Lead Your Fleet in Battle.: Game Rules
Lead Your Fleet in Battle.: Game Rules
Game rules
Many centuries have passed since mankind discovered gravitic currents. Sustained by their power, new
empires have risen far away from their worn cradles. Their power has become terrifying, their resolve
and strength unwavering and their imperialistic ambitions limitless.
The armed wing of these new empires is a fast, deadly and accurate tool, manned by elite armies: fleets
of space war battleships.
Become a fleet commander and bring destroyers and battleships into battle, an epic conflict where
monstrous weapons of spaceships furrow space in the middle of a ballet of fast frigates. The supremacy
over the known universe is at stake.
Playing pieces
18 command dice.
2
Welcome on board, Commander
Follow instructions below before taking your first command.
Fleet Commander is a space battle game for two players. Each player controls a There are dice to move, attack or to energize the shields.
fleet of ships on a checkered board, which may integrate terrain features such The first part of the game rules booklet describes a confrontation using basic
as asteroid fields. In turn, players choose three dice among their command dice, rules. You can extend your game experience using advanced rules, optional rules
throw them and play the actions corresponding to the outcomes or keep the dice and scenarios that can be applied at all levels of rules.
on their command bridge for subsequent rounds.
1 - Each player takes one command bridge, 9 dice (3 of each color), 7 miniatures of one fleet and also chooses
a special weapon among the 6 available (see page 8: descriptions of special weapons) and places the token of
the weapon on his bridge. An optional rule allows to select the special weapons secretly (see page 11).
2 - The starting player is drawn. Twice in turn, players place - or not - a field of their choice anywhere on the
board except in the deployment areas (see page 5: effects of the fields).
Zone designated for
3 - The starting player deploys the first ship on one of the squares in his deployment area. The opponent does
the same and so on until the two fleets are fully deployed. placement of the fields.
4 - The battle can begin. The first player selects 3 command dice and throws them.
Victory
Destroy 8 classes of ships or more of the opponent’s fleet.
Some scenarios may propose different victory conditions (see page 12).
Deployment Zone Player 2
3
SpaceShips
Spaceships vary in size, strength and firepower. This information is shown on the stand.
The class of a ship represents its size but also its overall Hull points represent the damage a ship can take before its
strength or «value.» The class is used for setting square destruction. A ship that has no more hull points is destroyed and
occupation limits and to determine the end of the game. removed from the board. Rotate the upper disk to keep track of
remaining hull points on each ship.
4
Game board
The game board is a 5 by 5 checkerboard. It represents the area in space where the battle is taking place. A square can contain a field and ships. Ships move from square
to square in orthogonal or diagonal directions. Placement of ships in a square is free and has no influence on the game.
However, there are two important limitations:
> The sum of the classes of ships placed on the same square can never exceed 5, not even during a move.
> It is not possible to move to a square occupied by an enemy ship.
Asteroid fields
and Gravitic fields
Setting up the fields at the start of the game.
Before deploying fleets, the starting player may place, or not, an asteroid field or a gravitic field wherever he wants on the board, with the exception of the deploy-
ment areas. Then, the opponent does the same. The starting player can choose to place, or not, another field followed by his opponent. In that way, there can be
between 0 and 4 fields placed on the board before the game begins.
Ships located inside an asteroid field cannot launch an attack or be targeted. Attacks launched from a distance cannot get through
asteroid fields. It is also not possible to use a special weapon to or from an asteroid field.
Roll a die at the time ships enter an asteroid field or for each asteroid field occupied by ships of the player at the start of his turn. On
a «Special» result, each ship suffers as much damage as its class rank. Other outcomes of dice roll do not inflict damage. Moving out
of an asteroid field does not cause damage to ships.
When one or more ships enter a gravitic field, they accelerate and pass onto a square next to it. Roll a die to determine the next
move the player who controls the ships immediately makes. Movement rules apply as usual. If no legal outcome is possible, ships
return to their original squares.
