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Here are the official rules for the game. The Admiral’s Handbook is the comprehensive guide to the game and has been updated to version 3.1 with all changes for the 2 new expansions. Other selections are complement to the game rules and included in the Admiral’s Handbook. The Key of Icons have been updated to reflect the new card types being tested for Sub Hunt and Personnel. The Allies Key is also current up to Sub Hunt and Personnel, each are downloadable in PDF format.
Below is my video tutorial series on playing the game. Each part is broken down into sections so stay tuned for all of them. There are 6 parts and the demo game.
You are an Admiral aboard a flagship cruiser. You build your custom library of plans from ships, aircraft, weapons, defense, resource and instant cards. With the release of the LackeyCCG plugin we add Personnel as a card type. Each card type has several sub-types that pertain to certain ship types, weapons types, aircraft types etc. Resource cards are required for players to draw requisition to pay for constructing units or playing instant cards. Players will build 2 decks for this game, a main library that includes everything except resources, as resources get their own library. Players get the choice during the draw step of their turn to draw from their main library, or their resource library. When players decide to draw from their resource library that card can go directly into the battlefield unless it’s a legendary or worldly resource with a legal copy in the battlefield. Players can tap (turn sideways) the card for requisition as all resources in the game have the requisition icon . Ships, aircraft, weapons and defense cards use the construction zone for deployment. Players can tap requisition during their main phase to pay for construction costs. Players who wish to conduct construction can place one of these cards into their construction zone and must pay at least 1 requisition. This will put a requisition counter on that construction item. Once there are enough requisition counters on a construction item that player may deploy the unit to the battlefield. Ships get deployed to the water directly, weapon cards can be equipped to fleet ships or your flagship depending on the weapon sub-type, and defense cards can only be equipped to your flagship but can give benefits to the rest of your fleet. Aircraft cards can be equipped to aircraft carriers or helicopters can be equipped to fleet cruisers, destroyers and frigates.
Combat has been streamlined for purposes of the game and tries to simulate reality in the fact that anything can go wrong in attack or defense and using dice rolls to determine hits and damage calculation is the best way to simulate that. Players who wish to do combat with ships and aircraft may do so during the Main Phase of their turn. Players may go to combat as many times as they have ships and aircraft to attack however these units may only attack once per turn. Surface ships attack with their guns, subs attack with torpedoes and players who wish to use aircraft can only attack with aircraft that can act as an attacker. Players who attack with aircraft also have to choose their load-out before launching their attack. Players will select anti-ship role or surface warfare role. Players who wish to do combat with ships must wait until after their next upkeep after deploying the ship, we call this “Shakedown Time.”
Surface ships can be intercepted by other surface ships except carriers, or by aircraft that can support an attacker role. Subs can be intercepted by subs or frigates, destroyers, and fleet cruisers preequipped with a SONAR or if you have a SONAR defense card on your flagship. Attacking aircraft can be intercepted by aircraft that can support a fighter role or fleet ships equipped with anti-air weapons (SAMs, CIWS or AA guns).
Damage between ships is determined by each player in combat rolling 2 6 sided dice and add the total number of the ship’s attack or defense. Intercepting ships get the chance to counter-attack and this is determined the same way. The players in combat will each roll once for attack and again for counter attack, then add the total attack or defense for each roll. If a player’s attack roll is higher then the other player’s defense roll, that is a successful hit and damage is dealt equal to the difference of the 2 totals. If a player’s attack roll is exactly 1 point above the defending player’s defense roll that’s a critical hit. The attacking player will roll 1 6 sided die and add that to the difference in damage. All ship cards attack and defend the same way except carriers who can’t attack or intercept, they can only launch aircraft.
If the defending player has guns equipped to their flagship they may fire each gun on an attacking ship during the counter-attack step of combat. Damage is calculated the same way with the counter-attacking player rolls attack and adds the attack of the gun to the roll. The attacking player rolls defense roll of the targeted attacking ship and adds that ship’s defense modifier. Damage is calculated the same for a successful hit.
Aircraft in combat are a little different as we call this “Dog-Fighting.” Dog-fighting aircraft will roll only once for combat and both attacker and defender will add the defense of their squadron to their roll. The higher of the two win the dog-fight and deal damage equal to the difference. Aircraft damaged in combat go straight back to their home carrier for repairs.
Any attacking units that pass through unintercepted will allow the attacking player to deal damage to whatever they wish on the defending player’s side depending on the units attacking. Subs can only fire at ship targets. Other surface ships can fire at anything other than subs. Attacking aircraft can strike whatever the load-out allows, see above for load-out selection. Resources, construction items and your flagship have a base defense of 1. Resource cards have hit points, as well as ships, weapons, aircraft and defense cards. Construction items that are damaged will remove a requisition counter for each point of damage dealt. If a construction item has no requisition counters on it, the card is sent to that player’s scrapyard. Players’ flagships also start at 20 HP.
When ships are damaged in combat or by other damage methods, the attacking player gets to decide how the damage is distributed around the ship, however that player must deal enough damage to an equipped weapon or defense card do destroy it before dealing damage to other systems. Once all weapon and defense cards are destroyed, then the damage can be dealt directly to HP. Subs that do damage to surface ships during combat deal direct hull damage and can bypass equipment on that ship. Flagship damage is permanent, unless the player has cards that can gain themselves HP. Damage on fleet ships, aircraft, resources and weapons automatically repair themselves at the beginning of the controller’s next upkeep step. All except for carriers and subs. In order to repair a sub or carrier damaged in combat the ship’s controller will pay 1 requisition during their upkeep to remove 2 points of damage.
If a ship takes enough damage to deplete its hit points more than 3/4 the ship is considered crippled. Players will have to use a token to indicate the ship is crippled. Crippled ships can’t attack, intercept, launch guided missiles or aircraft. During that player’s upkeep to remove the crippled counter from a ship the player must pay 1 requisition. If that ship is anything other than a sub or a carrier it will also remove all damage from the ship. Carriers and subs that are crippled are still repaired the usual way and if the damage is reduced below 3/4 the crippled counter is also removed.