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WINGCOMMANDERCUSTOMIZABLECARDGAME

Your fighters are attacked the moment you clear the navigation point. A pair of deadlylooking
DralthiIVswoopfromtheirhidingplaceamongtheasteroids.Theirhuge,flattenedsidehullsmake
the Kilrathi fighters look like gigantic bats. The deadly array of missiles strapped along their
undersidesglistenedinthestarlight.

The commlink sputters, and the feline face of the Kilrathi ace, Stalker, crackles into view on the
screen.

"Now is your time to die, monkeys," the alien hisses. His lead Dralthi spits death at your
Thunderbolt.

"Attackmytarget,"youbarkintothecommlink.

Yourwingmancomesbackwithanencouraging,"Rock'nRoll,Colonel!"andswoopsupbeneaththe
KilrathiAce.

Youthrowyourfighterintoasharpturn,bringingthecatlikealien'safterburnersdeadinyoursites.

The battle is as fast as it is furious. The Kilrathi falls flaming, among the asteroids. Your craft is
damaged,butstilloperational.Inthedistance,youseetheimposingbulkoftheKilrathicarrier,the
Sivar'sGlory.

Armingyourtorpedo,youbeginyourattackrun...

THEGOALOFTHEGAME

Youhaveatyourcommandthefighters,pilotsandcrewofaspacegoingcarrier.Youareengagedin
deadlyspacecombatwithanenemycarrieranditscomplementofspacefighters.Playingeitherthe
Kilrathi or Terran side, you marshal your forces of fighters and talented pilots to defeat your
opponent.

Youwinthegamebyeither:

1)Destroyingyouropponent'scarrier.Thisisaccomplishedbyscoringtwohitsdirectlyintotheship,
byeithertorpedoesorbombingruns.

2) Reducing the carrier and its fighters to the point where the enemy can no longer carry on the
battle,forcingtheenemytoretreat.Thisisaccomplishedbyreducingyouropponent'sPowerPoints
to0.

TERMINOLOGY

Power Points: Both players start with 30 Power Points. These represent the resources of your
carrier.Whenthesepointsarereducedto0,thismeansthatyourforceshavebeensodepletedthat
you must retreat from Combat. Keep track of the points on the Power Point pad. Players gain 2
pointseveryturnduringtheirDrawPhase.Thesepointsareaddedtothetotal.

Whencardsareputintoplay,theplayer'sPowerPointtotalisreducedbythecards'musteringcost
(noted under the card's title by small fighters and medals). All cards except Maneuver and Battle
Damagecardshavemusteringcost,thoughthatcostmaybezero.

Whenfighters,weapons,pilotsandcertainNavPointmodifiersarelostincombat,thePowerPoint
totalwillbefurtherreduced.

MusteringCost:Themusteringcostisthecostrequiredtoplayacard.Whenthecardisbroughtinto
play,thePowrPointtotal is reducedby the number offighters indicatein the mustering cost.

MedalPoints:Theserepresenttheheroicqualitiesofpilotsandcrew.Ifanymedalsarerequiredto
bringacardintoplay,thensufficientcrew,pilots,orothermedalproducingcardsmustbe"tapped"
orturnedsidewaystoindicatethattheyhavebeenusedforthatturninordertoplaythecard.

Apilot'sMedalPointsmaybeused:

1)TobringoutothercardswithMedalPointrequirementsintheircost.

The Medal Points of a pilot in the Ready Area may be used to bring into play cards that require
Medalsinthemusteringcost.Thepilotmustbe"tapped"todoso.Apilotwhois"tapped"cannotfly
duringthatturn.

2)Incombattoincreaseanyofthevaluesofthefightertowhichthepilotisattached(Example:add
1MedalPointtoanattackfactorof1toattackfor2.Add2MedalPointstoa0defencetodefend
for 2, etc.). Using the Medal Points to increase a fighter's values does not require the pilot to be
tapped.

IfapilotthatprovidesaMedalPointisassignedtoafighterandlaunched,thentheMedalPointmay
beusedtoincreasetheabilitiesofthefighter.However,whenthepilotitflying,MedalPointsmay
notbeusedformustering.

A player who needs a Medal Point for mustering, and has no crew or pilot available to tap for a
Medal Point, may purchase Medal Points by spending five Power Points for each Medal Point.
Purchased Medal Points may be used only for mustering. They may not be used to increase the
valuesofafighter.

ManeuverCost:ThecostofManeuverandBattleDamageCardsisshownbythenumberofarrows
below the title of the card. This cost is indicative of the difficulty factor of the maneuver or the
severityoftheBattleDamage.AplayermusthaveafighterwhoseManeuverValueeithermatches
orexceeds(modifiedbypilotsandweapons)thenumberofarrowsinordertoplaytheManeuver
and/orBattleDamagecardduringcombat.

TheManeuverCostalsorepresentsthenumberofManeuverand/orBattleDamageCardsthatmay
beplayedbyaparticularfighterwithinonecompletecombatsequence.AfighterwithaManeuver
Valueof3canonlyplay3ManeuverorBattleDamagecardsinthecombatsequence.

WHATTHECARDMEANS

TopCardtype:atypeoffighter,apilot'sname,aparticularManeuver,oradescriptionofBattle
Damage.

TopbelowCardNameThemusteringcostofthecard,thedifficultyratingofaManeuverorBattle
Damagecard.

