Print and Play Skirmish Rules

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**Special Note**

Sky Relics Games TM and copyrights © 2015 uses the Dice Star System. This system uses predominantly
d10’s (ten-sided dice) as you will read in the rules. All necessary dice will be available in the box set. However,
the print-and-play does not come with any dice for obvious reasons. If you do not own any d10’s, the Dice Star
System supports the use of d6’s (six-sided dice) as well. All of the d6 rolls that replace d10 rolls need to make a
minor conversion for the numbers to apply. All strike rolls and condition checks can be rolled with 4d6’s (4 six-
sided dice) in place the standard 2d10 (2 ten-sided dice). Then simply subtract 2 from the roll in order for your
numbers to be applicable. For a quick reference, view the chart below:

4d6 roll # applied in game


4 --------------- 2
5 --------------- 3
6 --------------- 4
7 --------------- 5
8 --------------- 6
9 --------------- 7
10 -------------- 8
11 ------------- 9
12 ------------- 10
13 ------------- 11
14 ------------- 12
15 ------------ 13
16 ------------ 14
17 ------------ 15
18 ------------ 16
19 ------------ 17
20 ------------ 18
21 ------------ 19
22-up -------- 20

Penetration rolls are slightly different as well, for the power determines how many d10’s to roll. With the d6
system, the number of d6’s roll for each power rating is as follows:

Power 1 Power 2 Power 3


2d6's 3d6's 4d6's

So let’s look at some examples. A Maul (corvette class) is firing upon a Cortan (goliath class) that is 11
hexagons away. If you refer to the “Range Hex” section of the Attack Chart, then you will see that the Maul
needs to make a 9 on its strike. Roll 4d6. Let’s say the Maul rolled a 3, a 1, a 1, and a 2 for a total of 7.
Converting this roll into the Dice Star System by subtracting 2, the Maul’s strike roll is actually 5.

Let’s assume the Maul’s cannon had a jam stat of 5. With its strike roll, the cannon is now jammed, and the
Maul will need to do make a condition check. Roll 4d10. Let’s say the Maul rolls a 3, a 2, a 3, and a 5 for a total
of 13. Subtracting 2 for the game conversion makes your condition check 11. The Maul’s cannon is unjammed.

Now, let’s say the Cortan returned fire and made a successful strike roll. With the cannon HCT 90 attached, its
power is 2, a penetration +2 bonus, and is double barreled. With a power of 2, the Cortan rolls 3d6 for the
penetration and rolls a 1, a 4, and a 6 for a total of 11. Since the penetration bonus adds +2 to the penetration
roll, it negates the -2 game conversion, so 11 is the final number. However, the HCT 90 is double-barreled, so
the Cortan has the option to reroll one of its die. Let’s assume it decided to reroll the 1 and landed a 6 instead.
Now the total penetration roll is 16. If you refer to the “Pen” (penetration) section of the Attack Chart, we can
see that a 16 penetration roll does 4 damage.

The d6 conversion for the game is completely optional. If you prefer to use the d6’s instead, great! If you have
your own set of d10’s that works just as well, and there is no need to convert any rolls. The d10’s roll as is.
Either system plays fairly and relatively the
Materials

For the Print-and-Play will need either 2d10’s (two ten-sided dice) or 4d6’s (four six-sided dice) to for
rolls, 8d6’s as damage counters, a handful of pennies (or counters) to represent Relic tokens, and a
handful of dimes to represent stress tokens.

When printing the game, we recommend you use a heavy card stock paper. Regular paper will work fine,
but heavy card stock will withstand handling all of the materials without wrinkling.
You are witnessing a momentous occasion in Targus history. The Commonwealth nation has restored
the ancient flying relics SkyShips, and they migrated to live among the floating mountains. This is the
first time the gypsy people have a place they can call home, and now they must work tirelessly to
establish their nation. Such a task is not without struggle though, for there are many who believe that
the way of life on the Targus floor should not apply in the heavens. A revolutionary struggle has
emerged between the Commonwealth nation and defectors known as the Sky Pirates.

Choose your allegiance between Commonwealth and Sky Pirate and take over the Iron Ring Skies! Fly for
honor and fight for freedom. Command a fleet of SkyShips and conquer the floating mountains. As the
great war relics tear through the heavens, cannon smoke and the roar of fierce engines will hammer
through the skies.