On a «Special» result, the gravitic field is disturbed and ‘refuses’ ships. Ships remain in their original squares and suffer one point of
damage each. There can never be any ships stationed on a gravitic field at the end of a round.
Distant attacks cannot go through it.
Phase 1
Permanent effects. the effects of asteroid fields, special weapons and scenarios are resolved at first.
Phase 2
Allocation of energy. The player chooses 3 dice from the available lot of command dice (dice not stored on the command bridge). They can be of any color combina-
tion. The player throws the dice and gets results that will be used in Phase 3 to perform actions or will be stored on the command bridge for the next round during
phase 4.
Phase 3
Action. The player can use the results obtained in phase 2 and also the results of dice that are placed on his command bridge. Player executes the result of each
die on a square occupied by his ships to make all or part act as described later. There is no limit as to the number or nature of actions that ships can make in a given
sequence. Used dice are discarded.
The results of the shield dice throw cannot be used during this phase, only during the opponent’s turn, providing they are stored on the command bridge.
Phase 4
Command Bridge.
Regarding the results of dice roll that have not been used in Phase 3:
• Up to 2 dice can be stored on the Reserve for use in the next rounds or during the opponent’s turn, if it is a shield. Special results cannot be set aside there.
• Up to 2 dice can be stored on the special weapon’s gauge for the «special» results only. These dice can be used in the player’s next turns or during the turns of the
opponent.
Dice that are not stored on the command bridge are discarded. It is possible at this time only to withdraw any die from the command bridge in order to make it avai-
lable for the next turn.
Command Bridge
The Command Bridge is your command post, you are the fleet commander. It includes all permanent items used by a player.
Special weapon:
place the token of your special
weapon here.
Reserve:
storage for unused dice to
be played during subsequent Special weapon’s Gauge:
turns. store dice with special result here. As
soon as you have 2 of them you can
fire your weapon!
6
Moves Attacks
The results of the engine dice throw (yellow) are played during a player’s turn The results of the weapon dice throw (red) are played during a player’s turn to
to move ships. They can also be stored in the reserve of the command bridge. launch attacks. They can also be stored in the reserve of the command bridge.
Moves all or part of the ships from one square to an adjacent diagonal Allows to launch an attack on an adjacent diagonal square or to draw
square. a diagonal line for ranged attack.
Allows to launch an attack on an adjacent orthogonal square or to
Moves all or part of the ships from one square to an adjacent ortho- draw anorthogonal line for attacks from a distance.
gonal square.
Allows to launch an attack on an adjacent orthogonal or diagonal
Moves all or part of the ships from one square to an adjacent orthogo- square, at player’s choice, or to draw anorthogonal or diagonal line
nal or diagonal square, at player’s choice. for a distant attack, at player’s choice.
Combined attacks
When an attack takes place, all the ships of the attacking fleet that are located on an adjacent square to the target also
participate in the attack without using an extra die.
Ranged attacks
It is possible to attack enemy ships that are beyond the adjacent square by using more than one weapon dice. The
results of the weapon dice roll may form a path to the target square (one die per square). This path must pass through
empty squares only, with no ship or field or signal present.
In case of a ranged attack, it is not possible to combine firepower of ships adjacent to the target.
Damages
If the player controlling the targeted ship does not use a shield, total firepower of the attacking ships (including adjacent ship in the case of a combined attack) is
deducted from the hull of one ship of the targeted square, chosen by the attacker. When the hull of a ship is reduced to zero, it is destroyed and removed from the
game. Damage inflicted which is greater than the destruction of a ship cannot be carried over to another ship of the targeted square.
Shields
The results of the shield dice (green) throw are stored on the command bridge to be played during the opponent’s turn.
Blocks attacks coming from one adjacent diagonal square. Attention, a result of a shield die throw is used to block attacks coming from only
one square in the indicated direction. It is possible to play several results of shield
dice throw to block attacks from several squares during a combined attack.
