Roll. Read. Lock.
How a round works
Dice. Commands need poker-style hands of matching symbols: a Pair is any two matching dice (any symbol), Two Pair is two different pairs, then Three of a Kind, Full House, Four and Five of a Kind. A few rare commands name the symbols they want. The gold star is the Command face: wild, it counts as any symbol.
- Refit. Secretly choose Scavenge (roll for Charge from the shared pool: a pair gets a Spark, a full house a Battery, five of a kind a Singularity; if more captains claim a kind than are left, nobody gets it) or Engineering (spend Charge on new commands, as many as you can afford, or 1 Charge to turn over three new ones, and keep one die for later).
- Command. Roll five dice, reroll any of them up to twice. Five of a kind at the reveal gets you 3 Charge (1 VP once the pool is dry). Your dice are public. Pick one of your commands that your dice make, pick a target, lock in.
- Lock-On Reveal. Everyone's command fires at the same time. Shields block, repairs mend, reactors score VP, and a ship at 0 HP is destroyed.
Winning. Reach 15 VP, or be the last captain flying. You start with a cannon, a shield, an evasive maneuver and a small field reactor (three of a kind: 1 VP); the bigger VP comes from Reactor commands you buy in Engineering. Once the Charge pool runs dry, the rift deals 1 unblockable damage to every ship each reveal.