Gala Collider Rules Wiki

Gala Collider Rules Wiki

Winning

There are 3 way to win.

You win the game by (1) destroying every enemy Command Center, by (2) getting enough Stars, or by (3) capturing the enemy Commander(s) by successfully invading it.

Every Command Center Starts the match with 10 Stars and 20 Hull. Every time it is attacked the Hull value will be reduced (The blue bar and shield icons top left and right on the screen). You will lose the game if your Command Center reaches 0 Hull. You earn Stars by colonizing Sectors.

The Stars required to win will be adjusted by the map’s size; the larger the map, the more Stars required to win. Whoever reaches the map’s Star goal first wins the game.

Deckbuilding Rules

When making your own custom deck via the deck builder, make sure to follow these rules:

  • Your Main Deck must have at least 18 cards in it. There is no current maximum deck size.
  • You cannot have more than 3 copies of a card in your Main Deck and Tech Pool combined. For example, if you have 2 Mining Stations in your Main Deck, you can only have 1 more copy in your Tech Pool.
  • Your Tech Pool must use all the slots your Commander provides. No more, no less. For example, Uki Mondragon gives you 15 tech slots. You can put up to 3 copies of a card in 1 slot (assuming you haven’t already used 3 copies in your Main Deck). You cannot have multiple copies of a specific card spread throughout multiple Tech Pool slots; they must all go into one slot.
  • Tech level 2 and 3 cards can only be placed in your Tech Pool, not your Main Deck. Tech level 1 cards from your faction can be in both your Main Deck and Tech Pool.
Player Info

Your hand is visible on the bottom right of the screen.

Your Main Deck and Discard Pile are on the right side of the screen.

Your Star count, Command Center hull and Resources generated per turn are on the top left.

 

You can see the opponent’s Star count and their Commander’s Hull on the top right.

 

 

 

Hand size

 

Your hand limit is 7 cards, including your colony Ship.

Once you have 7 cards in your hand, you will be unable to draw any more cards from your deck. To free up space in your hand, you may discard cards by either dragging cards to the discard pile or by clicking a card and clicking the “trash” button.

Keep in mind the Colony Ship in your hand cannot be discarded.

The blue plus markers beside your deck refer to how many cards you will draw at the Start of your turn. If your hand is full, they will blink red until you make some space in your hand.

 

Resources

 

Your Command Center, as well as additional Sectors under your control, generate Resources for you each turn.

Beware: Resources do not accumulate. While unspent Resources during the Explore phase may be spent during the Battle phase, any Resources left after the Battle phase are lost.

Command

 

To the left of your Sector, a white number displays the remaining Command a Sector has. Command represents how many ships you can have in a sector at once.

Each Sector has a maximum of 5 Command, so position your units accordingly. Ships come in 3 sizes: Frigates (1 Command), Cruisers (2 Command), and Dreadnaughts (3 Command).

Phases

Each player turn is divided into two phases: Explore and Battle.
The majority of your decisions will be done during the Explore phase. This is the phase where you generate resources and draw from your deck (Exploit), colonize and invade planets (Expand), build and move your units (Explore), and purchase cards from your Techpool (Experiment).

The Battle Phase (Exterminate) is where combat takes place. This involves attacking enemy Ships, Bombing enemy Developments, or attacking the opponent’s Command Center.

Exploit

At the Start of each turn you draw 1 card from your main deck and generate Resources equal to the total production on all Sectors you control. Any Sector you obtain (via colonizing or invading) during your turn will instantly generate its Resources, and can be used in the same turn. Any Developments that increase your Resource production will be applied on the Sector itself giving you more Resources on subsequent turns.

Expand

To colonize a neutral Sector, you must move a colony Ship to an uncontested Sector. On the next turn, you may colonize the Sector by selecting your colony ship and clicking the Colonize button.

 

Invasion

To invade an enemy Sector, you must have more troops deployed in that Sector than the enemy’s infantry defense score plus any additional infantry defense present. To add troops, select a Ship with the invasion ability, and then click the red invasion button. Once you end the Explore phase, the planet will shift to your control if you have more troops on the Sector than your opponent. 

Any troops used in an invasion are lost. Ships do not currently replenish any of their troops. Spend them wisely!

 

Explore

 

Ships can be built on your Command Center or at Sectors where you build a Shipyard/Enclave. You will see a wrench icon to let you know you can build Ships in the Sector.

If the enemy has ships at your Sector, you cannot build any new Ships or Developments of your own there and it is considered Contested.

Your Command Center is unique however in that it can always build ships and developments, and it is immune to being contested by your opponents.

Moving Ships

Ships that started the turn on the map can move (indicated by a blinking diamond). Drag the Ship from its current location to a connected Sector (indicated by lines on the Starmap) to relocate it. To move a Ship you must pay its move cost in Resources. Some Ships can move more than 1 Sector at a time, and must pay the Resource cost for each individual move.

