Звёздные империи: Боевая тревога (Star Realms: High Alert)
Звёздные империи: Боевая тревога (Star Realms: High Alert) Rulebook
Table of Contents
Table of Contents
Contents of the Mini-Expansions
The High Alert set has four mini-expansions. Each lists its cards with the number of copies in the pack, as printed on the rules sheet.
Requisition
- 2 × Warrior Pod
- 1 × Tanker Mech
- 1 × Swarm Colony
- 2 × Corsair
- 1 × Lunar Landing
- 2 × Operations Platform
- 1 × The Armory
- 2 × Hellfire
Tech
- 1 × Warp
- 2 × Laser
- 1 × Stealth
- 2 × Stellar Link
- 1 × Processing
- 1 × Tractor Beam
- 2 × Guidance
- 2 × Shield
Invasion
- 1 × Alpha Max
- 1 × Arsenal
- 2 × Cargo Raptor
- 2 × Swarm Cell
- 1 × Naval Yard
- 1 × Mech Fortress
- 2 × Fusion Bot
- 2 × Voyager
Heroes
- 1 × Administrator Tung
- 1 × High Admiral Shaner
- 1 × Bio-Warrior Storm
- 1 × Biodroid Otto
- 1 × Bio-Captain Kalle
- 1 × Bioform Freeman
- 1 × Doctor Clark
- 1 × Data Priest Kaufman
- 1 × Pact Searcher Sheldon
- 1 × Pact Manager Scott
- 1 × Strategist Thompson
- 1 × Templar Brehmer
Setup with Mini-Expansions
Each card carries a symbol in its bottom-right corner showing the mini-expansion it belongs to:
- "В" (Invasion)
- "П" (Heroes)
- "Р" (Requisition)
- "Т" (Tech)
You can add one mini-expansion to the game, or all of them at once. When adding mini-expansions, shuffle the corresponding cards into the trade deck.
Heroes
Heroes are the "П" mini-expansion. The rules sheet heading for this section is "Персонажи" (Characters).
Hero cards that appear in the trade row can be acquired by the same rules as ship and base cards. However, after a hero is acquired, it is not added to your discard pile. Instead it is played immediately, and its primary ability is applied. Heroes have no faction.
A played hero card is not discarded at the end of your turn; it stays on the table in front of you. Its primary ability no longer applies in later turns. At any time during your main phase you may use the hero's scrap ability, after which the card is scrapped.
Tech
Tech is the "Т" mini-expansion.
Tech cards that appear in the trade row can be acquired by the same rules as ship and base cards. However, after a tech is acquired, it is not added to your discard pile. Instead it is played immediately.
You may use the ability of each of your tech cards once per turn by paying the amount of Trade shown on it. Tech has no faction.
A played tech card is not discarded at the end of your turn; it stays on the table in front of you.
Double Ally Abilities
Double ally abilities are a special type of ally ability. They are marked with a double faction symbol.
A double ally ability works the same as a normal ally ability, with one exception: for it to trigger, there must be at least 2 other played cards of the same faction.
Merged Factions
Six merged faction symbols are shown on the rules sheet. Each one activates the ally abilities of two factions at once. Each merged symbol is shown below with the two faction symbols it stands for:
- Star Empire + Trade Federation
- Machine Cult + Trade Federation
- Machine Cult + Blob
- Star Empire + Blob
- Star Empire + Machine Cult
- Trade Federation + Blob
For example, if you have played a card with the Star Empire + Trade Federation merged symbol, you may use any ally abilities of the Star Empire or the Trade Federation. Conversely, if you have played a Star Empire card or a Trade Federation card, you may use any ally abilities of the Star Empire + Trade Federation merged symbol.
Source note: the sheet shows the merged symbols as icons only, without names. The transcriber has named them with the English faction names. Star Empire (yellow star) and Trade Federation (blue cross) are confirmed by the sheet's card examples ("Корабль Звёздной империи" and "Корабль Торговой федерации"). Machine Cult (red) and Blob (green) are the names used in the catalogued High Alert rulebooks.
Faction Symbols as Effects
Unlike faction symbols on the left side of a card's text box, faction symbols in the middle of the text box are effects.
When you gain a faction symbol as an effect, it is considered that you have an additional card of that faction in play this turn, but only for the purpose of triggering ally abilities.
For example, if you gain a Star Empire symbol as an effect, you may use any ally abilities of the cards in play this turn (if you have not used them earlier this turn).
Requisition: Cost Reduction
Cards from the Requisition mini-expansion have the following ability:
When you buy this card, pay 1 Trade less for each card of the faction shown in your play area.
The cost reduction does not count faction symbols gained as effects (for example, through the primary ability of a hero). The cost reduction does not change the card's own cost (for example, for the effect "Acquire 1 card costing 4 or less without paying Trade").