Signups will begin the week prior to each season. All pairings for the week will be updated every Monday. Pairings can be found posted in the discord server here. From that point it is each player’s responsibility to schedule their matchup that week with their opponent. Please call the store ahead to ensure a table could be reserved for you, and check-in with a staff member when you arrive. You’ll be given a slip for your match and playmat, when your match is complete please return all items with the store.
100% of Signup fees are returned to league players based on standings. All winnings are paid out via store credit (which can be used for anything within the store). Payouts for the season are announced in discord with the week 1 pairings.
Each player builds a squad by choosing ships whose total squad point cost does not exceed the total defined by the game mode. The squad point total for a standard game is 20 points, with a limitation of three to eight ships. Each ship in a player’s squad can be equipped with a number of upgrades, based on the ship’s loadout value. Players build a squad using ship cards, upgrade cards, and the following rules and restrictions.
The play area is the defined area on a flat surface on which the ships are placed. After executing a maneuver, if any part of a ship’s base is outside the play area, that ship has fled. The recommended play area for a standard 20 point game is 3’ x 3’ (91 cm x 91cm). If playing with other squad point totals, the players can expand or contract the play area in one or both dimensions to create a suitable space for the game.
Before playing, resolve the following steps:
1. Gather Forces: Each player places their ships and upgrade cards on the table in front of them. For each ship that has a shield value, charge limit, or Force capacity, place the corresponding , , or above the ship and/or upgrade cards. Each player assigns ID markers to each of their ships.
2. Determine Player Order: Randomly determine the first player as follows: a. Each player rolls three attack dice. The player with the most results is the first player. b. In the case of a tie, the first player is the player with the most results. c. If there is still a tie, the first player is the player with the most results. d. If there is still a tie, players reroll the dice and follow the above rules until the tie is broken. • This roll cannot be modified by game effects.
3. Establish Play Area: Establish a 3’ x 3’ (91 cm x 91 cm) play area on a flat surface or use a game mat, such as the Fantasy Flight Games Starfield Game Mat. Then players pick opposite edges of the play area to be their player edges.
4. Place Obstacles: In player order, players take turns choosing an obstacle and placing it into the play area until all six obstacles have been placed. Obstacles must be placed beyond range 1 of each other and beyond range 2 of each edge of the play area.
5. Place Forces: Players place their ships into the play area in initiative order from lowest to highest initiative, using player order as a tiebreaker. Ships must be placed within range 1 of their player edge. When a ship with a turret arc indicator is placed, the player rotates the arc to select a standard arc. Each ship with a turret arc indicator may rotate its indicator when the ship is placed.
6. Prepare Other Components: Shuffle the damage deck and place it facedown outside the play area. If the players have more than one damage deck, each player uses their own deck. Then the supply of range rulers, templates, dice, and tokens is created near the play area. Additionally: • If a card has the “Setup:” header, the ability that fo
Standard games are played over twelve rounds. Players track completed rounds with charge markers. At the start of the game, place twelve charge markers, flipped to their active sides, near the play area. At the end of each round, the players flip one charge marker to its inactive side. At the end of the twelfth round, the game ends. • If all of one player’s ships are destroyed, the game ends at the end of the current round. • Players who wish to play a longer or shorter game may agree with their opponent upon any number of rounds before Setup and place that number of charge markers for tracking rounds at the start of the game. The game ends at the end of the last agreed upon round.
During the game, each player calculates and tracks their mission points. The player with the most mission points at the end of the game wins.