You are on page 1of 9

8

Game Overview

Blasted is a fastpaced, space combat and exploration game for 2 to 4 players, divided into 2 to 4
teams. A Mechanism from a longdead civilization, The Ascendants, is awakening and poses a dire
threat to the whole sector. The Ascendant Key is needed to deactivate this Mechanism; but it has
been separated in to 4 pieces, called the Prime Relics, and scattered throughout space. Players
take control of one or more ships and battle against each other using a vast array of Weapons,
Technologies and Command tactics, all while attempting to recover 4 Prime Relics and recreate
the Ascendant Key. The first player or team to assemble all 4 Prime Relics in the Cargo Hold of a
single ship wins the game.


Components

1 Rule Booklet

1 Game Board

40 Weapon Cards

30 Technology Cards

67 Command Cards

8 Starfighter Cards

4 Quick Reference Cards

4 Starfighter Mats







4 Ship Pawns

4 Action Tiles

12 Wreckage Tiles

28 Relic Tiles

24 Shield Tokens

24 Ammunition Tokens

1 Blue Die

1 White Die



9

Symbols


Action Damage Projectile



Movement Range Energy



Hull Ammunition Mine



Shields

10

Setup

Each player places 1 randomly chosen Relic Tile, facedown, until all of the tiles are placed. Relic
Tiles may not be placed on any hexagon that is adjacent to a Galactic Outpost or a Wormhole, and
only 1 Relic Tile may be placed on a hexagon.
Illustration: The Game Board with welldistributed Relic Tiles.

Each player rolls the Blue Die. The player with the highest roll plays first and gameplay proceeds
clockwise around the game board.

Each player chooses a Starfighter Mat, a Ship Pawn and one Action Token of the same color. Each
Starfighter Mat represents a single ship.

11

Each player draws a Starfighter Card. On the back of each Starfighter Card is the Ship Configuration
table. Each player chooses a Ship Class and configures their Starfighter by rotating the dials on the
Starfighter Mat for the Hull, Movement and Actions fields. The Starfighter Card is then placed,
faceup, to the left of the Starfighter Mat.




Illustration: An example setup for a Starfighter Mat

Each player or team chooses a Galactic Outpost on the game board as a starting location. During
team games, players from the same team may choose different Outposts as starting locations, but
players from opposing teams may not choose the same Outpost. Players then place their Ship
Pawns on an unoccupied hexagon that is adjacent to their chosen Galactic Outpost.

Each player then draws 1 Technology Card, 2 Weapon Card and 4 Command Cards. Players may
use their Weapon Cards and Technology Cards to upgrade their ships immediately. Once every
player has completed installing their Weapons and Technologies, the first round begins.

12

Starfighter Mats

Starfighter Mats are used to track a ships status.




.










1. Starfighter
This is where the Starfighter Card is placed during game play.
2. Shields
Shield Tokens are placed here on the Starfighter Mat and indicate the strength of the
ships Shields. A ship may not have more than 6 Shield Tokens.
3. Hull
The Hull value indicates the strength of the ships Hull. When it reaches 0, the ship is
destroyed. Hull strength is tracked using a dial and may not exceed 12.
4. Actions
The Actions value indicates the number of Actions a ship may take during each turn.
The Actions value is tracked using a dial and may not exceed 6.
5. Movement
The Movement value indicates the number of hexagons a ship may move during each
turn. The Movement value is tracked using a dial and may not exceed 12.
6. Available Actions
Each player receives an Action Token matching the color of their ship which is placed
here. The Action Token is used to track the ships Available Actions during each turn. It
may not exceed 6 or be less than 0.
7. Primary Weapon
This indicates the Damage, Range, and Ammunition of the ships Primary Weapon.
8. Secondary Weapon
Each ship may have 1 Secondary Weapon. When a Secondary Weapon is installed, the
corresponding Weapon Card is placed to the right of the Starfighter Mat.
9. Technology
Each ship may have up to 3 Technologies. When a Technology is installed, the
corresponding Technology Card is placed below the Starfighter Mat.
10. Auxiliary
In some special cases, 4 Technologies may be installed on a ship. The fourth Technology
Card is placed below the Auxiliary location on the Starfighter Mat.
11. Cargo Hold
Collected Relics are placed in the ships Cargo Hold. Each ship can carry a total of 4 Relic
Tiles, of any type.

11
1
2
7
3
4
5
8
9
6
10
13














Illustration: A typical player area.



The Game Board



1. Galactic Outpost
2. Wormhole
3. Asteroid
4. Quick Reference


1
2
3
4
14



Starfighter Cards

Starfighter Cards identify the name and unique ability of
each Starfighter and are placed to the left of the
Starfighter Mat. Some Starfighter abilities are passive,
while some Starfighter abilities cost an Action and can only
be used during that ships turn.









Command Cards

Command Cards are used to augment game play and are
placed in the discard pile after use. Any number of
Command Cards may be played at any time, unless
otherwise noted on the card, including when cancelling or
changing the effects of other Command Cards.






Technology Cards

Technology Cards are used to upgrade the ships. Each
ship may have up to 3 Technologies installed at a time.
When a Technology is installed, the corresponding
Technology Card is placed below the Starfighter Mat.
Technologies may only be installed during a ships turn,
but may be uninstalled (discarded) at any time. An
installed Technology becomes effective immediately. If
an installed Technology changes the ships Hull, Actions,
or Movement value, it is updated on the Starfighter Mat.
If the Technology is uninstalled, the Starfighter Mat is
updated again to reflect the change. Uninstalling
Technology does not reduce a ships Hull below 1.
15

Weapon Cards

There are two types of Weapon Cards: Mine and Secondary. A ship may only have 1 Secondary
Weapon installed at a time. When a Secondary Weapon is installed, the corresponding Weapon
Card is placed to the right of the Starfighter Mat. Secondary Weapons may only be installed during
a ships turn, but may be uninstalled (discarded) at any time. An installed Secondary Weapon
becomes effective immediately.

Mine Cards are kept in players hands until they are played. Mines inflict damage as soon as they
are played and may not be installed on a ship. Damage inflicted by Mines bypasses the targets
Shields and is inflicted directly to its Hull.




1. Weapon Type
There are two types of Weapon Card: Mine and Secondary.
2. Damage Type
There are three types of Weapon damage: Explosive, Projectile, and Energy.
3. Description
Some Weapons have special usage instructions or abilities that require additional cost
and/or have additional consequences.
4. Damage
This indicates how much damage the Weapon inflicts.
5. Range
This indicates the range, in hexagons, of the Weapon.
6. Ammunition
This indicates the initial ammunition count of the Weapon.
7. Shield Bypass
Damage inflicted by Mines bypasses the targets Shields and is inflicted directly to its
Hull.


1 1 1
2
3
3 3
4 4 4 5 5 6 6
2 2
7
16

Galactic Outposts

There are 8 Galactic Outposts in the sector and their
locations are indicated on the game board. A ship may
dock with an Outpost at any time during its turn. The ship
must be on a hexagon adjacent to the Outpost to dock with
it, which uses 1 Action.

While docked with an Outpost, the ship may choose to
research any or all of the Relic Tiles in its Cargo Hold.




Wormholes

A Wormhole is a vortex in space connecting two distant
points. There are six Wormholes on the game board and a
ship may enter or exit these as a means of tactical
maneuvering.

A ship must be on a hexagon adjacent to a Wormhole to
enter it. Each Wormhole jump uses 1 Action and a ship
may make multiple Wormhole jumps during its turn.

The Blue Die is used to determine the Wormhole exit
location. If the player rolls the same number as the
entrance Wormhole, they may choose any Wormhole as an
exit location. Otherwise, the ship exits from the indicated
Wormhole. However, a player may choose to reroll the Blue Die multiple times, to try for a more
favorable exit location, but if the player rolls a number matching any of their previous attempts,
the wormhole becomes unstable. The ship is ejected from that Wormhole, the ships Movement is
reduced to 0 until the end of its turn, and the ship may not enter another Wormhole until its next
turn.

17

ACTION Tiles

At the beginning of the game, each player receives an Action Tile of the same
color as their Ship Pawn. The Action Tile is placed on the Available Actions bar
on the Starfighter Mat and is used to track how many Actions are available
during the ships turn.



Wreckage Tiles

A Wreckage Tile is used to mark a hexagon that contains the remains of a
destroyed ship. A ship must be on a hexagon adjacent to a Wreckage Tile
to collect it, which uses 1 Action. More than one Wreckage Tile or Relic Tile
may occupy the same hexagon on the game board, and a ship may collect
all of the tiles that are on a single hexagon by using a single Action.

When a Wreckage Tile is collected, the ship receives +4 Hull and the Wreckage Tile is discarded.



