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Звёздные империи: Командиры (Star Realms: Commanders) thumbnail

Звёздные империи: Командиры (Star Realms: Commanders)

Expansion for Star Realms

Звёздные империи: Командиры (Star Realms: Commanders) Rulebook

Table of Contents

Table of Contents

  • Expansion Contents
    • Merger Deck
    • Alliance Deck
    • Coalition Deck
    • Pact Deck
    • Union Deck
    • Unity Deck
  • Setup with a Command Deck
    • Hand Size and Starting Authority
    • Trade Deck and Starting Deck
  • Combined Faction Symbols
  • Double Ally Abilities
  • Game Modes
    • Commander Duel
    • Two Against One

Expansion Contents

The Commanders expansion contains 6 command decks. Each command deck contains a commander's starting hand (12 cards), 1 flagship, 2 gambits, 2 influence counter cards and 1 memo card.

Merger Deck

  • 2 × influence counter cards "Holy Admiral Li"
  • 1 × memo card "Holy Admiral Li"
  • 1 × Li's Invasion (gambit)
  • 1 × Merger Genius (gambit)
  • 1 × Battleship Cosmotank (flagship)
  • 1 × Imperial Claw
  • 1 × Imperial Assault Ship
  • 1 × Ranger
  • 1 × Rescue Drone
  • 4 × Scout
  • 1 × Scout Bot
  • 1 × Star Falcon
  • 1 × Assault Ship
  • 1 × Welding Drone

Alliance Deck

  • 2 × influence counter cards "Fleet Director Nandi"
  • 1 × memo card "Fleet Director Nandi"
  • 1 × Alliance Supplies (gambit)
  • 1 × Nandi's Assault (gambit)
  • 1 × Federative Scout
  • 1 × Diplomatic Shuttle
  • 1 × Cargo Supership (flagship)
  • 1 × Imperial Assault Ship
  • 1 × Tax Transport
  • 1 × Star Falcon
  • 1 × Cargo Boat
  • 1 × Ranger
  • 4 × Scout
  • 1 × Assault Ship

Coalition Deck

  • 2 × influence counter cards "Director-General Valken"
  • 1 × memo card "Director-General Valken"
  • 1 × Coalition Efficiency (gambit)
  • 1 × Federative Scout
  • 1 × Valken Project (gambit)
  • 1 × Staff Cosmotank (flagship)
  • 1 × Border Tug
  • 1 × Cargo Boat
  • 1 × Rescue Drone
  • 1 × Laser Drone
  • 1 × Assault Bot
  • 1 × Ranger
  • 4 × Scout
  • 1 × Assault Ship

Pact Deck

  • 2 × influence counter cards "Lord Newburg"
  • 1 × memo card "Lord Newburg"
  • 1 × Pact of Supremacy (gambit)
  • 1 × Newburg's Game (gambit)
  • 1 × Super Carrier (flagship)
  • 1 × Escort Assault Ship
  • 1 × Diplomatic Shuttle
  • 1 × Border Tug
  • 1 × Slug Scout
  • 1 × Ranger
  • 4 × Scout
  • 1 × Ripper
  • 1 × Assault Ship
  • 1 × Brood

Union Deck

  • 2 × influence counter cards "Hive Admiral McCreedy"
  • 1 × memo card "Hive Admiral McCreedy"
  • 1 × McCreedy's Maneuver (gambit)
  • 1 × Union Blitzkrieg (gambit)
  • 1 × Meganaut (flagship)
  • 1 × Tax Transport
  • 1 × Slug Assault Ship
  • 1 × Imperial Claw
  • 1 × Ranger
  • 1 × Imperial Scout
  • 4 × Scout
  • 1 × Protococon
  • 1 × Assault Ship
  • 1 × Ripper

Unity Deck

  • 2 × influence counter cards "Biolord Walsh"
  • 1 × memo card "Biolord Walsh"
  • 1 × Walsh's Stratagem (gambit)
  • 1 × Unity Military Art (gambit)
  • 1 × Techworm (flagship)
  • 1 × Slug Assault Ship
  • 1 × Welding Drone
  • 1 × Laser Drone
  • 1 × Scout Bot
  • 1 × Ranger
  • 4 × Scout
  • 1 × Brood
  • 1 × Assault Ship
  • 1 × Protococon

Setup with a Command Deck

The symbol in the bottom right corner of each card shows which command deck it belongs to.