 

 

Ships generally cost Resources equal to its size (1, 2, or 3), though some Ships are more energy efficient and can move for less. The fuel cost to move will show up as a purple Resource symbol. You can tell how many spaces a ship can move in a turn by looking at the number of blue blinking diamonds on it. When a Ship moves into a Sector, you won’t see the Sector until you end your current Explore phase. A Sector will remain visible to you for the rest of the game once it has been revealed.

 

Intel

Even if you don’t have complete information about a Sector, you can still see the number of enemy Ships and Developments present. Like neutral Sectors, enemy blips won’t be revealed until you move a Ship into that Sector and end your Explore phase there or use a card or ability that directly reveals the Sector. Ships appear as triangular blips, and Developments appear as hexagonal blips. This gives you a preliminary idea of your opponent’s status.

 

Developments

 

Developments can be built on Sectors under your control. Each Sector has hexagons below the 3D Sector which show how many developments can be built there. You are limited to 0-3 Developments per Sector.

Your Command Center can have Developments built on it even while contested by an enemy Ship. Any other Sectors you control cannot have Developments built on them while contested.

 

Each Sector can only have one Development with the HQ type. If you build another HQ Development on that Sector, the previous one is destroyed. Additionally, some Developments are unique. You can only have 1 unique Development of a given name on the map at any time.

Even before revealing a sector, you can get an idea of what kind of sector it is based on its shape. Here are the current sector types in the game:

What the sector looks like Sector type Description
Special The triangular sectors are special sectors. Your Commander’s Command Center you start the game with is the best example of a special sector.
Large A large sector will have 3 Development slots and provide a good amount of Stars and/or Resources.
Medium A medium sized sector will have 2 Development slots and will typically provide a decent amount of Stars and/or Resources.
Small A small sector is similar to a medium sized sector except it will only provide 1 Development slot.
Nebula Nebulas are usually Obscured sectors. This means you won’t see enemy blips from your long range scanners on this sector. They will have between 0 to 1 Development slots.
Asteroids Asteroids are sectors that will do damage to any Cruisers and Dreadnaughts that move to the sector. They will have between 0 to 1 Development slots.

Research Options

 

During the explore phase you can pay Resources to draw cards. Click on your main deck to draw a card at the cost of 2 Resources.

The Techpool

 

Every turn you get new technology cards offered to you from a prebuilt pool of cards.

You can tell what tech level a card is by examining how many yellow stripes are lit up on the bottom left of the card.

You may open the Techpool by clicking the blue button on the bottom left side of the screen. The Techpool gives you the option to purchase powerful tech cards. You can tell the number of copies you will receive by looking at the stack.

Buying Tech

Every turn, the bottom-most tech option is replaced with a new one if no other tech card is purchased. The number above the tech pool is how many slots remain before the Techpool reshuffled.

To research, select the card you are interested in and then click the buy button.

Tech 1 cards cost 2 Resources
Tech 2 cards cost 4 Resources
Tech 3 cards cost 8 Resources

Buying a card from your Techpool will add one or more copies of it to your discard pile meaning they will be available for draw the next time your discard pile is shuffled into your deck.

Battle (Exterminate)

The second phase of a turn is the Battle phase. The game will highlight all systems in conflict so you can resolve battles. A Sector is considered in conflict when opposing units are present in the same Sector. The battle phase will only occur if conflict is present somewhere on the map.

Contesting

Any Sector (except a Command Center) that has an enemy Ship present in it is considered contested. A contested Sector can’t build Ships or Developments. You can tell a Sector is contested by looking for the spinning gray teeth.

Attacking

Ships that have attacks remaining will show blinking diamonds on the 3D model.

To attack an enemy, select your Ship and then click the red crosshair button after selecting your attack target. Once all attack targets have been selected, click the ‘END BATTLE’ button and all Ships will fire at their targets. All damage accumulates until a Ship, Development, or Command Center reaches zero Hull and is destroyed.

Attack and Hull

 

The damage a Ship does is indicated in the red triangle at the bottom of the card. The triangle blue number along the bottom right is a Ship’s Hull points. As you only get 1 base attack per turn, make sure it counts!

Modules

Some Ships have modules that give them bonus damage in combat against certain card types.

Pulse does extra damage against enemy Frigates.

 

Torpedos do extra damage against enemy Cruisers and Dreadnaughts.

 

Nukes do extra damage against enemy Dreadnaughts and Command Centers.

 

Bombard does extra damage against enemy Developments.

 

Development Attacking

 

Some Developments can fire at Ships, indicated by an attack value on the right side edge of the Development. Don’t forget to use them to fire at Ships!

Card Types

There are three main types of cards in your deck: Operations, Ships, and Developments. You can tap the information button after selecting a card to get more information about any card in the game.