CentrebelowArtThenameofsquadron,itssquadroniconandmotto,nameofpilot,maneuver,
anyspecialabilitiesofthecard.

BottomLeftAttackandSupportValues.TheAttackValueistheamountofdamagethatafighter
caninflictonthefighterdirectlyacross.

TheSupportValueistheamountofdamagethatthefightercanlendtoattacktheenemyfighternot
directly across from it, but in the same Nav Point, A fighter may use its Attack or Support values
duringcombat,butnotboth.

BottomRightManeuveranddefenceValues.TheDefenceValueistheamountofdamagethatthe
fighter takes before being destroyed. If the Defence Value is lower than or equal to the enemy's
AttackValuethefighterisdestroyed.

BottomCentreNumbersandsymbolsshownrepresentspecialabilities,suchasmedalsorweapons
modifiers(torpedoes,forexample.)

THESETUP

Theplayingsurfaceislaidoutasshown.PlacethefiveNavPointsasindicatedbetweenthetworival
carriers.EachcarrieractsasaNavPointaswell.Acarriercanonlybeattackedbyenemyfightersat
theCarrierNavPoints.Neithercarriermovesduringthecourseofthegame.

The lines between the Nav Points indicate how fighters my move during the Movement Phase.
FightersmayonlymoveoneNavpointatatime.

Placethecarddecktoonesideofthecarrier.Adiscardpilewillbecreatednexttothatdeckascards
arelostordiscarded.OntheothersideofthecarrieristheReadyAreawherefighters,pilotsand
weaponsystemsareheldandassembledprior to launch.


--------- --------- ------------
|Kilrathi| |Kilrathi| | Kilrathi |
|Discard | |Draw | | Ready |
|Pile | |Pile | | Area |
--------- --------- ---------- -----------
|Kilrathi|
|Carrier |
| |
_----------_
/| /|\ |\
/ | \
/ | \
/ | \
\/_ | _\/
---------- | ----------
| Nav | | | Nav |
| Point | | | Point |
| | | | |
---------- _ | _---------
|\ | /|
\ | /
\ | /
\ | /
_\| \|/ |/_
----------
| Nav |
| Point |
| |
_----------_
/| /|\ |\
/ | \
/ | \
/ | \
\/_ | _\/
---------- | ----------
| Nav | | | Nav |
| Point | | | Point |
| | | | |
---------- _ | _ ---------
|\ | /|
\ | /
\ | /
\ | /
_\| \|/ |/_
----------
| Terran |
| Carrier|
| |
-------- ---------- -------- ---------
|Terran| |Terran| |Terran |
|Ready | | Draw | |Discard|
|Area | | Pile | | Pile |
-------- -------- ---------

GETTINGSTARTED

1.OneplayerplayswiththeTerrandeck.TheotherplayerplayswiththeKilrathideck.Theplayers
place the two carriers (either those provided on the back of the Starter Deck box or the carrier
cards)andfiveNavPointsaccordingtothediagram.CarrierandNavPointcardsdonotgointothe
players'decks.

2.BothTerranandKilrathiplayersstartwith30PowerPoints.

3.EachplayerbeginsthegamewithfourMusteringpoints.Theseallowtheplayertobringoutatno
costaselectionoffighters,weaponsand/orpilots.Totalvaluemustnotexceedfour.Example:Four
Darkets at 1 point each. One Darket and a Pilot whose cost is 3 Points. These may be put
immediatelyintotheReadyArea.ThesecardsmaybeonlyFighters,Weapons,orPilots.Ifacardhas
aMedalPointinthecost,itmaynotbebroughtoutatthistime.Ifaplayerdoesnotchoosetouse
allofthefourpoints,thepointscanbeexchangedforPowerPoints.Example:IftheKilrathiPlayer
weretobringtwoDarketfightersintotheReadyArea(eachcosting1point)andnothingelse,then
theplayergainstwoPowerPoints.Forbeginningplayers,itissuggestedthatyousimplytakefour
PowerPointsinsteadofchoosingcards,untilyouaremorefamiliarwiththedifferentcardsinyour
deck.Thusbothplayerswouldbeginthegamewith34powerpoints.

4.Eachplayershufflesanddraws7cards.

Aplayermayhavenomorethan9cardsintheirhand attheendofhisorherturn.Ifaplayerholds
morethan9cardsattheendoftheturn,theplayermustdiscardtogetdownto9.

5.Bothplayersreceive2additionalPowerPointseachperturnduringtheirrespectiveDrawPhases.
ThesepointsarecalledReinforcementsandreflectsupportandsuppliesfromEarthorKilrah.Certain
cardsmayincreaseordecreasethenumberofReinforcementPointsduringthegame.

SEQUENCEOFPLAY

Wing Commander is placed in a series of turns. Turns are divided into Phases. The Kilrathi Player
completes all Phases of a turn, then the Terran player takes a turn. In the computer game, Wing
CommanderIII,HeartoftheTiger,theKilrathiaretheaggressors,therefore,inthecardgame,the
Kilrathiplayeralwaysgoesfirst.PlayproceedsinthefollowingPhases:

DRAW
MUSTER
SCRAMBLE
MOVEMENT
COMBAT
ATTACKISDECLARED
DEFENSIVEPOSITIONING
MANEUVER&BATTLEDAMAGE
ASSIGNMEDALPOINTS
COMBATRESOLUTION
AFTERMATH
DISCARD
SWITCHPLAYERS

DRAW PHASE

AddtwoReinforcementPointstoyourPowerPointtotal.Draw2cards."Untap"(turnupright,ready
foruse)any"tapped"cards.