A command deck lets you replace the starting hand in a normal game of Star Realms. With this expansion you can play one-on-one (in which case each player takes a command deck) or one-against-two (in which case the player with a command deck faces two players with normal starting hands). See the "Game Modes" section for details.

  1. Choose the command deck you will play and collect all cards bearing its symbol, using the "Expansion Contents" section as a guide.
  2. Place the memo card showing your commander in front of you. Next to it, place the two gambit cards of your deck face up.

Important: the memo card is not counted as a played card and does not activate any Ally abilities.

Hand Size and Starting Authority

You have two influence counter cards, one showing tens and the other showing units. Turn the first card to the correct side and lay it over the second so that your starting influence value (printed on the right side of your memo card) is displayed. The example shows the value 64.

  • Your hand size is shown on the left of your memo card.
  • Your starting Authority is shown on the right of your memo card.

Trade Deck and Starting Deck

Shuffle your flagship into the trade deck before laying out the trade row. Acquiring this ship will be a great stroke of luck, but remember that your opponents can also buy it.

Shuffle the 12 remaining cards of your command deck. This is your starting deck. If you go first, draw 3 cards into your hand. If you go second, draw a number of cards equal to your hand size (shown on your memo card at left).

At the end of each of your turns you will draw cards from your personal deck until your hand reaches your hand size.

Example: if you play the Merger deck, shuffle 1 Imperial Claw, 1 Imperial Assault Ship, 1 Ranger, 1 Rescue Drone, 4 Scouts, 1 Scout Bot, 1 Star Falcon, 1 Assault Ship and 1 Welding Drone. If you go second, draw 6 cards from this deck into your hand.

Turn your memo card over and study the special rules of your command deck. If any of them affect setup, apply them now.

Combined Faction Symbols

Expansion-wide rules.

The six combined faction symbols are shown below. Each one is a single symbol made of two faction symbols, and each activates the Ally abilities of both factions at once. The faction symbols are identified here by their colour and icon:

  • Yellow sunburst + blue cross = combined symbol 1 (blue ring with a yellow sunburst at the centre)
  • Blue cross + red gear = combined symbol 2 (red gear ring with a blue cross at the centre)
  • Red gear + green circle = combined symbol 3 (red gear ring with a green centre)
  • Green circle + yellow sunburst = combined symbol 4 (yellow spiked ring with a green centre)
  • Red gear + yellow sunburst = combined symbol 5 (red gear ring with a yellow sunburst at the centre)
  • Green circle + blue cross = combined symbol 6 (blue ring with a green centre)

For example, if you have played a card bearing the combined yellow sunburst and blue cross symbol, you may use any Ally abilities of the yellow sunburst or the blue cross. Conversely, if you have played a card bearing the yellow sunburst or the blue cross, you may use any Ally abilities of the combined symbol.

In particular, your flagship is treated as a card bearing the symbols of both of its two factions.

Double Ally Abilities

Expansion-wide 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 difference: to trigger it you need at least 2 other played cards of the same faction.

Game Modes

Commander Duel

You and your opponent each choose one command deck and prepare for the game as described above. In this mode you shuffle the 2 flagships belonging to the chosen command decks into the trade row. The game then proceeds under the normal one-on-one rules.

Two Against One

One player plays with the chosen command deck. The other two players use normal starting decks (8 Scout cards and 2 Assault Ship cards) and play the Hydra variant (see page 14 of the base rules) as a single team with [shield icon labelled "75"].

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.