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Звёздные империи: Гамбит (Star Realms: Gambit) thumbnail

Звёздные империи: Гамбит (Star Realms: Gambit)

Expansion for Star Realms

Звёздные империи: Гамбит (Star Realms: Gambit) Rulebook

Table of Contents

Table of Contents

  • Components
  • Setup
  • Gambit Rules
  • Scenarios
    • Beast of Retribution: Cooperative Adventure
    • Beast of Retribution: Solo Adventure
      • Example of Play: Beast of Retribution, Solo Adventure
    • Dark Star Pirates: Cooperative Adventure
    • Dark Star Pirates: Solo Adventure

Components

The Gambit set contains 13 Gambit cards, 3 Mercenary Cruisers and 4 scenario cards:

  • 1 × Beast of Retribution, cooperative adventure (Зверь возмездия, кооперативное приключение)
  • 1 × Beast of Retribution, solo adventure (Зверь возмездия, одиночное приключение)
  • 1 × Dark Star Pirates, cooperative adventure (Пираты Тёмной звезды, кооперативное приключение)
  • 1 × Dark Star Pirates, solo adventure (Пираты Тёмной звезды, одиночное приключение)
  • 3 × Mercenary Cruiser (Крейсер наёмников)
  • 1 × Daring Raid (Дерзкий налёт)
  • 2 × Energy Shield (Энергетический щит)
  • 2 × Frontier Fleet (Пограничный флот)
  • 1 × Political Maneuver (Политический манёвр)
  • 2 × Rise to Power (Восхождение к власти)
  • 1 × Rescue Operation (Спасательная операция)
  • 1 × Smuggling Run (Провоз контрабанды)
  • 1 × Surprise Attack (Внезапное нападение)
  • 1 × Unlikely Alliance (Невероятный союз)
  • 1 × Desperate Gambit (Отчаянный гамбит)

Setup

The symbol in the lower right corner of each card shows which mini-expansion it belongs to. The "Г" symbol marks the Gambit set.

Gambit cards are not shuffled into the trade deck. This set is played by its own special rules, given below.

Gambit Rules

For a game with Gambit cards, decide how many Gambit cards will be in the game, shuffle the Gambit deck, and deal the cards out evenly to all players, face down. Set aside any Gambit cards not dealt to the players; they may be needed during the game.

Keep the Gambit cards you receive in front of you, face down. Gambits cannot end up in your hand, your personal deck or your trade deck.

At the start of the game, or at any moment of your Main Phase, you may reveal any number of Gambits lying in front of you. A Gambit's primary ability (if it has one) takes effect immediately and remains in effect for as long as the card lies in front of you.

Some Gambits have scrap abilities, which trigger after the Gambit is sent to the scrap heap.

Mercenary Cruiser cards are shuffled into the trade deck and acquired during play by the normal rules.

Scenario cards offer an alternative way to play. If you decide to play a scenario, choose 1 of the 4 scenarios provided with the set.

Scenarios

Beast of Retribution: Cooperative Adventure

A scenario for 2 or more players.

Players take the first turn. The players form a single team, whose starting Authority is 50. Players take their turns simultaneously (as in the Hydra variant, see the Star Realms rules booklet). Otherwise the game follows the normal rules.

The Beast of Retribution starts the game with 50 × X Authority and X cards from the trade deck placed face down in front of it, where X is the number of players.

On the Beast of Retribution's turn, scrap the card in the trade row furthest from the trade deck, and shift the whole trade row one position away from the trade deck.

The scrapped card is placed face down in front of the Beast of Retribution, and the Beast gains combat equal to the number of cards lying face down in front of it. Reveal a new card from the trade deck and place it in the vacated space of the trade row. The faction symbol of the revealed card determines the Beast of Retribution's ability in effect during the current turn (see the scenario card). If the revealed card does not belong to a faction, the players choose the faction themselves.