MUSTERINGPHASE

DuringtheMusteringPhase,youmayplaycardsfromyourhand,payingtheappropriateMustering
Cost.SubtracttheMusteringCostofplayingthesecardsfromyourtotalPowerPoints.Inadditionto
Power Points, Medal Points may be required to bring powerful fighters, pilots, crew and weapons
intoplay.IfapilotorcrewthatprovidesaMedalPointismusteredtotheReadyArea,thatMedal
Pointmaybeusedimmediately.

Example:anArrowhasaMusteringCostof2.ToplaythatcardfromyourhandintotheReadyArea,
youmustreduceyourPowerPointsby2.ToplayaStealthTechnologyWeaponcardtotheReady
Arearequires4PowerPointsand1MedalPoint.YourtotalPowerPointsisreducedby4andaPilot
orothercardprovidingamedalis"tapped."

Placepilots,weaponsystems,andfightersintotheReadyArea.PlaceNavPointmodifiercardson
theappropriateNavPoints.TheycanbeplayedonanyNavPointexceptthecarrier.

OnlyoneNavPointModifiermaybeplayedonasingleNavPointatanyonetime.IfthatNavPoint
Modifierisdestroyed,anothermaybeplayedinitsplace.

PilotAwardcards aregivento particularpilots in the Ready Area.They cannotbe awardedtopilots


whoareflying.

Crew cards are played into the Ready Area. Crew cards are similar to Pilot cards, except they are
neverassignedtofightersorleavethecarrier.TheyareplayedintotheReadyArea.

ManeuvercardsandBattleDamagecardsarenotplayedatthistime.Theyareplayedonlyduring
Combat.Luckcards,unlessotherwisenotedonthecarditself,maybeplayedatanytime.

SCRAMBLEPHASE

DuringyourScramblePhaseyouassembleyourfighters,pilotsandweaponssystemsandplacethem
intheReadyArea.DuringtheScramblePhase,youmayaddSpecialpilotsand/orweaponsto
increaseafighter'sabilities.

Specialpilotsand/orweaponsmaybeaddedtofightersonlywhentheyareintheReadyArea.(For
example,youmaynotaddapilottoafightercurrentlypatrollingaNavpoint.)Youmayuseonly
thosepilots,fightersandweaponsthatarealreadyintheReadyAreaandarenotbeingusedfor
otherpurposes.(A"tapped"pilotmaynotflythisturn.)ThiscollectioniscalledaFlight.

AFlightconsistsof:1)asingleFighter,2)aFighterandaWeapon,3)aFighterandaPilot,or4)a
fighter,PilotandWeapon.AfightermayflywithoutaPilotcardorwithoutaWeaponcardattached.
SuchaFighterisconsideredtohaveanaveragepilotandadefaultweaponloading.Cardsthataffect
aPilotorWeaponcardhavenoeffectonaFlightthatlackseitherofthese.

Forexample,youcannotcaptureaPilotfromaFlightthatconsistsofonlyaFighterandaWeapon
card.Youcanusea"GunsJammed"BattleDamagecardagainstafighterwithoutaWeaponcard
sincethiscardaffectstheFighter,notaspecificWeapon.

Onceassembled,Fightersareconsideredreadyforlaunch.YouarereadyforthenextPhase,
Movement.

MOVEMENTPHASE

DuringthisPhase,youmaymovethoseFlightsyouhaveassembledintheReadyAreaandtheFlights
alreadyattheNavPoints.

Flightsaremoved:

a)fromtheCarrierNavPointtooneoftheconnectedNavPointsorbacktotheReadyArea.

b)fromtheReadyAreatotheCarrierNavPoint.

c)fromoneofthecentralNavPointstotheCarrierNavPoint,theEnemyCarrierNavPoint,adjacent
NavPoints,orbacktotheReadyArea.AFlightmayonlymoveoneNavPointperturnandmaynot
jumpoveraNavPoint.TheNavPointsmustbeconnected.

IfaplayerstartsthisphasewithfightersataNavPointwithanenemyCapitalShipNavModifier,and
the opponent does not have any fighters present, then that Capital Ship Nav Point Modifier is
considered destroyed and discarded. The owning player loses the Power Points described on the
card.

Flights that return to the Ready Area can be separated back into their component parts of Pilots,
WeaponsandFighters.Thisallowsyoutoshiftpilotsandweaponstodifferentfighters.

Only two friendly Flights may be at any single Nav Point at the end of this Phase, A player may
occupyanyoftheNavPoints,includingtheenemyCarrierNavPoint.Oncemoved,theFlightmay
notbemovedagainwithinthesameturn.

Enemy fighters do not affect movement into or out of a Nav Point. A flight either retreating or
pressingonaheadmayleaveaNavPointevenifthereisanenemyFlightpresent.Thetwoflights
mayalsoswitchplacesataNavPointduringthisPhase.