Ship Card

The Ship Card holds all the stats of your SkyShip to navigate Targus. While the miniatures represent your
SkyShip on the board, their respective ship cards represent their abilities.

The text in the upper right hand corner labels a SkyShip’s class. There are five classes: Corvette, Warship,
Goliath, Titan, and Storm Titan. These classes differentiate ships based on their size and also determines
the number of hull boxes and critical boxes, cannon mod slots, and ramming power.

To the left is the SkyShip’s name; further left is its image. The emblem below the image designates
which faction the SkyShip is available to (Commonwealth or Sky Pirate). Commonwealth ship cards are
tinted green and Sky Pirates are tinted brown as a further indication. The Commonwealth cannot
command a Sky Pirate ship or vice versa.

(M) Movement: The number of hexagons your SkyShip can move per round.

(CON) Condition: Used for repair rolls, unjamming weapons, quick maneuvers, and condition checks. A
condition check is rolling 2d10 over the Condition stat. A failed roll results in a stress point applied onto
your ship card unless explicitly stated otherwise.

Soul: The spirit of your SkyShip. Each ship is capable of flight because it has the spirit of a long deceased
god infused into it. The Navigator taps into this ancient power for flight and sometimes for a special
ability. The soul stat influences the number of Relic tokens you start out with as well as the effects of
ship abilities.

(MOR) Morale: In the heat of battle, tensions rise, and this stat determines how much of the chaos your
crew can withstand. The morale stat is the number of failed condition checks your ship can withstand
before she starts collecting stress points. For example: if your Starwind has a MOR of 2, then after two
failed condition checks, every failed condition check after that puts a stress point on your ship.

(SG) Ship Gold: The price to play the SkyShip in the Skirmish Mode, or the price to purchase the SkyShip
in the Adventure Mode.

Below these stats are empty boxes. This is so you can right in the new stat after bonuses have been
applied. For example, if a Barclay has attached the Star Engine mod, it now has +1 movement. Write the
new movement stat in the box below the original movement stat.
The top brown boxes are your critical health boxes, and the bottom boxes are the hull health boxes.
These are the health of your ship. Use a d6 to keep track of your health with the number in the hull box
facing up on the d6. Count down for damage taken.

Mod slots and Ship Ability slots: Each SkyShip has the opportunity to be upgraded for boosts in their
original stats. The empty slot next to the orb on the ship card is space for an ability that has a price in
ship gold. The other slots are open for mods that has a price in ship gold and mod slots. Some mods take
up more slots than others. To equip, write in the name of the mod in the number of slots it requires.
Then refer to the mod for its effects.

Cannon Stats

All cannon stats can be found in this section. When outfitting a fleet, you must also attach a cannon;
otherwise, you SkyShip will be defenseless. Right in the stats of the cannon you wish with a pencil.
Some cannons also cost mod slots on top of their Ship Gold. In this case right in the name of the cannon
in the number of slots it takes up. The top left hand corner is the name of the cannon.

(ATK) Attack: The number of times a cannon can fire per activation. If there is an asterisk (*) next to the
attack stat, then the cannon needs to cool down before it can fire again. That cannon cannot attack
during the next round. Place a stress token on the cannon until it can fire again. For every asterisk in the
ATK stat is a round the ship cannot attack. (Example: ** = 2 rounds)

(Ran) Range: The maximum number of hexagons your cannon’s attack can reach.

(Crit) Critical: The minimum number to roll for a critical strike.

Jam: Represents the possibility of your cannon jamming. If you’re strike roll is less than or equal to your
jam stat, then your cannon can no longer attack for the rest of the round. Place a stress token on your
cannon. This does token does not affect your stats. It is merely a reminder that the cannon is disabled.
At the start of your ship’s next activation, make a Condition check to see if your crew has fixed the jam.
If successful, you can use that cannon and remove the stress token from your cannon. If failed, that
cannon cannot attack. Add a permanent stress point to your ship. This one acts as a regular stress point.
You must wait until the ship’s next activation to try again.

(Pow) Power: The number of d10’s to roll for your damage roll. Power could also be labeled as “DD” or
direct damage. Certain weapons like missiles do not need to penetrate the hull to deal damage. As long
as they make a successful strike roll, 1 damage is guaranteed directly. “2 DD” means 2 direct damage. d6
DD means that you roll a d6 to calculate how much direct damage that weapon has made.

