds the total block value played against it.
Twist: To turn a card sideways to indicate it's under a long-term effect. Long-term effects vary; the effect is described by the text of the twisting card.
Unwind: To turn a twisted card back to its normal orientation, indicating the removal of a long-term effect. The conditions required to unwind a twisted card are described by the twisting card.
Variable Value: A numerical value that changes with the current state of the game. The text of a card with a variable value describes the conditions that determine its value, for example, "Attack 0, plus the cost of all cards of selected Attribute in play by target."
Waste: To force an opponent to play a card that then has no effect on the game. The player places the card onto the appropriate Attribute Stack. The wasted card expends Attribute points, but has no other effect on the game. If player does not have enough Attribute points to play the card, her or she discards it instead.
Galaxy Glossary
Capture a Planet: Capturing a planet is one of the two ways to place it in your control row (claiming is the other way). Your hero must reside on the planet in order to capture it. To capture a planet, you must make a successful attack. Each opponent's hero on the planet must defend against the attack separately. If one of the opponents has garrisoned the planet, he may use the garrison cards to attempt to block your attack. If this opponent's hero is on the planet, he may combine garrison defenses with those played normally from his hand. You capture an unclaimed planet when your attack succeeds against every opponent on that planet. You capture a controlled planet when your attack succeeds against the planet's garrison and, if his hero is on the planet, any cards played from the controller's hand.
Claim a Planet: Claiming a planet is one of the two ways to place it in your control row (capturing is the other way). In order to claim a planet, your hero must reside on it at the beginning of your action phase, and it must not contain any opponents' heroes. If these conditions are met, you may claim the planet as an exclusive action and place it on the left or right edge of your control row.
Control Row: The row of planets arranged from left to right above a player's attribute cards. The first player to collect the correct combination of planets in his control row wins the game.
Controlled Planet: A planet in a player's control row, as opposed to a planet in a discovery space.
Controller: The controller of a planet is the player in whose control row the planet currently resides. Unclaimed planets have no controllers.
Expel: When you successfully attack an opponent, that opponent is expelled (in addition to any other effects of the successful attack, such as capturing a planet). When you expel an opponent, place his hero in any of the four discovery spaces.
Garrison: You may garrison a planet to protect it from future attack. Your hero must reside on the planet in order to garrison it. When you garrison, you hide cards from your hand under the planet card. You may garrison an unclaimed planet only if yours is the only hero on the planet. You may garrison a planet in your control row any time your hero resides on it, regardless of whether opponents' heroes are present. If the garrisoned planet is attacked, you may reveal the garrison cards to counteract the attack, but only if they're fast actions. Playing garrison cards doesn't cost attribute points, and cards in a garrison don't count against your hand limit.
Technology Actions: These cards function exactly as normal action cards; they have a cost associated with one attribute, they are played to your attribute stacks, and they are cleared as normal.
Technology Cards: HeroCard Galaxy comes with a Technology Deck of 22 cards. As an exclusive action, you may draw four tech cards, keep two in your hand and place the other two at the bottom of the tech deck. If this causes your hand to exceed seven cards, you must immediately discard any card(s) from your hand until you have no more than seven in hand. Once drawn, tech cards remain part of your character deck for the rest of the game. There are two kinds of tech cards: Actions and Planetary Defenses.
Technology Planetary Defenses: These cards can only be used to garrison planets. You hold them in your hand until you discard them or garrison them under a planet. When an opponent lands on one of your planets, you may immediately play any number of planetary defenses under that planet, against the opponent. If the opponent remains on the planet after the effects of the Planetary Defenses are resolved, he may initiate an attack sequence as normal.
Unclaimed Planet: A planet in a discovery space, as opposed to a planet in a player's control row.
Actions in Galaxy
(You may take these actions in any order.)
Attack (Exclusive Action, unless using a Restricted Attack card)
- Attack affects every opponent in your space separately
- Opponent may use his/her garrisoned cards, if any, to defend
- For each opponent whose block fails, expel that opponent to any Discovery Space
- Capture a contested planet if you expel all opponents from it
- Capture a controlled planet if you defeat garrison and expel controller (if present)
- Any other Heroes you fail to expel remain on the planet
- Captured planet goes on one end of your Control Row
Claim (Exclusive Action)
- Begin your action phase on an unclaimed planet not occupied by any opponent
- Place planet on one end of your Control Row, your Hero remains on it
Technology (Exclusive Action)
- Examine the top four cards of the Technology Deck and place two in your hand
- If hand exceeds seven cards, immediately discard down to seven
Discover (Restricted Action)
- Occupy a Discovery Space that does not contain a planet
- Take planet from Discovery Queue #1 and place it in your Discovery Space
- Place all Heroes occupying the Discovery Space on top of the planet card
- Move remaining planets up one in the Queue and draw a new planet for Queue #3
Garrison (Restricted Action)
- Hide cards from your hand under a planet you occupy
- Planet must be an uncontested, unclaimed planet, or in your Control Row
- Only when planet is attacked, play garrisoned cards (Fast Actions only) to defend
- If your Hero leaves an unclaimed planet, your garrison there (if any) is discarded
Move (Once per Turn Only, though not an Exclusive Action)
- Move from a Discovery Space to any other Discovery Space
- Move from a Discovery Space to any planet in your Control Row
- Move from any controlled planet to any Discovery Space
- Move from a controlled planet clockwise or counterclockwise around the table
- You must stop upon reaching the 1st planet in a new Control Row (ignore your Row)
- You must stop upon reaching any planet occupied by any opponent(s)
- Taking any other action after starting a move ends your movement for that turn
- You may not move from a Discovery Space to a planet in an opponent's Control Row
Winning the Game
(Any one of the following conditions.)
- Win when your Control Row contains all four planets of one color
- Win when your Control Row contains one planet of each of the five colors
- Win when your Control Row contains three planets of one color and two of another