Blocks attacks from one adjacent orthogonal square.
Blocks attacks from one adjacent square orthogonal or diagonal, Shield and ranged attack: One shield die throw result can block a distant attack,
at player’s choice. if its direction is the one of the last die of the line that reaches the target.
7
Activating the Special Weapon
A class 4 battleship embarks a special weapon that is chosen at the start of the game. It is a unique weapon that cannot be modified or transferred to another ship
during the game.
The special weapon is destroyed when the battleship carrying it is destroyed.
Playing two special results of any color triggers the effect of the special weapon as described below.
If the battleship and its special weapon are destroyed, the player who has two special results can throw them again and play the results normally.
Players can store up to two special results on the special gauge of the Command Bridge and throw them when they want in the next rounds.
8
Your training is completed, commander.
Regroup your fleet. You can now enter the battle zone.
Advanced
Optional Scénarios
Rules
Rules
> page 12 and 13
> page 10
> page 11
Add special capabilities to your ships and use the Here are two rules that cultivate secrecy and Four scenarios will radically change the condi-
special results for more than activating the deception, two weapons that any admiral has to tions of the battle and challenge your fleet com-
special weapon. master to his advantage. You can use these rules mander capabilities.
Play them as soon as you master the basic rules to to your liking, for all scenarios, with the basic or You can play scenarios with any set of rules.
increase your tactical options. advanced rules.
League of Phoebe
The first commercial companies that have exploited the
gravitic currents did not take long before overtaking the
power of their original system. Combined into a prospe-
rous federation after long periods of stress, they became
the powerful and rich League of Phoebe.
9
Advanced Rules
After playing a few games with the basic rules, you now have mastered the course of a battle, its challenges and risks. You may now go for advanced rules described
below that will give their full dimension to the game.
“To take advantage of their small size, frigates are “With their advanced weapons systems, destroyers “Battleships have exceptional size and power and
equipped with a system increasing their speed and can bombard enemy fleets from a distance with are the only ships capable of containing the most
maneuver ability. They become formidable scouts much less energy than other ships. These are the advanced weapons systems of the fleet. Their
able to easily get out of trouble and strike where champions of ranged combat. “ presence in a fleet and the weapons they contain
they like. “ often determine the strategy of their commander.”
An engine die played on a square containing only A weapon die played on a square containing a
frigates counts double. Frigates can move twice Battleships carry a special weapon that can be ac-
single destroyer counts double during ranged at- tivated with two special results, as explained on
with a single die. Furthermore, if a dodge reaction tacks. It is not possible to use this bonus to attack
is played on a square containing only frigates, they page 8.
an adjacent square.
suffer no damage.
Specials results
There are three ways to use special results.
One is to activate the special weapon as described in the basic rules. Here are two others:
1 - Change of direction
A special result can be used to change the direction of a result of a die of the same color. Both dice are then discarded. This is valid for moves and attacks but
also as shield during the opponent’s turn with a shield die result in the reserve and a special die result of shield die (green) in the gauge of the special weapon.
2 - Reactions and Drain
During the opponent’s turn, a special result of engine or weapon die stored on the command bridge can be used to respond to an attack. Against a weapon die,
you can play either a reaction (dodge or counterstrike) or one or more shields, but never both.
Dodge: Damages from the attack are not avoided, but the attacked ships can move to any adjacent square that allows the move.
Counterstrike: Damages from the attack are not avoided, but the attacked ships may carry out an attack on the ship that attacked them. The counterstrike
is not possible on distant attacks. Only the firepower of the attacked square is taken into account. The counterstrike cannot be countered with shields or
any other reaction.
During his turn, a player may play a special result of shield.
Drain: The opponent discards one die of his choice from his command bridge. It is not possible to counter a drain.
10
Optional rules
Here are two rules that cultivate secrecy and deception, two weapons that any admiral must master to his advantage. You can use these rules to your liking, for all
scenarios, with the basic or advanced rules.