(Pen) Penetration: Adds bonus penetration points to your damage roll.

Types of Cannons: SkyShips have a wide array of weapons that fire differently and have a ranging
number of effects.

Cannon: This is your typical cannon where all stats apply as shown.
Lasers: Though lasers may not always penetrated the hull, the residual effects could leave behind burn
through damage that lingers after the attack. If your laser cannon has successfully landed a hit, there is a
chance for 1 damage to be added for the burn through. After the laser’s shot, roll a d10 and then refer
to the SLC (Special Laser Chart) section of the Attack Chart. The “SLC” column refers to the number of
hexagons away the target ship is, and the “Burn” column is the target numbers to roll. A successful roll is
1 damage applied to the enemy ship. For example if your laser has successfully struck a Starwind that is
9 hexagons away, roll a d10 before firing the next cannon. Let’s say that you rolled an 8. According to
the chart, at 9 hexagons away, rolling 8 through 10 counts as a success, so the Starwind takes 1 damage.

Torpedoes: Torpedoes launch explosives at their enemies making them a force to reckon with. Because
of their mass, it takes two rounds for the torpedoes to cool down and reload. However, they deal direct
damage. Once impacted, they also make an explosion that can damage nearby ships. The explosion
covers three hexagons around the point of impact that reaches two hexagons out. If a ship is within the
blast radius it is dealt half the amount of the torpedoes damage (round up for decimals). So if a Cortan
was hit by a torpedo for 4 damage, any ship within the blast radius is dealt 2 damage.

Relic Tokens

Relic tokens are communal pieces that temporarily negate the rules of play. This token can make any die
reroll, add half of your ship’s movement, add half of your cannon’s range, or activates a ship’s ability.
Once a Relic token has been spent, discard it from the game. Each fleet starts off with their own amount
of edge tokens. To determine the amount, add together all of your ship’s soul stats together and divide
that number by 2 (round down for decimals).

There will be also a number of Relic tokens spread out through the game board that your ships can
collect. Roll a d6 to determine how many. Each fleet then alternatively places a Relic token at least six
hexagons away from their deployment zone. When a ship sinks, place a Relic token in the hexagon
where the ship used to be. In order to collect, simply fly your ship on the hexagon the Relic token is
placed; however, if another ship is within two hexagons of the token, neither ship can collect the token
until distance is created.

Stress Points & Tokens

Battle puts a lot of strain on the crew. If their morale is not high, and the condition of the ship is low,
certain instances can compound to convince them to run away. These moments are calculated through
a condition check. A condition check is rolling 2d10’s the same number or higher than your ship’s CON
stat.

Anytime you fail a condition check, add a stress point or stress tokens onto your SkyShip. The only
difference between the two is that stress points have permanent effects on your ship, and stress tokens
can be removed. The rules will explicitly say when to use a stress token; otherwise, assume all condition
checks refer to stress points.

Before stress points are attached to your ship, failed condition checks first count down your morale
state. Use a d6 to keep track with the number your morale stat facing up. Once your morale is depleted,
every failed condition check applies to your ship. Use a d8 to keep track of how many stress points your
ship has. Every stress point has a constant debilitating effect on your ship:
1 Stress Point: Add -1 to your movement stat.
2 Stress Points: Add -1 to all of your cannons’ Range stat.
3 Stress Points: Add +1 to all of your cannons’ Jam stat.
4 Stress Points: Add -2 to your Movement stat (with the first stress point in mind, your ship now
has a -3 movement).
5 Stress Points: Add -2 to all of your cannons’ Range stat (with the second stress point in mind
your ship’s cannons now have -3 to their range)
6 Stress Points: One cannon is permanently disabled.
7 Stress Points: Two cannons are permanently disabled.
8 Stress Points: Your ship is fleeing the battle. It cannot attack, and all of its movements must
be made to leave the map. Repairs are still available.

Every stress point also adds a +1 to your Condition stat. Stress points also bog down your ship. During
the activation phase, the ship with the most stress points are activated last.

Terrain Pieces
Terrain pieces have varying effects to your ship depending on what kind they are, and how you are
interacting with them. Moving through all terrain pieces requires 2 movements for each hexagon, but
each piece also has their individual effect on the battle. They can give cover or do some heavy damage.
For every hexagon of terrain your ship navigates, each counts as an individual effect:

Light Clouds: Offers minimum coverage. Shooting into light clouds or through them adds -1 to
your strike roll.