Oncemovementiscompleted,Flightswillnotmoveagainintheturn,withoneimportantexception.
ImmediatelyfollowingCombat,anattackingFlightthathassurvivedcombatmaychoosetoreturnto
itsfriendlyReadyArea.

COMBATPHASE

During the Combat Phase you attack your opponent's fighters and carrier. Attacks against carriers
havespecialrules,whicharecoveredinthenextsection.Mostattackswillbeagainstotherfighters.

You may declare attacks in any order, but all attacks at one Nav Point must be completed before
movingontothenext.Youarenotrequiredtoattack.YoumayattackatoneNavPointandchoose
not to attack at another. If no attacks are declared, skip the Combat Phase and proceed to the
SwitchPlayersPhase.

TheCombatPhaserunsasfollows:

1.ATTACKISDECLARED:AttackerdeclaresanattackataNavPoint.

2. DEFENSIVE POSITIONING: The defender may choose to switch the Flights' positions at that Nav
Pointswappingpositionstoobtainthebestattacksorleavefightersarrangedastheyare.Ifthe
defenderhasonlyoneFlightataNavPoint,thentheFlightmaystayalignedwithoneFlightopposite
orswitchtotheotherFlight.IfbothattackeranddefenderhaveonlyoneFlightataNavPoint,then
theyarealigned.Thedefendermaynotmovethefightersagain(unlessaManeuvercardpermitsit)
andmaynotmovefighterstoanotherNavPoint.

3.MANEUVER&BATTLE DAMAGE:Attackerand defendermay playManeuverandBattleDamage


cards, one at a time. Defender goes first, playing a Maneuver card or passing. Attacker plays a
Maneuver card or passes. Defender then plays either a Maneuver card or Battle Damage card.
Attackerdoesthesame,untilbothsidespass.

AplayerisnotrequiredtoplayManeuverorBattleDamagecardsandmaypassatanytime.Apass
by one player does not prevent the opposing player from continuing to play Maneuver or Battle
Damage cards during the combat. When both sides pass, no further Battle Damage or Maneuver
cardsmaybeplayed.

BattleDamagecardsmayonlybeplayedbytheflightsthathavetherequisiteManeuverRatingsand
areplayedontheflightopposite.

ABattleDamagecardmayonlybeplayedbyafighterafteroneormoreManeuvercardshavebeen
played by that fighter. No Flight may play two or more of the same Maneuver or Battle Damage
cardsinthesamebattle.

4.ASSIGNMEDALPOINTS:MedalPointsincreaseanyofthevaluesofthefightertowhichthepiotis
attached.MedalPointsmaybeusedatanytimeinCombatuptothisphase.Ifeitherplayerstillhas
unused Medal Points left, they may be used now. The defender plays any Medal Points first,
followedbytheattacker.EachMedalPointmaybeusedtoassigna"+1"toanyoftheFlight'svalues.

5. COMBAT RESOLUTION: Combat is resolved simultaneously. A flight uses either its Attack value
(with modifiers) to attack the enemy Flight directly across from it or uses its Support Value (with
modifiers) to add to the Attack Value of the other friendly Flight at the Nav Point. Attacker and
DefenderdeterminewhichoftheirownFlightswillattackandwhich(ifany)willsupport.

Compare the totalled applicable Attack Value (including any Support Values) versus the target's
Defence Value. If the final Attack Value equals or exceeds the enemy's Defence Value, the enemy
Flightisdestroyed.

6. AFTERMATH: After Combat is resolved, the attacker has the option of returning the surviving
FlightstotheReadyArea.ThisdecisionismadebeforemovingtothenextNavPointcombat.The
defenderisnotpermittedtomoveFlightsatthistime.

Destroyedfighters,pilotsandweaponsaresenttothediscardpile.Maneuver,BattleDamageand
Luckcardsplayedinthiscombatarediscardedaswell.

Whenlossesaretakenincombat,theplayer'sPowerPointsarereducedtoreflectthatloss.Subtract
1PowerPointforeverycardineachFlightthatisdestroyed.(1fighterwith1pilotand1weapon=3
PowerPoints.)Inaddition,allcardswithmedalsreducePowerPointsequaltoeverymedalsymbol
thatappearsonthecard,bothaboveandbelowthepicture.

(LosinganExcaliburcosts1PowerPointforthecard,plus1PowerPointforthemedalshowninthe
Cost.)

Ifanyplayer'sPowerPointsarereducedto0attheendoftheCombatPhase,thegameisoverand
theplayerwithPowerPointsremainingisthewinner.IfbothPlayersarereducedto0,thegameis
consideredadraw.

DISCARDPHASE

Ifyouhavemorethanninecardsinthehandatthisphase,thenyoumustdiscardtoninecards.

SWITCHPLAYERSPHASE

ThenewattackingplayerstartsanewturnandbeginstheTurnSequencefromthebeginning.

COMBATEXAMPLE

JefffliesoneofhisArrowstoaNavPointoccupiedbytwoofKate'sDarkets.JeffhasanArrowwith
anattackfactorof2.ManiacisthePilot.Heincreasestheattackfactorby1,givingitanattackof3,
but reduces the defence by 2, giving the Arrow a defence of 1. Kate has a Darket with an attack
factorof1andadefenceof3.ShehasaweaponontheDarketwhichincreasestheattackfactorby
1,givingtheDarketanattack2.TheotherDarketisthesame.Asitstands,Jeffwouldshootdown
oneofKate'sDarketsandJeff'sArrowwouldgodown.