Operations

Operations are one-time effect cards. They have special text that indicate whether they can be played during the battle or explore phase. Once played, Operations are either discarded or voided, removed from the game entirely (indicated by a red X symbol). Some cards may also Decay, which means their cost increases by 1 each time they are played.

 

Ships

Ships cards become a 3D model of the Ship on the board, and are built during the Explore phase. On the left edge of the card, you can see the Resource cost to build the Ship, the number of spaces it can move each turn, as well as the Resource cost to move the Ship. The Tech Level is represented by yellow stripes below the Resource cost. The grey icons on the middle of the card are the Ship’s modules. Along the bottom of the card, the red triangle indicates the Ship’s attack value (damage it can inflict), and the blue triangle indicates its Hull value (damage it can withstand).

 

Developments

Developments are planetary installations, built during the Explore phase. Once built, they cannot be moved. A Development’s structure points (the amount of damage they can withstand) is indicated by the blue triangle in the bottom right. Developments give Stars when built, and may have beneficial abilities.

Sectors

Each Sector has an accompanying Sector card. These could be from a random pool, predetermined, or seeded by players. Sector cards list Resources they generate, how many Developments they can support, their Star value, and whether they have any infantry defense. Some Sectors have additional effects including gaining extra Stars per turn. The extra Star icon can be found on the top right of the Sector card.

 

Commanders

Each faction has a Command Center where they start the game. Command Centers give more resources and Stars than other Sectors as well one Star at the Start of every turn (excluding the first) and cannot be contested. They also give you a unique ability that only your given faction has access to.

Colony Ships

A colony Ship card is ‘locked’ to your hand, so you can build them at any time during the Explore phase. Once you build a Colony ship, you will draw a new one immediately and their cost slowly increases. When a colony Ship is either destroyed or has colonized a planet, it is removed from the game. It is not sent to the Discard pile.

Key Terms

 

Revealed A sector you currently have vision of. You will be able to see the sector’s card as well as any Ships or devs in the sector.
Unrevealed A sector you currently do not have vision of. You will not be able to see the sector’s card until you have scanned the area. Also, any Ships or devs in the area will only show up as triangles (Ships) or circles (devs) (assuming the sector isn’t obscured).
Scan A sector is considered scanned after you’ve revealed the sector’s card. You will be able to see the sector card for the remainder of the game after scanning it.
Frigate The smallest Ship size is referred to as a ‘Frigate.’
Cruiser The medium Ship size is referred to as a ‘Cruiser.’
Dreadnaught The largest Ship size is referred to as a ‘Dreadnaught.’
Spaces The unit of measurement to determine distance between two sectors. Eg. ‘Invade a sector two spaces away from a friendly sector.’
Star(s) Refers to Victory Points in game.
Techpool Refers to the tech deck in game. You can purchase tech cards from here.
Troops Troops are used to invade opposing sectors. Typically, troops will be found on Ships with the invasion module but can also be produced by card effects.
Infantry defense Infantry defense is used to prevent enemy players from invading your sectors with troops. Typically, Developments will provide infantry defense but sometimes a sector will have an inherent base infantry defense value.
Gain(s) +X bonus Gain(s) is used to refer to a permanent bonus. For example, ‘target Ship gains +1 attack’ will give a permanent 1 attack boost to that Ship.
Has/Have +X bonus Has/Have is used to refer to a temporary bonus. For example, ‘friendly Ships have +2 attack until the end of the turn’ is a temporary effect with a finite duration.
Build/built Refers to the act of playing a Ship or Development from your hand to the board. For example, ‘you build a Dreadnaught’ or ‘you built a Mining Station this turn.’
Produce/produced You produce resources each turn. Some cards allow you to produce extra resources each turn.
Obscured Units that are Obscured are invisible to long range scans (blips won’t appear on the opponent’s map).
Blockade Ships that enter this sector are immobilized (can’t move) until the end of the next turn.
Immobilized An immobilized Ship is unable to move.
Contested A sector that has an enemy Ship present is contested and can’t build Ships or Developments. Your Command Center is an exception and can’t be contested.
Conflict A sector that has two or more opposing units present in it is under conflict which will trigger a battle phase this turn.

Aspects and Indicators

ASPECTS (Shown along the bottom of Sectors and Developments)
What it looks like What it does Description
Attack A dev with the attack icon can attack enemy Ships.
Infantry defense Shows the infantry defense value of a given sector or Development.
Stars How many Stars this sector or Development is worth.
INDICATORS (Appear on Ship cards)
What it looks like What it does Description
Prep A Ship that has just been built can’t move this turn.
Standby A Ship cannot invade or colonize a sector after moving.
Blockaded A Ship that is blockaded loses all remaining moves until the end of the next turn.