Famous Fleets
Hidden deployment
When the game starts, the classes of ships are unknown to the opponent. The ships are replaced by
«Signal» tokens. The hidden face of the token indicates the class, and is known only to the player control-
ling the fleet.
Two markers «decoys», matching no ship, are always added to the fleet. Invasion of SIRAP XV
Signals are normally moved like the ships they represent.
A player must complete an attack to reveal all the «signals» of a square. No damage is inflicted on this
occasion. It is possible to use shields to thwart a detection attempt. Once revealed, a ship stays revealed
until the end of the game. A special weapon cannot be used to reveal signals.
Orbital defense
Blocus of FED IV
It is impossible to inflict damage to a ship that is not revealed. It is impossible to go on a square occupied
by an enemy signal or for a distant attack to pass by.
Taking damage due to an asteroid or a gravitic field, or the use of a special ability (double move or special Commander Otoko’s experimental battleship
weapon for example) automatically reveals the ship.
11
Scenarios
With the following scenarios, you can completely change the playing and victory conditions. You can play each scenario with or without advanced or optional rules.
In the asteroid b e lt
«In this scenario, the terrain is constantly changing and it is dangerous for ships. It will challenge your plans at almost every turn!
An ideal scenario to add a bit of chaos to battle. »
This scenario takes place as a normal game with the following modifications:
• It is mandatory for players to place two asteroid fields each at the beginning of the game.
• At the beginning of his turn, each player designates an asteroid field and rolls a die. He should move the asteroid field depending
on the result. A special result causes no displacement.
• If an asteroid field moves to a square occupied by ships, they should get tested for damage as if they were entered in the field
themselves.
The victory conditions are the same as in a normal game
The Trap
«A war fleet is ambushed and its enemies are waiting for it resolutely. Will it cope? Here the war ships are very close to each other from
the beginning and you must act quickly. »
This scenario takes place as a normal game with the following modifications:
• The yellow player starts the game. The fields are laid as in a normal game. The yellow player must deploy his fleet on both sides of
the board. The blue player deploys on the midline.
• Before the battle starts, the yellow player rolls 6 dice and may retain results on his command bridge.
The victory conditions are the same as in a normal game. Deployment Zones
12
Scénarios
The Capture
«Inspired by an old Scandinavian game called «Hnefatafl», this scenario will be a challenge for every admiral, resulting in a “clever”
game that can go very fast and promotes reflection over muscle.»
The blue fleet consists of 4 frigates, 2 destroyers and 1 diplomatic shuttle represented by a ‘Signal’ token.
Consider the diplomatic shuttle as a class 1 vessel with 2 Hull points. In order to keep track of its hull points, use a token with the number
‘2’ at the beginning of the game, and change it for a token with the number ‘1’, if it has been damaged in an asteroid field for example.
The yellow fleet is a complete one, normally integrating a battleship, but is not entitled to a special weapon.
Deployment Zones
The setting is similar to that of a normal game with the difference of the zone of deployment. The diplomatic shuttle has to be deployed on the central square.
The yellow player starts.
Before the battle starts, the yellow player rolls 6 dice and may retain results on his command bridge.
The blue player wins, if the shuttle moves out of the board from a corner square. The yellow player wins if he captures the shuttle and moves it out of the board from
a corner square. The yellow player also wins if the shuttle is destroyed in an asteroid field.
It is forbidden to shoot at the diplomatic shuttle.
The rescue
«Containers filled with precious materials are scattered in the area. You must reco-
veras many as possible before the opponent does the same. It is unthinkable that the
opponent brings back more containers than you, so do not hesitate to destroy his Fields placement zone
ships if the opportunity arises. »
Fleets and deployment are the same as in a normal game.
Before placing the fields, set 11 signals tokens, each representing a container on the
midline of the board, 2 tokens per square and 3 tokens on the central square.