Jeff has Maneuver cards in his hand that he hopes will allow him to survive and shoot down the
Darket.Hedeclaresanattack.

Kate,asdefendingplayer,decidesnottoswitchtheDarketsfacingtheloneArrow,astheDarkets
are both functionally identical. She plays the first Maneuver card a "Shake" Maneuver, which
increases her engaged Darket's defence factor by 1. Her Darket now defends for 4 against the
Arrow'sattackof3.TheDarketstillattacksfor2totheArrow'sdefenceof1.

ItisnowJeff'sturntoplayaManeuvercard.Heplays"Kickstop",whichboostshisdefenceby+2,
bringinghisdefenceto3againsttheDarket'sattackof2.HehassuccessfullyfoughtoffKate'sattack.

Kate next performs a "Tight Loop" which increases her attack by 1. The Darket now attacks for 3
againsttheArrow'sdefenceof3.

JeffplaysaBattleDamagecard"TailShotOff"onKate'sDarket.ThedamagereducestheDarket's
defenceby2.TheDarketnowdefendsforonly2,againsttheArrow'sattackof3.

Kateisoutofmaneuvercards.Shepasses.JeffchoosestoplayonelastManeuvercard"Breakand
Attack"whichforcesKat'ssecondDarketnottosupporttheattack.ItistimetoresolveCombat.

The Darket attacks for 3 against the Arrow's defence of 3. The Arrow appears doomed. However,
ManiachasaMedalPoint,whichmeansthathehasonepointwhichcanbeusedtoboostanyofthe
fighter'svaluesby+1.JeffusestheMedalPointtoboosttheArrow'sdefenceto4.TheDarketshoots
and misses. The Arrow is safe. Had Kate been allowed to use the Support Value of the Second
Darket,theArrowwouldhavedied.

TheDarkethasbeenreducedto2defence.TheArrowattacksfor3.TheDarketblowsupinaballof
flame.Jeff'sattackhasbeensuccessful.

Kateloses2PowerPoints1fortheDarketand1fortheweaponcard.Shereducesherscoreby2
points.JeffflieshisArrowbacktotheReadyArea.Kate'ssecondDarketremainsattheNavPoint.

ItisnowKate'sturn.

SECRETORDERS

SecretOrdercardsareplacedinthedeck.Whendrawn,theymaybeheldinthehandand/orplayed
facedown underneath the Carrier Nav Point. Each player may only have one Secret Order card in
playatanyonetime.

IfyouareabletocompletetherequirementsoftheSecretOrdersduringplay,youmayimmediately
revealtheSecretOrdercardtoyouropponentandgainthebenefitasdescribedonthe card.The
revelationoftheSecretOrderCardmaynotbeinterruptedbyaLuckcard.Oncerevealed,theplayer
mayplaceanotherSecretOrdercardundertheCarrierNavPoint.Thismaybedoneimmediatelyif
theplayerhasoneinthehand.

A player may choose not to attempt to complete the requirements of the Secret Order. Play
progressesnormally,andthecarddoesnotaffectthegameinanyway.Eachplayermayhaveonly
oneSecretOrdersinplayatanyonetime.

ATTACKINGCARRIERS

Onewaytowinthegameistoattackanddestroyanopponent'scarrier.Combatbetweenfighters
andcapitalshipsissimilartofightercombatandoccursduringtheCombatPhase.

YoumayonlyattackanenemycarrieriftherearenoenemyfightersatthatNavPointatthestartof
the Combat Phase. Elimination or removal of those fighters during the Phase does not make the
carriervulnerableduringthatPhase.Nextturn,ifnofightershavemovedintodefendit,thecarrier
maybeattacked.

CarriersmaybeattackedonlybyFightsthathaveBombingValues,orFlightsthathavetheTorpedo
Weaponcard.BombingValueisusedinsteadofAttackValuewhenattackingacarrier.

SupportValueisnotusedinattacking capitalshipsandcarriers. Oneortwofightersmay attacka


carrier.

CarrierscannotuseManeuvercardsorBattleDamagecards.TheattackingFlightmayuseManeuver
cards but not Battle Damage cards. Carriers may not initiate an attack, nor can they aid an attack
whenfriendlyfightersarepresent.

AttackingbombingdamageiscalculatedbyaddingalloftheBombingValuesoftheFlights.Thistotal
is compared to the carrier's Defensive Value. If the Bombing Value of that Flight is equal to or
greaterthantheDefenceValue,ahitisscored.IfthetotalisdoubletheDefenceValueofthecarrier,
thentwohitsarescored.

Carriers are armed and have Attack Values. Damage is inflicted against the Flights attacking the
Carrierfortheamountlisted.DamagemaybedealteithertooneoftheFlightsorsplitbetweenthe
Flightsasthecarrierownerchooses.

YoumayuseMedalPointstoincreaseyourBombingValueinanattack,butnottograntabombing
abilitytoaFlightthatwouldotherwiselackthatability.

Carriers require two hits before being destroyed. The first hit damages the carrier (turn the card
sidewaysortapittoshowthis).Thesecondeliminatesthecarrier.Ifacarriersufferstwohitsina
single attack, it is destroyed. If a single attack inflicts twice as much damage as the carrier's
DefensiveValue,itcountsastwohitsandthecarrierisdestroyed.

