CARDS:
MOTHERSHIP: the Admiral's base. It goes down, game's over! The Mothership also provides 1 Deployment Point, even if you do not have any Nodes in play
Name: duh
HP: how much damage the Mothership can survive before asploding
The Imperial Flagship (Terran Empire):HP: 115
The Hive Planetoid (Alien Swarm):HP: 100
The Optronic Forge (Cyborg Council):HP: 130
SHIPS: the backbone of the spacefleets
Name: duh
(Deployment): How much 'deployment points' the ship uses up when deployed into the Field
ATK: how much damage the ship deals to targeted enemy ship/Mothership
HP: how much damage the ship can survive before asploding
Maneuver: a special skill that is used in place of normal attack; some Ships do not have any Maneuvers, while others have more than 1
TACTICS: Special events that you can put in play for instant effects
Name: duh
(Deployment): How much 'deployment points' the card uses up when activated
Effect: What this card does when activated
NODES: they increase the maximum of 'deployment points' you have on your Turn.
Name: duh
Effect: some Nodes have special Effects besides the normal Deployment Point gain
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DECKS:
Decks are comprised of up to 40 Cards: Ships, Tactics and Nodes.
You compose your own Deck from one of 3 sets: Terran Empire, Alien Swarm, Cyborg Council
You can have up to 4 copies of a Card in your deck; the only exception are (Basic) Nodes, of which you can have up to 10
When the game starts, you receive 6 randomly choosen Cards from your Deck; a coin flip determines who goes first
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TURN STRUCTURE:
When a Turn starts, your Deployment Points are raised to the maximum governed by the Nodes you have and you receive 1 randomly choosen Card from your Deck.
Then you can Deploy Ships and activate Tactics; Ships cannot Attack or perform Maneuvers on the same Turn on which they are Deployed (There are some exceptions to this rule)
After you are done with Deployment and Tactics (and Maneuvers), you can designate Attackers; they will target the Mothership and attempt to damage it.
Ships that performed Maneuvers cannot be designated as Attackers (though they can be used as Defenders). You do not have to declare any Attackers if you don't want to.
If you're done with the above, and if you declared any Attackers, they will now attack the enemy Mothership... unless the enemy is ready to put up some Defenders!
Defenders are the Ships that weren't assigned as Attackers; these can be used to intercept enemy Attackers.
If an Attacker is blocked by a Defender, the Attacker deals the damage to the Defender; if the Defender survives the encounter, it then deals damage to the Attacker.
After all Attackers finish their attacks (countered or not), your Turn ends, and the enemy's Turn begins.