Shield Tokens

Shields Tokens are used to track a ships Shield strength and are placed on the
Starfighter Mat. A ship may not have more than 6 Shield Tokens. At the
beginning of each turn, a ships Shields are restored to the combined strength
indicated by its installed Technologies and Relic Tiles. If the effects of cards or
abilities have increased a ships Shield strength beyond what is indicated by its installed
Technologies and Relic Tiles, the Shield strength is reduced until to the combined strength
indicated by its installed Technologies and Relic Tiles.


Ammunition Tokens

Ammunition Tokens are used to track a Weapons Ammunition count and are
placed on or near the Weapon Card.

18

Relic Tiles

A Relic is a leftover piece of the Ascendant technology. Collecting a Relic
tile uses 1 Action and a ship must be on a hexagon adjacent to a Relic Tile
to collect it. More than one Relic Tile or Wreckage Tile may occupy the
same hexagon on the game board, and a ship may collect all of the tiles
that are on a single hexagon by using a single Action.

If a Relic Tile is marked with a Key symbol and an X or Y, it may only be
collected if the ship has a matching Key Relic in its Cargo Hold. If a Relic
Tile is marked with a Prime Relic symbol and a Z, it may be only be
collected after the first 3 Prime Relics have been researched. If a Relic
Tile has no additional markings, it may be collected at any time. Once a
Relic Tile is in the ships Cargo Hold, that ship is not required to keep the
matching Key Relic.

When a Relic Tile is collected, it is placed facedown in the ships Cargo
Hold without revealing its type. Each ship can carry a total of 4 Relic Tiles,
of any type.

While a ship is docked with an Outpost, it may choose to research any or
all of the Relics in its Cargo Hold, which uses 1 Action. When a Relic is
researched, it is turned faceup and revealed to everyone, and remains so
for the duration of the game. If it is a Scrap Relic, it can be traded for
Weapon Cards or Technology Cards and is then discarded. If it is a Power
Relic, a Key Relic, or a Prime Relic, it remains faceup in the ships Cargo
Hold.

One or more Relics may be jettisoned into space at any time during a
ships turn. The Relic Tiles are removed from the ships Cargo Hold and
placed on an unoccupied hexagon that is adjacent to the ship. Multiple Relic Tiles may be placed
on the same hexagon.

One or more Relics may be given or traded between ships. Trading with another ship uses 1 Action
for the ship that initiates the trade and all trades must be agreed upon by both players.




Each Key Relic also includes an X or a Y. In order to collect Relic Tiles
that display a Key symbol, the ship must have the Key Relic with the
matching letter in their Cargo Hold, unless the Prime Relic with that
symbol has been researched by any player.

After a Prime Relic with a symbol is researched, all Relic Tiles with the
matching symbol may now be collected by any player without the
matching Key Relic.

19


Scrap Relics are not without value and can be traded for Weapons or
Technology. When a researched Relic is revealed to be a Scrap Relic, the
tile is discarded, and the player draws Weapon Cards and/or Technology
Cards. Each Scrap Relic is worth 1 card. For each Prime Relic that has
been researched, each Scrap Relic is worth 1 additional card.




Power Relics are pieces of Ascendant technology that increase a ships
abilities simply by being in the ships Cargo Hold. When a researched
Relic is revealed to be a Power Relic, it remains faceup in the ships
Cargo Hold and its bonus is effective immediately. If a Power Relic is
traded with another ship, the bonus that it grants goes with it.

If a Power Relic changes the ships Hull, Actions, or Movement value, it is
updated on the Starfighter Mat. If the Power Relic is removed from the
Cargo Hold, the Starfighter Mat is updated again to reflect the change. Removing a Power Relic
does not reduce a ships Hull below 1.




The Prime Relics are the four pieces of the Ascendant Key which need to
be combined in order to stop the Ascendant Mechanism that is
threatening the destruction of the entire sector. When a researched
Relic is revealed to be one of the Prime Relics, it remains faceup in the
ships Cargo Hold. Once the 4 Prime Relics have been collected in a
single Cargo Hold, they are assembled and the Ascendant Mechanism
disappears in to the inky blackness of space. The sector is saved from
annihilation and the game ends.



20

During a Ships Turn

At the beginning of each ships turn;

1. The ships Shields are restored to the combined strength indicated by its installed
Technologies.
2. If the ships Shields are greater than the combined strength indicated by its
installed Technologies and Relic Tiles, its Shields are reduced to match that
combined strength.