YoucannotuseMedalPointstodefendaCarrier,eventhoughtheremaybeindividualsintheReady
AreawhohaveMedalPointsavailable.

Ifyoudestroytheenemycarrierthegameisover!Youwin.

CAPTUREDPILOTS&TRAITORS

CAPTUREPILOTS

CertainLuckcardsallowyoutocaptureanenemypilot.ThecapturedPilotcardisplacedfacedown
inyourReadyArea.Thecardisreturnedtotheoriginalownerattheendofthegame.Acaptured
pilotcannotbeusedinyourservice.Eachturn,youmaydooneofthefollowingtoacapturedpilot:

1. A captured pilot may be "left in the brig." Nothing is done. You may be waiting for a better
opportunitytodosomethingwiththecapturedpilotinalaterturn.ThepilotcardisleftintheReady
Areaofthecapturingplayer.

2. A captured pilot may be interrogated. By spending 1 Power Point, you may look either at the
opponent'scurrenthand, orthenextthreecardsinthedrawpile,butnotboth.Youmaynotchange
theorderofthecardsintheenemy'sdrawpile.Youmaydothisonceperturn,forasmanyturnsas
youwant.Youmustpay1PowerPointeachturntoperformthisaction.

3.Captured pilotsmaybediscarded,representing eitherinternmentinaPrisonerofWarcampor


executed.Thiscausestheopponenttolose1PowerPoint,plus1foreveryMedalshownonthepilot
card. This can be done at any time, but may not interrupt any other action. If the carrier that the
pilotisonisdestroyed,thecapturedpilot'splayerdoesnotloseanyPowerPoints.

4. Captured pilots may be exchanged. If the Terran player has captured a Kilrathi pilot, and the
Kilrathi player has captured a Terran pilot, the players may simply exchange the pilots, returning
themtotheirReadyAreas.

TRAITORS

Certain Luck cards also allow you to cause an enemy pilot to turn traitor. That pilot immediately
comes over to your Ready Area and is treated thereafter as a pilot for your side. The traitor pilot
may fly missions for you and use Medal Points or special abilities. Any Pilot Awards given to the
traitorbyitsoriginalownerarelost,thoughyoumaygrantthepilotnewawards.Thetraitorpilotis
affectedbycardsthatwouldnormallyaffectyourside,despitethefactthatthepilotisfromanother
race. If the pilot is shot down in combat then the player who currently had the pilot would lose
PowerPointsasnormalforthelossofapilot.

Atraitorpilotcannotbeinterrogated.

Atraitorpilotcardisreturnedtoitsoriginalownerattheendofthegame.

itispossibleto"rescue"atraitorpilot,bycapturingthepilotusingtheLuckcard"CapturePilot".The
pilotisreturnedtotheReadyArea.AnyPilotAwardsgiventothepilotbytheenemyarelost,though
theplayermaygrantthepilotnewawards.Thispilotisnotconsidereda"CapturedPilot",butone
thatwasadoubleagentwhohasreturned.

A"rescued"traitorpilotmaybeinterrogated.

Crewmemberscannotbecapturedormadetoturntraitor.

BUILDINGAPLAYDECK

Aplaydeckismadeupofthecardsyouselectforthatparticulargame.Aplaydeckdoesnothaveto
consistofallthecardsthatyouown.Aplaydeckmaycontainanymixofcards,withthefollowing
restrictions:

1)Adeckmusthaveatleast40cards.

2)Allofthecardsinthedeckmustbefromthesameside.AdeckiseitheraKilrathiplaydeck(using
onlyKilrathicards)oraTerranplaydeck(usingonlyTerrancards.)

3)NodeckmayhaveduplicateLuckcards.OnlyoneofanyLuckcardmayappearinadeck.

4)Fortournamentplay,adeckmaynothavemorethan100cards.

5)CarrierandNavPointcardsdonotgointotheplaydeckandarenotcountedagainstthedeck's
totalcards.

The Starter Deck is playable right out of the box. As you develop a style of play, you may add or
subtractcardsfromWINGCOMMANDERBoosterPacksorotherStarterDecks.Allofthecardsfrom
the WING COMMANDER Collectible Trading Card Game are compatible with each other (but
remembertouseonlyKilrathicardsinaKilrathiplaydeckandTerrancardsinaTerranplaydeck.)

Thefollowingtypesofcardsareavailableforplay:Fighters,weapons,pilots,pilotawardcards,luck,
maneuver, battle damage, Nav point modifiers and secret orders. A summary of each card type
appearsnext.

SUMMARYOFCARDABILITIES
(ByType)

FIGHTERS

1) Each fighter card represents one spacecraft, belonging to one of many different squadrons.
Fightercardsarenotunique.Youmayhaveanentiredeckof"KillerBeeSquadron"fighters.

2) All fighters have the following values: Attack Support, Maneuver, and Defence. Fighters may or
maynothaveaBombingValue.

3)FightersareputintoplaybypayingtheMusteringCostandplacedintheReadyAreaduringthe
MusteringPhase.

4)AfightermaybelaunchedwithoutaPilotorWeaponcard.

5)FightersthatarereturnedtotheReadyAreaareseparatedfromtheirattachedpilotandweapon
cardsandmaybereconfigured.

6)Whenafighterisdestroyed,itisplacedinthediscardpile,andPowerPointsarelostequaltothe
numberofcardsintheFlightplusonePowerPointforeachmedalonthecard.

PILOTS

1)EachPilotcardrepresentsoneindividualpilot.Pilotsareunique,suchthatonlyonepilotofthe
same name may be in play at any one time (even if the two cards are different, yet describe the
samepilot).Youmayhavemorethanoneoftheseinyourdeck,however.IfColonelBlair"dies",itis
consideredthatheis"rescued"andmaybeplayedagain.Ifheiscaptured,heisconsideredtobe
stillinplay.

2) All pilot statistics modify fighter statistics, raising (or lowering) the Attack, Support, Maneuver,
andDefencevaluesofthefightertowhichtheyareattached.

3)PilotsmayhaveanumbermodifyingtheBombingability.Thisappliesonlyifthefightertheyare
flyinghasaBombingValue.

4)PilotsareputintoplayduringtheMusteringPhase.

5)Onlyonepilotmaybeattachedtoonefighter.

6)SomepilotshaveMedalPointsthatcanbeusedintheReadyAreatoaidinmusteringothercards.
Thistapsthepilot.IfapilotusesitsMedalPoints,thenthepilotcannotflythatturn.

7) When engaged in combat, a pilot's Medal Points may be used to raise any one Value. Medal
PointscannotraiseaValueofanattributethatdoesnotexist(suchasraisingBombingto1oneither
aDarketorArrowfighter).

8) Pilots who are returned to the Ready Area are separated from their attached Fighters and
Weaponcardsandmayberedeployed.

9)Whenapilotisdestroyed,thecardisplacedinthediscardpile.PowerPointsarelostasdescribed
intheFighterSection.

10)Capturedpilotscannotusetheirabilities,valuesormedalswhilecaptured.

11)DuetotheeffectsofcertainLuckcards,apilotmaybecomeatraitor.Pilotswhoturntraitormay
usetheirabilities,valuesandmedalfortheirnewsideandareconsideredmembersoftheenemy.
NeitherColonelBlairnorPrinceThrakhathwillturntraitor.

WEAPONS

1) Each Weapon card represents one weapon or weapon system that exists in addition to the
standard equipment of the fighters to which they are attached. Weapons are not unique and any
numberofthemmaybeinplayatonetime.

2) Weapons modify or occasionally replace the Attack, Support, Maneuver, Defence, and/or
Bombing Values. If Weapons cards modify a value that the fighter does not have (such as the
BombingValueonanArroworDarket),thenthatabilityhasnoeffect.Weaponsmayreplaceavalue
thatdoesnototherwiseexist.

3)WeaponsareputintoplayduringtheMusteringPhase.

4)UnlessstatedotherwiseontheWeaponcard,onlyoneweaponmaybeplacedonafighterata
time.OneexceptionistheTorpedoMount.Thisweaponcardallowstheplacingofanotherweapon
cardtheTorpedoonafighterthatwouldnototherwisebeabletocarrytheTorpedo.

5)WhenaWeaponcardisdestroyed,thecardisplacedinthediscardpile.PowerPointsarelostas
describedintheFighterSection.

CREW

1)EachCrewcardrepresentsanindividual(notapilot)attachedtothecarrier.Crewareconsidered
unique,suchthatonlyonememberofthecrewofthesamenamemaybeinplayatanyonetime
(similartopilots).

2)Crewmayhaveabilitiesthatmodifythecarrier'sabilitiesormodifyplayinthegame,asdetailed
onthecard.

3) Crew are put into play during the Mustering Phase. They will not leave the Ready Area once
played.

4)Crewarenotnormallydestroyedunlessthecarrierisdestroyed,whichendsthegame.However,
certainLuckcardsmayremoveaCrewcardandsendittothediscardpile.

5)NoPowerPointsarelostforlosingcrew.

MANEUVERCARDS

1) Each Maneuver card represents a tactic used in combat to gain the upper hand against an
opponent.Maneuvercardsarenotunique.

2)ManeuvercardsmaymodifytheAttack,Support,Maneuverand/orDefenceValuesoftheFighter
card,ormodifybattleconditionsatthatNavPointaccordingtotheinformationonthecard.

3) Maneuver cards are played only during the Combat Phase, and only when enemy fighters are
engaged.

4)Maneuvercardsareplayedonfriendlyfightersonly.

5)Youarenotrequiredtoplaymaneuvercards.

6)ManeuvercardshaveaManeuverCostbelowthewordManeuveronthecard.Toplaythecard,
theManeuverValueoftheFlightuponwhichthecardisplayedmustbeequaltoorgreaterthanthe
ManeuverCostofthecard,atthetimethecardisplayed.

7)Maneuvercardsarediscardedattheendofthecombatinwhichtheyareplayed.

8)NoFlightmayplaytwoormoreofthesameManeuvercardinthesamebattle.

9) Some Maneuver cards negate effects of other cards. These cards will negate a Maneuver card
playedpreviouslyorcanbeusedtopreventtheplayingorthatcardlaterinthatcombat.Maneuver
cards that negate other Maneuver cards can be played without the other Maneuver card being
presenteffectivelypreventingtheirplay.