Medium Clouds: A bit thicker cloud gives you a better chance of dodging. Shooting from within
cover adds -1 to your strike roll. Shooting into or through medium clouds adds -2 to your strike
roll.

Heavy Clouds: Visibility is almost nihil. Shooting from within cover adds -2 to your strike roll.
Shooting into or through heavy clouds adds -4 to the strike roll.

Pollution clouds: Pioneering the skies and floating volcanoes have left pockets of acidic clouds.
Pollution clouds offer the same type of cover as heavy clouds, but the cloud is eating away your
ship! Roll for damage as if the pollution cloud was attacking you. All pollution clouds have a
power of 1, and the number of hexagons that make the pollution cloud is its penetration bonus
(4 hexagons = +4 to its damage roll). Each hexagon of the pollution cloud your ship moves
through is a separate attack.

Storms: Storms offer the same type of cover as heavy clouds, but you are in a storm! Roll for
damage as if the storm was attacking you. All storms has a Power of a 2, and the number of
hexagons that consist of the storm is a penetration bonus (4 hexagons = +4 to its damage roll).
Each hexagon of the storm your ship moves through is a separate attack.

Floating Debris: Mining the floating mountains has littered the skies with rock fields. These are
extremely dangerous! There isn’t any shooting into, through, or out of rock cover. It offers
complete cover; however, if you find yourself in the middle of the debris, roll for damage as if
the rocks are attacking you. All floating debris has a power of 3, and the number of hexagons
that make the rock debris adds a penetration bonus (3 hexagons = +3 to its damage roll). Each
hexagon of floating debris your ship moves through is a separate attack.

Floating Rocks: Floating rocks are natural features of Targus. They are smaller than the floating
mountains, but small mining operations and small outposts have been known to establish on
them. Floating rocks are stationary on the game board, and you cannot fly through them. They
are massive, solid structures. They also offer complete cover. You cannot shoot through them.
In the off chance, a ship somehow flies into a floating rock roll for back damage as if you
rammed it. The damage roll has a power of one, and no bonuses are applied.

Starting the Game

The Skirmish Mode supports 2 – 4 players and pits a Commonwealth fleet against a Sky Pirate fleet. Each
player can choose whichever side they wish. Each side has their own specific set of SkyShips, cannons,
and mods. If you have been playing a captain from the Adventure mode, you can use his/her ship. Each
fleet begins with a set amount of Ship Gold (SG). That amount will vary depending on the battle mode.
Spend the Ship Gold on the SkyShips, cannons, mods, and ship abilities. Once your fleet is outfitted,
calculate to see how many Relic tokens your fleet starts out with [Refer to Relic Tokens section]

Setting-Up the Board

Sky Relics comes with multiple game boards that you can piece together for a larger playing field. When
piecing together, make sure that the hexagons are flush, and that they all are facing the correct
direction. An easy reference is ensuring that all the “Compass Hexagons”, located in the bottom corner
of each board, are pointing in the same direction.

Terrain Placement: Roll a d10 to see how many terrain pieces will be on the field. Then roll the d10
again to determine which ones. There is a number on the underside of each piece to correlate with the
d10. If you rolled a terrain piece that is unavailable, then roll again until an unused one has been chosen.
Once all terrain pieces have been selected, each player can alternatively place a piece wherever they
choose outside the deployment zones. All players can roll a D10 to determine the rotation if they wish.
The highest roll places first, and then the circulation is clockwise afterwards. Once the terrain pieces are
placed, roll a d6 to determine how many Relic tokens will be placed on the board. Refer to the “Stress
Tokens” section for placement.

Deployment Zone: Each fleet starts at the opposite end of the board from each other unless stated
otherwise in the battle scenario. You can place your SkyShips anywhere you choose within 6 hexagons
from the edge. This is called the deployment zone.

Battle Sequence

Once your fleet is outfitted, Relic tokens are distributed, and terrain are pieces set, it is time to battle!
Sky Relics battles work in rounds in which every player and every SkyShip gets a chance to make their
moves. Each round follows a number of phases:
1. Jump-In
2. Activation
a. Movement
b. Attack
c. Repairs
3. Wind Current

Once all phases have been completed, a new round begins. This process continues until a victor is left
flying or all objectives have been completed.