The fields are then placed outside the areas of deployment and the midline Fields placement zone
occupied by containers.
A vessel can dock and move only one container at a time.
To move a vessel out of a zone with its container, it must be placed in its deploy-
ment area. The player must discard a result of an engine die like a normal move (the
special result doesn’t allow to leave the board). Deployment Zones
A ship that has moved out of the area cannot return.
The goal is to leave the area with more containers than the opponent. One more To move an inert object with it, a vessel must start to turn on
container is enough. the same square as the object. It cannot get onto the square and
Docking
leave it with the object during the same turn. This represents
the time required for docking maneuvers.
13
Example of game turns
TurN 1 Player A:
The yellow player (on top) plays first. Before choosing his dice, he must make a test for his frigate in the
asteroid field to the right of the board. He makes a (whatever the color of the dice) and therefore the
frigate doesn’t get damaged.
He chooses now to roll 1 engine die, 1 weapon die and 1 shield die and gets:
He decides to use to advance his battleship, and keeps the other two dice on his command bridge.
The turn is completed.
14
F.a.q.
● Can I attack the same square more than once but different ships with already played an attack die.
several red dice?
Yes. Each die is played independently, one after the other. So the first attack ● Can I play a counterstrike or dodge in response to a counterstrike?
die can target a ship, then a second attack die may target a second ship on the
same square. No, for same reasons as above.
● With a diagonal yellow die, can I move several ships from the same square ● My frigates go into an asteroid field with the first move and take hits. Can
to different diagonal cells? they make their second movement?
No. The rules allow moving all or part of the ships on a square to another square, Yes.
but not to different squares.
● Same with a gravitic field that refuses my frigates in the first movement?
● Leaving a gravitic field, my ship enters a new gravitic field that refuses Yes.
them (special result). What’s happening?
You return to the gravitic field where you came from and test the entry nor- ● I just played a dodge to go to an asteroid field. Will I have to test for da-
mally. If it refuses again, you go to the gravitic field where you wanted to go. If mage?
it refuses again ... you are really unlucky. Yes. Whatever the reason for one or more vessels entered an asteroid field, you
should always test for damage.
● At the beginning of my turn, can I roll dice that are on my bridge once
more? ● My attack can destroy the ship attacked. Can it play a counterstrike and do
No. You can choose the dice to roll only among those who are not on the com- damage?
mand bridge. To roll the dice, you can discard them from the command bridge Yes. The counterstrike and the attack take place at the same time. Damages are
at the end of your turn but not at the beginning. inflicted even if the ships are destroyed at the end of combat.
● I launched drones that are still active. I get two special results again. Can I
roll them once again as if I had no special weapon?
No. You can roll your two special results once again only if you lost your special
weapon (if your battleship was destroyed). Optional Rules
● Do I have to play my dice stored on the command bridge after the dice I ● Can I bring signals to an asteroid field or gravitic field?
just rolled?
Yes. The tests are done normally. If vessels suffer damage, they are also
No. Once your three dice rolled, you can play, store or discard all your dice, in- automatically revealed.
cluding the ones on the command bridge, in any order you want.
● My signals on a square represent hidden frigates. Does the movement
● Can I play my dice one the command bridge at the beginning of my turn, dice count double on this square?
before choosing the 3 dice to roll?
Yes, but if you decide to use this special ability of the frigates, you must reveal
No. The first phase of a player is to select and roll its three command dice. Then your vessels. If you move only one square your signals representing frigates,
he can play these 3 dice and the dice placed on the command bridge. your ships are not revealed.
Helios
League of Phoebe
Hegemony
of Amycles
www.capsicumgames.com
CrEdits :
A game by:
Henri Redici and Elwin Charpentier.
Illustrations and artistic design:
Antoine Schindler.
3D Modeling:
Antoine Bergerat.
Layout
Laure Etienne – Graphilab
Proof reading
Mathieu H. - Brice H.- Maxence V.
English Translation: