
Gameplay Phases
The whole game, phase by phase — Setup, the two skirmishes, end-of-Battle scoring, and the exact order everything resolves in.
You can play a full game without any of this. When you are ready, these are the systems that add the real strategy — one short page each.

The whole game, phase by phase — Setup, the two skirmishes, end-of-Battle scoring, and the exact order everything resolves in.

Gold-bordered Lightspeed cards, the response windows they open, and how actions and responses resolve last-in, first-out — with a worked example.

Force Field, Mute and Plagued – the coloured ring markers placed around a unit’s Conquest Value, and exactly what each one does.

Which Locations count as touching – including diagonally – and why the centred rear row makes neighbours less obvious than they look.

One per deck, deployed during the Celestial Phase — its power affects the entire battle zone and stays in play across all three Battles.

Free-for-All, Team Conquest, Nemesis and Homeworld – turn order, allies, and the four ways to play at a bigger table.

A quick glossary: Allied, Attach, Base vs Total CQ, Core, Deplete, Destroy, Seek, Send, Shared Locations, Upload and more.

How attaching works — the carrier gains only the attached card’s Conquest, and because attaching isn’t deploying, it skips “when deployed” costs (Apocalypse Engine’s board wipe never fires).

Every unit trigger and exactly when it fires — Upon Deployment, Throughout the Battle, When Destroyed / Discarded / Depleted, At the End of the Battle, and Special Triggers.