How to play

- Bay capacity is available from Frigate up, starting with at least zero on most light frigates and at least 1 bay capacity on medium frigates.
* There can be only one specially named ship per game. If a named ship goes into graveyard, it cannot return into the current game in any form.
* Damage dealt to ships/structures/locations always hits shield hit-points depending on weapon type. e.g: If damage counter is equal to ship's shield hit-point capacity, then next damage dealt to the ship will be its hull hit-point. However, in the next turn, If the ship has enough energy to replentish its shield, the counter can be taken away (but any damage tokens dealt to the hull itself stays unless repaired).
* Examples of ship cards:
	+ Freedom Class Frigate
		- 100 S (Shield Points) / 350 H (Hull Hit Points)
	+ Gnat Assault Drone Squadron
	+ Jupiter Class Carrier
		- Bonus: 10 bays
	+ T'sarkon Class Destroyer
		- Bonus: This ship's kinetic-based missiles bypasses all conventional shields. Ignore shield.

### Technology

* Technology cards provides addon modules, weapons, defensive tech, etc. to the ships, stations or structures.
* Examples of technology cards:
	+ Electronic Countermeasures
	+ Electronic Warfare
	+ Hacking Software
		- Hacking software can allow structures/ship to hack into enemy's ships/structures as long as its (player's structure/ship) processing power is equal or greater than their enemy's.
	+ Orbital Bombardment Slot
		- Can be only attached to Capital ships as it is worth 10 slots per card. Provides the ship with capability to bombard planets and planetoids.
	+ Energy Booster
	+ Engine Upgrades
		- Provides one extra action per turn.
	+ test

#### General Personnel

* General personnel cards are unnamed people that either aid in repairs, sabotage, or increase productivity of the ship, station or structures.
* Examples of personnel cards:
	+ Small Repair Crew
		- Repairs 1 hit-point per turn.
	+ Large Repair Crew
		- Repairs 5 hit-point per turn.

#### Named Personnel

* When named personnel comes into play, there cannot be duplicates of the specific person.
* Examples of special named personnel cards:
	+ Fleet Admiral Solomon
		- Provides +1 damage bonus to all owned ships/structures.

### Location

Locations such as a planet, planetoid, regions of space can be only fielded into play within each player's first turn. Any other location cards cannot be played unless stated in that card's info box.

#### Planets

* Players can only play one planet per game and can only play one named planet at a time. Planets are usually played for Capture the Planet or King of the Planet modes. Otherwise, Planets gives good bonuses for the gameplay such as allowing players to search their deck for additional personnel per turn. Stations and certain structures can be placed onto planets.
* Planets can be captured primarily through orbital bombardment platforms or orbital bombardment weapons aboard capital ships.
* Example of planet cards:
	+ Earth (ERA: SOL)
		- Bonuses granted to UES aligned allegiance, player can search the deck for a personnel per turn. However, a transport ship must be used to shuttle the personnel into areas (Staging and Forward).
	+ Luna
	+ Mars
	+ Jupiter

#### Planetoids

* Players can play more than one planetoid but cannot have more than one same named planetoid (For self or other players). Player token must be on the planetoid to declare that they own it unless the other player captures it (Capture the planet).

### Structures

#### Mobile Platforms

* All mobile platforms must be start in the staging area and can be moved in the player's next turn. However, some carriers can deploy both mobile and stationary platforms from either areas.
* Mobile Platforms are worth 2 bay capacity.

#### Stationary Platforms

* Example platform cards:
	+ Repair Dock
	+ Guided Missile Platform
	+ Torpedo Platform

## Tokens

Each player is responsible for having enough tokens (especially Commander's tokens) for their cards. For example, if a player runs out of their commander's token to field a ship/structure

There are four types of tokens:

### Commander's (Player) token

* Commander's tokens are tokens made by the players themselves to represent ownership of the cards present in the playing grid. The tokens must be unique to the player and can be customized as long as the designs are all similar.

### Action Tokens (Usually green)

* Action tokens are placed on ships, structures, and/or personnel (if applicable) to represent number of actions the card is limited to preform.

### Damage Tokens (Usually red (10) / Yellow (1))

* Damage tokens represents damage absorbed by the ships, structures, and/or locations. Each red token is worth 10 hit-points and yellow tokens is worth 1 hp.

### Energy Tokens (Usually blue)

* Energy tokens represents available energy that is provided by the cards itself. Tokens can be transferred to and from cards as long as the other card has at least 1 energy token on it. Each token is worth 10 energy point.

## Game Layout

Standard gaming layout are:

* Staging Area
	+ Structures/Ship can damage enemy from the staging area if the cards note any long distance capabilities. However, Staging Area ships/structures can only attack enemy player's forward area (unless the card itself is in forward area, then the ship can attack the enemy's staging area).
* Forward Area (Battleground)
	+ Ships and mobile platforms can be moved to this area from the staging area. Mobile cards can only move if there was no other action preformed by the specific card.
* Command
* Deck
* Graveyard