Beta release
Slow (does not attack on the turn it is deployed)
Retaliate 3 (any ship reducing this ship's durability loses 3 durability, unless the durability loss was caused by another Retaliate)
When you deploy this ship, choose another of your ships and destroy it or this ship fails to deploy
When you recycle a card, this ship regains 2 durability
• Denial Pirate
Identify your opponents' strategies and deny them the ability to play their key cards.
• Thin Mercenary
Play cheap cards that replace themselves until you clear the way for your capital ships.
• Scrapper Techsmith
Fill your scrap pile with ships, then unleash devastating payloads on your opponents.
• Capital Omni
This large arsenal features the most powerful ships from each faction, but acquiring enough resources to deploy them will be a challenge.
• Architect 150
A tailored selection of 150 cards used for arsenal drafting.
• Architect 300
A tailored selection of 300 cards used for arsenal drafting.
Card tags are used to categorize cards with similar characteristics.
Their only role is to make it easier to find specific cards.
Tags have no impact on gameplay.
• cost_drawback
This card has an immediate drawback as an extra cost to deploying or using it.
• deployed_reactions
This card can use reactions once deployed, other than those triggered when this card is deployed, destroyed, or replaced.
• keyword_retaliate
This card has the Retaliate keyword: ships reducing its durability get their own durability reduced in return.
• keyword_slow
This card has the Slow keyword: it does not attack on the turn it is deployed.
• trigger_deployed
Something happens when this card is deployed.
Rulings are official clarifications on the way ambiguous rules or card texts should be interpreted.
Choosing to ignore a reaction
Ruling issued on November 22nd 2024
Situation:
I deploy the Pirate ship Mecha Suit, which has a reaction that causes a durability loss to another ship when it is deployed. My opponents currently have no ships in play. Am I forced to cause a durability loss to one of my own ships?
Ruling:
No. Since this effect is a reaction, you can choose whether or not to activate it.
Additional costs as part of a failed action
Ruling issued on November 19th 2024
Situation:
I have a Trading Station in play, which has an action allowing me to place a card at the bottom of my arsenal in exchange for a resource. I activate this action, but an opponent uses a reaction, causing its action to fail. Do I still need to place the card at the bottom of my arsenal?
Ruling:
No. If the action fails, none of its effects occur. You keep the card in your hand.
Destroying a ship before it self-destructs
Ruling issued on November 19th 2024
Situation:
I deploy the Pirate ship Scrapper, which requires me to destroy another one of my own ships when it is deployed. I have a Stolen Cruiser in play, which says it is removed from play when I deploy another ship. Can I choose my Stolen Cruiser to be destroyed by the Scrapper before it self-destructs?
Ruling:
Yes, you can do that. Effects are resolved in order, one by one. First, the Scrapper is deployed, and you resolve its effect by destroying your Stolen Cruiser. Once it is done, any other effects are processed, which would have included the Stolen Cruiser destroying itself if you had not chosen to destroy it.
Using a durability restoring effect during combat
Ruling issued on November 18th 2024
Situation:
I have an Energy Collector, which is about to be destroyed in combat. Spending Invader resources restores my Energy Collector's durability. Can I play an action to spend Invader resources, restoring my Energy Collector's durability and saving it from being destroyed in combat?
Ruling:
Actions pause the game in its current state. If you play the action before your opponent attacks your Energy Collector, then yes, you can restore its durability and potentially save it. However, if you wait until after your opponent has announced their attack, it is too late: the Energy Collector will already have been destroyed.