During its turn, a ship may perform any combination of the following, in any order:

1. Move
2. Perform an Action;

Attack an enemy ship
Collect the Tiles on a single hexagon
Dock with a Galactic Outpost
Enter a Wormhole
Trade with another ship
Draw a Command Card

3. Perform an Operation;

Use the Starfighters Ability
Install a Technology or Secondary Weapon
Uninstall a Technology or Secondary Weapon
Jettison a Relic Tile

The number of Actions a ship may perform during its turn is determined by its Action
value. A ship may perform any number of Operations during its turn.


At the end of each ships turn;

If the player has more than 7 cards in their hand, that player discards until they have no
more than 7 cards.

21

Movement

Movement may be taken, in part or in full, at any time during a ships turn; before, after, or
between Actions and/or Operations. Ships may not move through or occupy any hexagon that
contains an obstacle.


Obstacles

An obstacle is a Galactic Outpost, a Wormhole, an Asteroid, a Wreckage Tile, a Relic Tile or another
ship, even if that ship is on the same team.













Illustration: Examples of obstacles.



Line of Sight

Line of Sight means that no part of any hexagon containing an
Obstacle is blocking a straight line from the center of the starting
hexagon to the center of the ending hexagon. Additionally, the
straight line may not pass between two adjacent objects.











Illustration: The Green ship has Line of Sight to the Blue ships, but
not to the Red or Black ship.

22

Combat

Attacking an enemy ship uses 1 Action. A ship may attack more than one target, or attack a single
target more than once, during a turn. After each attack has been resolved, the other players are
allowed a chance to use their Command Cards before another attack can be initiated.

In order to target an enemy ship, the following requirements must be met:

1. The attacking ship must have Line of Sight to the target ship.
2. The attacking ships chosen Weapon must have available Ammunition
3. The target ship must be within the maximum range of the attacking ships chosen
weapon.

Count the number of hexagons from the attacking ship to the target ship and
subtract the weapons Range. The final value is the Accuracy Requirement. If the
Accuracy Requirement is greater than 5, the ship is not in range and may not be
attacked.

Note: Some cards or effects can reduce a weapons Range, but it can never be less
than 0.


Illustration: The red ship is 6 hexagons away from the green ship. Greens Weapon
has a Range of 3 (blue circles), so the Accuracy Requirement is 3 (red circles).

23

If the attack conditions are met, the ships are considered to be in combat and the attack
proceeds as follows:

1. Subtract 1 from the attacking Weapons Ammunition.
2. Roll the Blue Die

If the Accuracy Requirement is less than 1, the attacking ship does not need
to roll the Blue Die. Otherwise, the attacking ship must roll greater than the
Accuracy Requirement for the attack to be a hit.

3. Roll the White Die

The White Die is always rolled during an attack, which has the following
effects:

Normal damage is inflicted.


The damage inflicted is reduced by 1.


The damage inflicted is increased by 1.



Players may choose to roll the White Die a second time, which has the
following effects:

The damage inflicted is increased by 2 instead of 1.


The damage inflicted is reduced by 1, instead of
being increased by 1.



4. The total damage is applied to the target ship.

24

Damage and Destruction

When damage is applied to a ship, it is distributed as follows:

1. The total damage is first subtracted from the ships Shields. If the ship has no
Shields, or the attack bypasses the ships Shields, the total damage is subtracted
from the ships Hull.

2. If the ships Shields are reduced to 0, any remaining damage is then subtracted
from the ships Hull.

3. If the ships Hull is reduced to 0, the ship is destroyed.

When a ship is destroyed, remove it from the game board and place 1 Wreckage Tile on the
hexagon previously occupied by the ship. All of the Relic Tiles in the ships Cargo Hold are also
placed on the same hexagon.

The cards corresponding to any installed Technologies or Weapons are discarded, but the player
does not discard any cards from their hand, as they will be taking command of a new ship during
their next turn.

If a ship is destroyed because of damage that was inflicted by an opposing player, the attacking
player draws a Command Card. Also, if the ship was destroying during the attacking players turn,
the attacking player receives +1 Action until the end of their turn.


Taking Command of a New Ship

Every time a ship is destroyed, a new ship joins the quest to find the Prime Relics. Players take
command of their new ships during on their next turn. The player randomly chooses a new
Starfighter Card, configures their Starfighter Mat, and draws 1 Technology Card and 1 Weapon
Card.

The new ship is constructed at a Galactic Outpost. If the players previous ship was destroyed by
another player, the victorious player chooses the Galactic Outpost by placing the new ship pawn on
an unoccupied hexagon adjacent to the selected Outpost. Otherwise, the player chooses which
Outpost to place their new ship pawn adjacent to.

There is no limitation on how many times a player may take command of a new ship during a game.

25

Notes

You might also like