Star Realms: Command Deck – The Alliance
Star Realms: Command Deck – The Alliance Rulebook
Table of Contents
Table of Contents
Setup
Fleet Director Nandi is the Legendary Commander of the Alliance Command Deck. Her memo card's printed setup values are:
- Hand Size: 5
- Starting Authority: 68
A Command Deck replaces the starting hand of a normal game of Star Realms. To set up with the Alliance Command Deck:
- Choose the Alliance Command Deck and collect every card that bears its symbol, using the component list below.
- Place the Fleet Director Nandi memo card in front of you, and place the two Alliance gambits face up beside it. The memo card is not a played card and does not activate any Ally abilities.
- Set your starting Authority with the two influence counter cards. One shows tens and the other shows units. Turn the first card to the correct side and lay it over the second so that the starting Authority value (printed on the right side of the memo card) is displayed.
- Shuffle the Super Freighter flagship into the trade deck before laying out the trade row.
- Shuffle the 12 remaining cards of your Command Deck together. These form your starting deck. If you are the first player, draw 3 cards. If you are the second player, draw a number of cards equal to your hand size (5, as shown on the memo card).
- At the end of each of your turns, draw cards from your personal deck until your hand reaches your hand size.
- Turn the memo card over and read its special rules. Apply any that affect setup now.
Components
The Alliance Command Deck consists of the following components:
- 2 influence counter cards, Fleet Director Nandi
- 1 memo card, Fleet Director Nandi
- 1 Alliance Procurement (gambit)
- 1 Nandi's Onslaught (gambit)
- 1 Super Freighter (flagship)
- 1 Federative Scout
- 1 Diplomatic Shuttle
- 1 Imperial Assault Ship
- 1 Tax Transport
- 1 Star Falcon
- 1 Cargo Boat
- 1 Ranger
- 4 Scouts
- 1 Assault Ship
The 12 cards that form the starting deck are the Federative Scout, Diplomatic Shuttle, Imperial Assault Ship, Tax Transport, Star Falcon, Cargo Boat, Ranger, 4 Scouts and Assault Ship. The Super Freighter is shuffled into the trade deck, and the two gambits stay in front of you.
The card names in this component list are translated from the Russian rules, which are the source for the full deck list.
Alliance Faction Symbol
The Alliance faction symbol represents both the yellow faction symbol (a yellow sunburst) and the blue faction symbol (a blue cross on a shield).
Super Freighter counts as a card of both factions, and will trigger the Ally Abilities of either. Its own Ally Ability can be triggered by either a yellow card or a blue card.
Alliance Procurement
Gambit.
This gambit remains face up in front of you all game. It may be used once on each of your turns, at any time during your Main Phase. When you use it, decide whether to gain 2 Trade or put the next ship or base you acquire on top of your deck.
Card face text:
Once each turn, you may gain 2 Trade or put the next ship or base you acquire on top of your deck.
Nandi's Onslaught
Gambit.
This gambit remains face up in front of you until you use it. You may do this by scrapping it at any time during your Main Phase. When you use it, you count as having an additional blue card and an additional yellow card in play that turn for triggering Ally Abilities.
Card face text (printed on the card, with the Scrap icon in the corner):
Scrap: the yellow faction symbol and the blue faction symbol. Draw two cards, then you and each opponent discard a card.
The card face shows the two faction symbols in its text box without the word "Ally". The text is reproduced as printed.
Combined Faction Symbols
Expansion-wide rules, translated from the Russian rules.
The Command Decks expansion has six combined faction symbols. Each one shows two faction symbols together and activates the Ally abilities of both factions at once. For example, if you have played a card with the yellow faction symbol, you may use any Ally abilities of the yellow or the blue faction symbol. Conversely, if you have played a card with the yellow or the blue faction symbol, you may use any Ally abilities of the combined symbol.
Your flagship counts as a card that bears the symbols of both factions.
Double Ally Abilities
Expansion-wide rules, translated from the Russian rules.
Double Ally abilities are a special type of Ally ability. They are marked with a double faction symbol.
A double Ally ability works in the same way as a normal Ally ability, with one exception: to trigger it, you need at least 2 other played cards of the same faction.
Game Modes
Expansion-wide rules, translated from the Russian rules.
Commander Duel
Each player chooses one Command Deck and sets up as described in Setup above. Place the two flagship ships belonging to the chosen decks into the trade row. Then play a normal one-on-one game.
Two Against One
One player plays a chosen Command Deck. The other two players use the standard starting decks (8 Scouts and 2 Assault Ships) and play the Hydra variant (see page 14 of the base rules) as a single team with the Command Deck player.
The Hydra takes a shared turn. Its members may pool their trade and combine their combat. Each player has a separate deck and a personal play area. Ally abilities of a player, and effects tied to that player's "next acquired" cards, work only within that player's own area.