If the Beast of Retribution cannot reduce the players' Authority to zero, it first spends its combat destroying the team's bases. If the team has no bases, the Beast of Retribution attacks the team itself. To attack, the Beast of Retribution first chooses the base with the highest Defense that it is able to destroy (if the players have several such bases, they choose among them the base to destroy). The team's Outposts protect the team itself and its ordinary bases. The Beast of Retribution ends its turn after it has spent all of its combat.

If any player forces the chosen opponent to discard 1 card, then instead that player draws 1 card and then discards 1 card. If a player must destroy the chosen opponent's base, then instead that player gains 3 combat.

Beast of Retribution: Solo Adventure

A scenario for one player.

One player faces the Beast of Retribution with a starting Authority of 50. The Beast itself starts the game with 50 Authority. There are no cards from the trade deck in front of the Beast at the start of the game. Otherwise the game follows the same rules as the Cooperative Adventure.

Example of Play: Beast of Retribution, Solo Adventure

The Beast's turn. The trade row looks like this: [card image not reproduced]

The Beast scraps the leftmost card in the trade row and places it in front of itself, face down. Before this it already had 7 such cards in front of it; now there are 8. This turn the Beast gains 8 combat. The remaining cards in the trade row shift left, and a new card from the trade deck is placed in the vacated space. It turns out to be a Dreadnought.

A Dreadnought is an Empire ship, so the first ability of the Beast of Retribution is triggered this turn: the player must discard two cards. The Beast now attacks the player who has 22 Authority and two bases in play: Command Headquarters and the Blob Wheel. Neither base is an Outpost, and neither protects the player from a direct attack. However, since its 8 combat cannot reduce the player's Authority to zero, the Beast first attacks bases anyway. Command Headquarters has the highest Defense, and the Beast has exactly enough combat to destroy it, so the Beast spends all of its combat on it.

Now it is the player's turn. The player has the Blob Wheel base still in play and the following in hand: [card images not reproduced]

Because of the Beast's ability, the player must discard two cards, and decides to discard two Scouts. Imperial Fighter forces an opponent to discard a card, but under the scenario's rules the player instead draws 1 card from his personal deck and discards 1 card from his hand. From the deck he gets another Scout, which he decides to discard. Blob Destroyer activates its Blob ally ability through the Blob Wheel. But instead of destroying an opponent's base, under the scenario's rules the player gains 3 combat. To this are added 6 combat from Blob Destroyer, 1 combat from the Blob Wheel, 2 combat from Imperial Fighter and 1 combat from Assault Ship. The player reduces the Beast of Retribution's Authority by 13.

Dark Star Pirates: Cooperative Adventure

A scenario for 2 or more players.

Players take the first turn. Each player starts the game with 50 Authority and a starting hand of 5 cards. Players take their turns simultaneously (as in the Hydra variant). Otherwise the game follows the normal rules.

The Dark Star Pirates start the game with 25 × X Authority, where X is the number of players.

On the Pirates' turn, scrap the X cards in the trade row furthest from the trade deck, and shift the whole trade row away from the trade deck by one position for each card scrapped. Reveal and place in the vacated spaces of the trade row as many new cards from the trade deck as you scrapped. The faction symbol and the cost of the first revealed card determine what the Pirates do to the first player (see the scenario card); the second card determines what they do to the second player, and so on. If a revealed card does not belong to a faction, the players choose the faction themselves.

If the Pirates cannot reduce a player's Authority to zero, they first spend their combat destroying that player's bases. If the player has no bases, the Pirates attack the player himself. To attack, the Pirates first choose the base with the highest Defense that they are able to destroy (if the player has several such bases, he chooses among them the base to destroy). Outposts still protect their owner and that owner's ordinary bases. The Pirates end their turn once they have spent all of their combat.

If any player forces the chosen opponent to discard 1 card, then instead that player draws 1 card and then discards 1 card. If a player must destroy the chosen opponent's base, then instead that player gains 3 combat.

Dark Star Pirates: Solo Adventure

A scenario for one player.

One player faces the Dark Star Pirates with a starting Authority of 75 and a starting hand of 5 cards. The player takes the first turn. The Dark Star Pirates start the game with 25 Authority. Otherwise the game follows the same rules as the Cooperative Adventure.