1. Jump-In

The Jump-In phase determines who goes first. All players roll a d10. The highest number goes first. The
highest number of the opposing fleet goes second. If there is a tie for first, those players roll again until
the tie is broken. Rolling a 10 gives your fleet an extra Relic token.

2. Activation

Activation means choosing a SkyShip to make its actions. When a ship is activated, it follows three
phases: movement, attack, and repairs. Once the ship finishes all of its phases, the opposing fleet
chooses one of their SkyShips to activate. This process happens back and forth, alternating between
players, until all SkyShips have played their activation phase.

A. Movement: The “M” stat on the Ship Card refers to the number of movements your ship can
make. 1 hexagon equals to 1 Movement. You don’t have to use all of your movements, but each
ship must make at least 1. Moving through cloud pieces will slow you down because your visibility
has lowered. Each hexagon of a terrain piece takes 2 movements.

SkyShips are massive, so their turning capabilities are limited. A ship can only move to one of the
two hexagons directly in front of it. Turning is fluid with the forward movement. It cannot pivot in
place. Once your SkyShip has moved forward 1 hexagon, it can pivot 60 degrees to the left or right.
A quick reference is turning the front of the miniature to the nearest point of the hexagon.

Your SkyShip can also fly in reverse, but this has a huge strain on your Navigator. Make a Condition
check. If successful, backing up costs half of your movements. You can navigate your reverse
movements the same as the forward. To turn in reverse, pivot the rear of the ship to the nearest
point with its movement. A successful reverse also puts one stress point to your ship. A failed
attempt adds 2 stress points, and your ship moves forward one.

B. Attack:

Once the ship has made its movement, now is the time to attack! These components center directly
on the cannon’s stats and placement.

Firing Arc: The location of the cannon on the miniature determines the firing arcs:
 Weapons mounted on the bow have a 45⁰ firing arc (forward attacks only)
 Side mounted weapons have a 90⁰ firing arc
 Top turrets have a 180⁰ firing arc
 Rare weapons have 360⁰ degrees firing arc, the cannon’s description will state if it has this
capability.

Attack Chart: Landing an attack and calculating damage is all in reference to the attack chart. The
attack chart is actually split into 4 charts, Range Hex, Damage, Burn Through, and Explosion.

Range Hex: In order to land an attack refer to the Range Hex chart. The y-column refers to the
number of hexagons away, and the x-row refers to the class of the ship. Where those two
factors intersect on the grid is the target number. Roll 2d10’s of that target number or higher to
land a hit. This is called a strike roll. For example: a Starwind is attacking a War Stout that is 7
hexagons away. Since the War Stout is a goliath class, the target number to roll or higher is 9.

 Critical Strike: If your strike roll lands on your cannons’ Crit stat or higher, than you get
an extra d10 for your damage roll. Note that this must be a natural roll only. Bonuses
to the rolls do not apply. If the weapon deals direct damage, then a critical strike adds
+1 to the direct damage.

Dam (Damage) Chart: Just because you have landed a hit, that doesn’t mean you have dealt
damage. The armor of SkyShips are thick, and you need to penetrate to get anywhere. For
damage, roll as many d10’s as your cannon’s power stat (Pow: 2 = 2d10) This is called a “damage
roll”. The first column is your damage roll. The second column is damage dealt.

Keeping Track of Damage: Damage is dealt first to the hull boxes and then the critical boxes. Place
a D6 in the first hull box to the left with the number in the box facing up. These will represent the
amount of points in each box. When your ship takes damage, count down the amount on the D6.
Once all the points in the hull box are exhausted, move the D6 to the next hull box. Once all the hull
boxes are spent, move to the critical boxes. When damage moves into the critical section, make a
Condition check. Do this for every critical box depleted. When you are down to the very last critical
point, your ship is disabled until repairs can be made. You can only make repairs during that ship’s
Repair Phase. If that ship already was activated that round, it must wait until the Repair Phase
during its next activation to make repairs. When that time comes, movement and attacking is not
possible. Skip immediately to the Repair Phase. Once all hull boxes and critical boxes have been
depleted, that ship has sunk. Remove the miniature from the board. All other ships in that fleet
must make a Condition check for watching your comrades fall is a serious blow to morale.

a. Special Attacks: There are also certain actions that can deal bonus damage, add to your
power, or add to your damage roll:

Ramming: SkyShips can ram each other for an extra chance to attack. Connect the ram during
the movement phase. To represent the connection, place the miniatures side by side so that
their bases are touching.

