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RULES

EVEN GALACTIC CONQUEST HAS RULES...
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GAME  RULES
Version 1.0

OBJECTIVE

The objective of the game is to defeat your opponent in one of three ways:

  1. Space Race Victory: Be the first player to reach 20 Stellar Points.

  2. Conquest Victory: Reduce your opponent's Stellar Points to -20.

  3. Endurance Victory: Have more Stellar Points than your opponent when no more cards can be drawn by either player.

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FLIGHT  DECK  READY

Each flight deck must consist of between 50-60 cards.

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DISCOVERY  DECK  READY

Each discovery deck must consist of exactly 10 cards.

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ALLIANCE  DECKS

Flight decks cannot consist of cards from more than 2 factions (excluding Rogue and Conflict Mission cards, which can be present in any deck.) A deck that utilizes cards from two factions is considered an Alliance Deck.

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ROGUE  ELEMENTS

There is no limit to the number of Rogue cards that can be included in a flight deck, but all of the standard deck rules still apply. The inclusion of Rogue cards in a flight deck is not considered an Alliance Deck.

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CONFLICT  MISSIONS

Some missions are faction-specific, while others bear two or more faction insignias, indicating that they are playable by multiple factions; these are considered Conflict Missions. A Conflict Mission is when two opposing factions attempt to achieve the same goal, i.e. setting up a base on Mars. You can use a Conflict Mission card so long as you are playing one of the factions mentioned on the card.

GAME  TERMS

CYCLE - Star Heroes' time is measured in cycles. 1 cycle = 1 turn.

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LAUNCH - When a vessel enters outer space from spacedock, completing a mission.

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DEPLOY- When a Star Hero enters the field.

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ENGAGE - When a Star Hero or vessel attacks.

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HOW  TO  READ  CARDS

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card  classes

Card class is used to determine the rarity and power level of Star Hero, Mission, and Vessel cards.

★ Epsilon (lowest)

★★ Delta

★★★ Gamma

★★★★ Beta

★★★★★ Alpha (highest)

CARD  LIMITS

STAR  HERO

  • Maximum of 2 duplicates of any Epsilon, Delta, or Gamma class Star Hero

  • Maximum of 2 Beta or Alpha class Star Heroes (i.e. 1 beta, 1 alpha) per flight deck with no duplicates

  • Maximum of 8 Star Heroes per flight deck

 

MISSION

  • Maximum of 2 duplicates of any one Missions

  • Maximum of 4 Beta or Alpha Missions (i.e. 2 beta, 2 alpha)

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VESSEL (PLANETARY BASE / SPACE STATION / STARSHIP)

  • Maximum of 4 duplicates of any Epsilon, Delta, or Gamma class Vessel

  • Maximum of 2 Beta or Alpha class Vessels (i.e. 1 beta, 1 alpha) per flight deck with no duplicates

 

RESEARCH

  • Maximum of 3 duplicates of any one Research card

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GROUND CREW

  • Maximum of 3 duplicates of any one Ground Crew card

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DISCOVERY

  • Maximum of 2 duplicates of any one Discovery card

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GEAR  AND  UPGRADE  LIST

Gear is used by Star Heroes, and upgrades are used on Planetary Bases, Space Stations, and Starships.

 

UNIVERSAL  GEAR  AND  UPGRADES

STAR  HERO  GEAR

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  • Crest: Pay X SP to play this Star Hero.

  • Medpac: Restore X shields at the beginning of each turn.

VESSEL  UPGRADES

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  • Eternium Drive: -X SP at the beginning of every turn while this card is active.

  • Repair Kit: Restore X shields after every direct attack.

FACTION--SPECIFIC  GEAR  AND  UPGRADES

STARFORGE  DOMINION  GEAR

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  • Forgeblade: +2 weapons when attacking a hero with more shield points than you.

  • Transmorph Unit: Sacrifice one of your spacecraft, space stations, or planetary bases to fully restore the shield points of this card.

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ANCIENT  TERRA  GEAR

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  • Eternium Analyzer: If X remains in outer space for 3 turns, draw a discovery card.

  • Chew Toy: +1 weapons anytime this hero receives direct damage. This effect stacks to a maximum of 3.

  • Eternium Disc: +2 SP for every research card used during a launch.

  • Planetary Rover: When this card is sent to the scrapyard, draw 2 cards.

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DESCENT  GUILD  GEAR

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ASTERO  MINING  CORP  GEAR

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STARFORGE  DOMINION  UPGRADES

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ANCIENT  TERRA  UPGRADES

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  • Eternium Analyzer: If X remains in outer space for 3 turns, draw a discovery card.

  • Chew Toy: +1 weapons anytime this hero receives direct damage. This effect stacks to a maximum of 3.

  • Eternium Disc: +2 SP for every research card used during a launch.

  • Planetary Rover: When this card is sent to the scrapyard, draw 2 cards.

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DESCENT  GUILD  UPGRADES

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  • Ancient's Armor: The first attack against this card deals no damage.

  • Ancient Relics: If this card is destroyed by your opponent, draw 1 discovery card.

  • Ancient's Tapestry: When this card is first played, draw a Discovery card.

  • Death Note: When this card is removed from play, draw a Discovery card.

  • Decryption Cypher: When this card is first played, reveal the top 5 cards of your flight deck, reorder them, and add them back to the top of your deck.

  • Distress Beacon: 

  • Containment Field: If X is destroyed by your opponent, draw a discovery card.