BATTLEDAMAGECARDS

1)EachBattleDamagecardrepresentsadditionaldamageinflictedonanopponent.BattleDamage
cardsarenotuniqueandanynumberofthemcanbeinaplayer'sdeck.Theyareunique,however,
inthatonlyoneofeachtypeofBattleDamagecardmaybeplayedbyaFlightinanyonecombat.

2)BattleDamagecardsmodifyenemyfighterabilities,reducingtheAttack,Support,Maneuver,or
DefenceValuesoftheenemyfighterorforcingmodificationstoaparticularbattle.

3)BattleDamagecardsareplayedonlywhenenemyfightersareengaged.Theyareplayedonthe
FlightoppositetheFlightplayingthecard,unlessthecardstatesotherwise.

4)YoumayplayaBattleDamagecardonlyafteryouhaveplayedatleastoneManeuvercardfrom
thesamefighter.Afterthat,anynumberofBattleDamagecardsmaybeplayed,limitedonlybythe
fighter'sManeuverValue.

5) Battle Damage cards are played only on enemy fighters. You are not required to play Battle
Damagecards.

6) Battle Damage have a Maneuver Cost. To play the card, the Maneuver Value of one friendly
fighterinthebattlemustbeequaltoorgreaterthantheManeuverCostofthecard.

7) Battle Damage cards add to the total number of Maneuver cards that may be played on a
particularFlight.

8) Once played on a fighter, Battle Damage cards remain with the fighter until that fighter is
returnedtoitsReadyAreaordestroyed.Inbothcases,BattleDamagecardsarethendiscardedto
theiroriginalowner'sdiscardpile.

9)NoFlightmayplaytwoormoreofthesameBattleDamagecardinthesamebattle.

NAVPOINTMODIFIERCARDS

1) Nav Point Modifier cards are played on any of the five noncarrier Nav Points. Modifier cards
includenaturalphenomena,suchasasteroidsandenemyobstaclessuchascapitalshipsandmine
fields.

2)There can neverbemorethanone ModifieratanyoneNav Pointatone time.Anew Modifier


maybeplacedataNavPointonly if theprevious onehas beenremoved.

3)ModifiercardsareputintoplaybypayingtheMusteringCostintheMusteringPhase.

4)OnceplayedonaNavPoint,ModifiercardsmaynotbemovedtoanotherNavPoint.Theyremain
atthatNavPointuntilremovedfromthegameandbacktotheowner'sdiscardpile.

5)CertainModifiersarenotedinthecardtextasbeingcapitalships.Capitalshipsarevulnerableto
fighterattack.

6)Capitalshipsareuniqueandonlyoneofeachtypecanbeinplayatonetime.

7)CapitalshipsmaybedestroyedbyenemyfightersiftherearenofriendlyfightersattheNavPoint
atthestartoftheCombatPhase.

8) If destroyed, capital ships are discarded. The amount of Power Points lost to the capital ship's
owner are noted in the card text. If removed by means other than combat (such as Maneuver or
Luckcards),nolossistaken.

LUCKCARDS

1)Luckcardsrepresenttheeffectsofkarma,biorhythms,bureaucracy,humannature,acat'snine
lives,andfate.Theymayaffectanyoftheothercards,subjecttothetextonthecard.

2)Luckcardsmaybeplayedatanytime,bypayingtheMusteringCostinPowerPoints.SomeLuck
cardshavenocostandarenotedassuch.

3)Luckcardsarediscardedaftertheyareplayed.

4)Luckcardsareuniquetoeachdeck.NomorethanoneofanyLuckcardmayappearinaplayer's
deck,asluckneverrepeatsitself.

PILOTAWARDCARDS

1)PilotAwardcardsrepresentcommendation,citationsandmedalsgiventothePilotstorecognize
theirabilities.

2)PilotAwardcardsfurthermodifypilotabilities.Onceplayedonapilot,PilotAwardcardsremain
withthatPilotandarenotseparatedfromthePilotcardwhenthepilotreturnstotheReadyArea.

3)PilotAwardsmaybeplayedonlyonPilotsintheReadyArea.

4)Whenapilotisdiscardedordestroyed,thePilotAwardcardattachedtothepilotisdestroyed.
PowerPointsarelostasdescribedintheFighterSection.IfMedalPointsarerequiredfortheaward,
orprovidedbytheaward,playerlosesPowerPointsequaltothetotalnumberofMedalPointson
thecard.

5)Ifapilotiscapturedorturnstraitor,thePilotAwardcardsareimmediatelydiscarded.Thereisno
PowerPointlossfordiscardingthesecards.

SECRETORDERCARDS

1) Secret Order cards are placed in the deck. When drawn, they may be held in the hand and/or
playedfacedownunderneaththecarrierNavPoint.OnlyoneSecretOrdercardmaybeinplayat
anyonetime.

2) If you are able to complete the requirements of the Secret orders during play, you may
immediatelyrevealtheSecretordercardtoyouropponentandgainthebenefitasdescribedonthe
card.TherevelationoftheSecretOrdercardmaynotbeinterruptedbyaLuckcard.Oncerevealed,
the player may place another Secret Order card under the Carrier Nav Point. This may be done
immediatelyiftheplayerhasoninthehand.

3) A player may choose not to attempt to complete the requirements of the Secret Order. Play
progressesnormally,andthecarddoesnoteffectthegameinanyway.

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