Every consecutive forward movement used to connect the ram adds +1 to your damage roll. If
you used 3 consecutive forward movements, then your damage roll will have a +3 penetration.
Note that if you make any turns, this breaks your momentum, and the penetration bonuses
reset. You can’t make 3 consecutive movements, and then turn into the ship. You will lose your
bonus!
There is still a chance to glance off the target ship and miss the ram, so a strike roll is still
necessary, and rolling for damage is no different. The power is the class of the ship: corvettes &
warships = 1, goliaths = 2, titans = 3.

If the ram connects, your ship also is dealt damage because you were in a major collision. Roll a
d10 for damage regardless of your class. You can also ignore any momentum bonuses. If the ram
connects, the movement phase is over. Now your attacking phase begins, and you can fire your
cannons to any target you can reach.

The ships are now lodged together, and the victim of the ram cannot move unless they make a
successful Condition check during their activation, or if the rammer decides to dislodge during
their next activation. The rammer does not need to make a Condition check to dislodge, and
they don’t need to use any of their movements when lodged.

If either of the ships sink with another attached, the surviving ship makes a Condition check to
dislodge properly. The ship will dislodge either way, but it also uses all of its movements to do
so, and thus it cannot make any movements that round.

There are also ramming weapons you can attach to your SkyShip. These have various effects to
your ship stats that can increase the power, damage roll, or even negate the damage blown
back to you. It all depends on the ramming weapon.

Opportunity of Time: There will be moments when there are more ships to one fleet than the
other. There is still a chance for the outnumbered fleet to move and attack after they all have
been activated. Between the outnumbering fleet’s activation, choose one of your ship’s for its
Opportunity of Time. Make a condition check. If successful, that ship can use half its movements
(round up for decimals) and fire one cannon. If the condition check fails, add a stress point, and
the enemy fleet continues with its next activation.

Broadside: broadside attacks happen when your SkyShip is parallel with the target ship, within
the firing arc, and no more than 1 range away. Under these conditions all cannons gain a +1 to
their power if they are attacking for the broadside.

Rear Attack: Whenever a cannon has a line of sight to the target’s stern and is within 1 range,
add +1 damage to your damage roll.

C. Repairs:

Once a ship has finished its attack, it has a chance to make any repairs. A ship can only repair its critical
points. The hull points represent outer plating, but the critical points represent internal damage. If a ship
is down to its last critical point, then its activation phase skips immediately to repairs. To make a repair,
make a Condition check. If successful roll a d6. That number is the number of critical points
replenished. If all the critical points have been filled in one critical box, pour the rest over to the next
one until all repair points have been spent, or all critical boxes have been replenished.

This concludes the activation of one ship. Now it is time for a SkyShip of the opposing fleet to activate.
This goes back and forth until all ships have been activated.

3. Wind Currents
Once all SkyShips have been activated, it is time for the terrain pieces to move. The wind currents move
all cloud pieces, floating debris pieces, and disabled SkyShips in unison. Floating rocks and Relic tokens
are forever stationary on the game board. Roll a d10 to determine how many movements the wind will
push them:

1-2: The winds are calm. Clouds, debris, and disabled SkyShips do not move

3-4: Clouds, debris, and disabled SkyShips make 1 movement

5-6: Clouds, debris, and disabled SkyShips make 2 movements

7-8: Clouds, debris, and disabled SkyShips make 3 movements

9-10: Clouds, debris, and disabled SkyShips make 4 movements

Then roll a d6 to determine which direction the terrain moves. There is a hexagon in the corner of every
game board with numbers 1 through 6 on each side. This is called a Compass Hexagon. Whatever
number you roll indicates the direction of the clouds, debris, and disabled SkyShips move based off of
the Compass Hexagon. If a cloud moves into your SkyShip, place the miniature atop of the cloud or
debris piece, and their effects immediately apply. Once all the terrain pieces have been moved, the
round is over, and a new one begins. This process repeats until only one fleet is left in the sky, or until all
objectives have been completed.

Battle Scenarios

Since the Print-and-Play only comes with 8 total ships, battle scenarios will not be available. The Print-
and-Play is only to get you familiarized with the system. The battle for the Print-and-Play will be a simple
fleet to fleet battle. The last fleet flying wins.

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