  • Holo Unit: If this card is destroyed, create a hologram with +1/+1 in its place.

  • Maglev Boots:

  • Phase Scanner: Flip a coin when any special effect is used against this card. If heads, the effect does not occur.

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ASTERO  MINING  CORP  UPGRADES

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  • Aegis Mine: When this card is destroyed, you can pay 10 SP to destroy the attacking card.

  • Aegis Detinator: Inflict 1 weapon damage to any hero or payload during your attack phase.

  • Aegis Spider: When this card is first played, select one of your opponent's ground crew cards and destroy it.

  • Aegis Webdex: When attacked, deal +1 damage for each of your opponent's payloads in outer space.

  • Axis Scroll: +5 SP when this hero is destroyed.

  • Trojan Datapad: When this card is destroyed, take control of your opponent's attacking card during your next turn for 1 turn.

SPECIAL  SKILLS  AND
FUNCTIONS  EXPLAINED

Star Heroes and Vessels are different from other cards in the Star Heroes trading card game in that they can have special skills or special functions. These special skills and functions add a particular benefit that goes beyond the capabilities of regular cards, making them more powerful. Some cards may have the same skill or function but will vary in their effectiveness, for example;

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STAR HERO 1

Special Skill: Gambler

When this Star Hero is first played, pay 1 Stellar Point and flip a coin. If heads, this Star Hero gains +1 weapon and shield.

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STAR HERO 2

Special Skill: Gambler

When this Star Hero is first played, pay 2 Stellar Points and flip a coin. If heads, this Star Hero gains +2 shields.

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Both Star Heroes have the special skill Gambler. Both must pay a penalty to flip a coin. Star Hero 1 must pay 1 Stellar Point, whereas Star Hero 2 must pay 2 Stellar Points because Star Hero 1 is a better gambler. If luck is on their side, Star Hero 1 will gain +1 weapon and +1 shield, whereas Star Hero 2 will gain +2 shields. The concept of the Gambler skill is the same for both Star Heroes, but the cost and result are different.

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Some special skills and special functions are faction-specific, while some can only be found in Rogue cards. There are also a small number of cards where the special skill or function is limited to them exclusively.

sTAR  HERO
SPECIAL  SKILL  LIST

ANCIENT  KNOWLEDGE

Only other Star Heroes can attack this card directly.

 

BLACK  MARKET  DEALER

When this Star Hero is first played, pay X penalty and gain X benefit.

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CHARISMA

Flip a coin at the beginning of your turn. If heads, receive X benefit.

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COMPETITOR

When an opponent draws a card other than the card drawn at the beginning of their turn, receive X benefit.

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DOUBLE--DEALING

When this Star Hero is first deployed, pay X penalty and flip a coin. If heads, this card gains X benefit.

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FEARLESS

When attacking a Star Hero or vessel with a higher weapons value, add X weapons.

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GAMBLER

When this Star Hero is first deployed, pay X penalty and flip a coin. If heads, this hero gains X benefit.

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GENIUS

Gain X benefit at the beginning of every turn.

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HONOR

If X vessel receives a hit that would destroy it, sacrifice this Star Hero in its place. The vessel that would have been destroyed is reduced to 1 shield.

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INFILTRATOR

When this Star Hero is first deployed, take control of one of your opponent's X cards for X duration. If your opponent has no Star Hero or vessel in outer space, this card can attack their Stellar Points directly.

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INTIMIDATION

Your opponent must either sacrifice X or pay X penalty in order to perform X function.

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LOYALTY

0 weapons / 0 shields. This Star Hero gains X benefit for every X card in your Junkyard.

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LEADERSHIP

While this Star Hero is active, your opponent cannot delay or stop your launches.

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PERSEVERANCE

+X Stellar Points for every one of your successful launches.

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PLANETSIDE

Only other Star Heroes can attack this card directly.

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RANSOM

When this Star Hero is first played, select one of your opponent's X cards, this card cannot perform any action until your opponent pays X penalty.

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RESOURCEFUL

After a successful launch, retrieve X card from the Scrapyard and place it in your hand.

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SNEAKY

Only another Star Hero with the Sneaky special skill can attack this hero directly.

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SMUGGLER

When this Star Hero is first deployed, take X card from your Flight Deck/Scrapyard and place it in your hand.

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SPY

Select a target. This card receives X penalty until X time.

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THE  GOODEST  BOY

Any card that attacks this Star Hero directly receives X damage.

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TYRANT

After one of your Ground Crew cards is activated, instead of discarding it, flip it back over to be used one more time.

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ZEALOT

If this Star Hero is destroyed in combat, it attacks the attacking card before it dies.

VESSEL
SPECIAL  FUNCTION  LIST

ACADEMY

When first played, take X cards from X and place them in your hand.

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BEHEMOTH

If this card destroys X vessel, deal X damage to every other vessel in outer space.

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INTELLIGENCE  GATHERING

Pay X SP to look at X cards at the top of your opponent's flight deck and rearrange them.

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MATERIAL  EXCAVATION

When first played, take X vessel from your hand and deploy it in outer space immediately.

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SELF--DESTRUCT

Your X vessel self-destructs near an enemy X vessel and deals X damage.

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REGENERATION

Your X vessel self-destructs near an enemy X vessel and deals X damage.

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ANCIENT  TECHNOLOGY

Your X vessel self-destructs near an enemy X vessel and deals X damage.

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