Fleet Admiral

Fleet Admiral

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$25.00 $19.97
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SKU:
CGI004
Condition:
New
Shipping:
Calculated at Checkout
Fleet Admiral is a card game where each player takes on the roll of the captain of a star ship.  Set in the theme of Portable Galactic Empire, each player's captain is represented by one of the races from the Fate, Politics and Heritage expansion set. Using a custom die, players generate randomized missions each turn.  Succeeding in mission goals (matching icons from your ship to the mission cards) earns those cards as a reward.  Use the rewards to upgrade the ship, increasing it's weapons, defenses, sensors and power systems.  Recruit officers to man the critical stations of the ship.  Or upgrade to a larger, more capable class of ship all together!
 
Fleet Admiral features a fast pace and easy learning curve. Each player's turn takes no more than a minute.  An entire game will often take less than a 1/2 hour. The combination of die rolling and random cards drawn from not one but two decks of cards keeps each round fresh.  And then the crisis starts.  Now the players must work together to defeat the game or risk the "Everybody Loses" scenario.
 
RULE UPDATE:
These rules speed up the "building" portion of the game, if you're not into that, and want to get to the "crisis" or end game more quickly. Using these rules can make the game very fast.
  • Set the game up normally - one ship, one crew and two components per player, but only give each player valid cards. This means ignoring duplicate or non class one cards dealt.
  • Captains of Frigates and Destroyers are not required to act on level 2 or greater cards, because they are in training. After rolling the die, if the next card selected is a 2 or greater power, discard it and draw the next card from the same deck.
    • A "thumbs up" still counts as a successful mission, but while in training, you may not move to the next level of mission (roll the die again) after a "thumbs up" automatic success.
    • Like wise, on second and third stages (second and third roll of the die), ignore cards that have a power greater than one.
    • All other mission rules still apply - cooperation is allowed on stage 2, a red star means a mission failure.
  • Before beginning any turn, a Captain may decide to "opt in". From this round on, cards are resolved normally - class 2 or greater cards are in effect.
  • If a Captain upgrades to a cruiser (Class 2) ship, she is now "graduated" and must complete missions normally - class 2 or greater cards are in effect.
    These changes can make the beginning of the game both easier and faster. Note, we haven't done our normal diligent testing on these, so there may be situations in which they don't make sense. If you try them out, let us know how it goes.