In addition one quadrant of the grid has a red star. If you hit that quadrant and the ship has no shields left it will destroy the ship outright. After you have attacked with all your activated ships your turn is over. It you opponent start their turn. The game will end based on the scenario you play. The game ships with five scenarios one of which is for a four-player, two-team game and one for a three player battle.
Each scenario may have debris or other elements that are added to the hex-based map that will change small things in the scenario. Scenarios can be played with predetermined ships and tactic decks or there is a point based systems you can use to create your own mix of cards and ships. Ships even come in three different experience levels: standard, seasoned or veteran. Each experience level is increasingly tougher but costs more to include in your force.
Battleship Galaxies is an excellent space-themed war game with many strategic and tactical decisions that matter. Quite honestly the only things this game has in common with the original Battleship are the pegs used to mark damage and the coordinates that are used to determine a hit or miss.
The included scenarios are fun and the fact they can be customized by creating your own force gives them greater replayability. The rules, components and artwork for Battleship Galaxies are great. It even comes with a page comic to introduce you to the universe and setting of the game. Having played Heroscape I can tell this game was developed by the same people and that is a good thing.
I am hoping it will mean expansions with more ships, more scenarios and more tactics cards. Players each start with 15 and will accrue 10 more per turn. They also have the option to discard 1 card for 1 energy as many times as they desire, whenever they choose to. When deploying ships, a player pays that ship's cost in energy and then must place it along their side of the board.
To track the health of the ship, each starts out with a number of blue pegs inserted into its base equal to its shield rating. One of the strategic quirks to this game is that larger ships can transport smaller ones for later deployment. This allows a large ship to travel out into the middle of the board and launch a squadron of fighters at that location, rather than forcing the fighters to start at the back of the map.
The final phase of each turn is movement and combat. Again, players must pay per ship to activate them, so energy must be budgeted wisely. Each ship has a movement rating that dictates how many spaces it may travel, and a combat range that shows how close an enemy must be in order to target them.
When you are ready to fire your guns, the Battleship nostalgia comes out. The attacking player begins by rolling two coordinate dice one with letters, one with numbers. They'll call out the result: "D5! Each grid is overlayed on a top-down image of the ship's body, and if the square that was attacked has a piece of the ship in it, the attack automatically hits. Each attack also has a set strength. When it hits, the defender will remove that many blue shield pegs from their damaged ship.
Once all shields have been removed, the defender instead starts adding red pegs, and will continue to do so until that ship reaches its hull rating. At that point, the ship is completely destroyed. As an added fun twist, each ship also has a weak spot.
If an attack hits while shields are down and the attacker rolls that single weak spot coordinate, then the ship is instantly destroyed regardless of how much damage it has taken. Throughout these turn phases, players will also have the opportunity to spend energy to play cards from there hand. Each card states very clearly what it can do and when it can be played, but the most common are additional weapons, crew members, or ship upgrades that are placed on specific ships during the deploy phase and provide a permanent stat boost.
Other cards include sabotage, which provide the exact opposite effect when placed on enemy ships, and event cards, which are typically one-time-use and interrupt the game when played. Some event examples would be cards that allow players to avoid an attack that has already been rolled, or to re-roll an attack if it was not successful. The strategy of Battleship Galaxies lies in the maneuvering of your fleet and the play of cards. It's key not to underestimate the importance of knowing when to keep a card and when to discard it for precious energy.
The element of change in this game is found in the luck of the draw and the luck of your attack roll. That being said, the odds of scoring a hit are clearly proportional to the size of each ship, so there is a clear method for managing your risks. Battleship Galaxies is a game that is played out using scenarios. Paint jobs are simplistic but work; solid base coat with an ink wash.
Each miniature has a base that allows pegs to be placed in them to track shields and hull hits. The use of pegs to track damage is one of two nods to the original game of Battleship. Galaxies is a scenario-based game system with five included scenarios that range from a straight-up knife fight in space to larger, multi-layered affairs.
Creating new scenarios is pretty easy to accomplish, especially if players are just looking to duel without overcomplicating the mission parameters.
Like a miniatures game, the system uses point-based fleet construction, and like a collectible-card game players can create their own tactic decks from the thirty-six card per side deck included in the game. So, creating a new scenario is as easy as saying the mission will be thirty-two points of ships and twenty cards per deck. The basic scenario unfolds first with the two sides dicing for initiative.
Once initiative is established each side goes through three phases that constitutes a turn: Energy, Deploy, Action.
Energy management is one of the core mechanics in Galaxies. Unlike other starship games, though, Galaxies uses one energy pool for all vessels to simplify matters. Each turn a side gains ten units of energy, and possibly more if controlling certain objectives in some scenarios or discarding cards, which is added to whatever energy remained from the previous turn. Energy is used to deploy vessels onto the battlefield, to activate ships already on the map, to attach cards, to use certain weapons, and more.
Once energy is collected the player can spend energy to deploy any starships that have not yet entered the battle in the Deploy phase. While some scenarios begin with units already on the map, typically the game begins with nothing on the map and the players bring them in as the game progresses. The initial cost is always rather expensive, making the decision as to when to bring in a ship one important factor to consider.
Do you bring the big guns in early, taking the energy hit before having a chance to really build up? But then perhaps your opponent will be able to take advantage of the situation, playing plenty of cards while all your energy goes to one ship. Tactic cards can be attached or played. Dice are rolled and violence ensues. Combat is pretty straightforward. Weapons within range of a target can fire on it. There are no LOS restrictions but small and medium ships adjacent to an asteroid field do gain cover and all firing arcs are degrees.
Weapons that have multiple shots or multiple weapons may fire on multiple targets. Resolution of firing is handled in a rather clever manner that is meant to evoke Battleship. Every ship card has a top down view of the starship on a ten by eight grid. The X-axis is lettered A through J, while the Y-axis is numbered one through eight. Grid locations that feature elements of the ship are hits.
Furthermore, one or two grid locations are marked as critical hit locations, meaning one shot to that particular grid will instantly destroy the ship.
Capital ships tend to be easiest to hit, taking up the majority of the grid, while the smaller, nimbler craft tend to be much more difficult to strike.
To determine a hit the firing player rolls two dice: a standard d8 and a d10 that is marked not with the usual digits, but rather with letters. The combination provides the grid location that has been struck. If a ship is hit the strength of the weapon causes a certain number of hits, with shields being removed before hull hits are incurred.
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