A simple Tabletop game of space
By Sean Patten
Star Crashers is a
game for 2-4 players, ages 8 and up. Each turn, players move
spacecraft around the table, exploring by flipping over Blip Counters
could be Space Pirates, Gravity Mines, Derelict Ships, and stranger
When a player successfully deals with an encounter, they collect
as specified in the encounter. Once all the Blip Counters have
revealed and dealt with, the game ends- the player with the most
wins. You can also try playing teams, pairing up with another
and combining your credits to see which team can earn the most!
To play Star Crashers, you
You can make your own miniatures
using model and toy parts, or you can borrow toy or model ships from
favorite show or other game. You will need models of different sizes to
represent the different classes of ships and the Starbase.
you are welcome to print out a set
of these SHIP COUNTERS
- 6-sided dice.
- Blip, Credit,
Print out 3 sets of blip counters,
Credit and Hit tokens.
Then use a glue stick or spray adhesive to mount them on a piece of
Then cut them out with scissors or a paper cutter.
STICK. Sticks should be 8 inches long- make
sure they are all the same size. They are used for measuring
and attack ranges. Try using soda straws or chopsticks.
- A table.
on. You can decorate your table with Scenery
to make the game more interesting. Try making your own planets
of painted toy balls, or asteroids made from garden rocks, paper
or even shredded mattress foam! Scenery blocks movement and
making the game more interesting.
Before you can play,
need to get set up for a game. Place SCENERY on the table.
Place a STARBASE in the center of the board.
must agree on how many POINTS worth of SHIPS to use (7 points is a good
number). All the players should take the same points amount of ships-
the SHIPS section below for points values.
Then players select
ships and choose a place to sit at the table. All players must start
from the starbase in
the middle unless otherwise noted. Try playing teams, with two
players per team sharing
one fleet of ships!
blips, and draw out some blips without looking at them- a good number
of points) x (# of players). For example, 3 players playing 7
of ships would draw 21 blips. Place the blips face down, spread
out evenly across the entire table, and at least 1 stick away from the
starbase. Blips should only be placed on the table and not on top
of scenery (but nearby scenery is okay).
When you're ready to
have each player roll two dice- whoever has the highest roll goes
and turns continue around the table in a clockwise order. If
teams, stagger the players so teams alternate.
When it's your turn,
may do TWO things with each of your SHIPS. These things are
ACTIONS. Finish both actions with one Ship before you start with
the next. Continue until ALL of your Ships have done two actions
(or chosen to do nothing). Then it's the next player's turn!
After the last player's
is the ENEMY TURN. If there are any Enemies on the table during
enemy turn (such as Space Pirates, Mines, or the Leviathan), they
will usually move towards and attack the nearest Ship (see the
Blips section for details). Once all the Enemies have gone,
it's back to the FIRST player's turn.
Continue taking turns
the table until all of the Blips have been dealt with. Then the
ends. The player or team who collected the most credits
A small game takes about 30 minutes. You might have time to play
another game- just shuffle the Blips, put them out and start again!
Ships have some
features that tell how they will work during a game.
- All Ships have a
usually between 1 and 3 points. The more powerful the ship, the
points they cost. The total points of all your Ships can't be
than any other player's total. So if everyone is using 6 points
Ships, for example, you could take any number of Ships as long as
their points total adds up to 6.
- All Ships have a
this is how many dice they roll when doing different things in the game
such as Attacking, Defending, or any other die roll unless otherwise
- Some Ships have
or limitations. For example, a REROLL is a special ability
that allows the player to reroll ONE of their dice when doing the
- TRANS is the
spaces the ship has. Ships with a * can be transported.
||+1 Die when Defending.
||+1 Die when Attacking.
||+1 Die when Escaping.
||+1 Die when Ramming /
||Only 1 die when shooting.
+1 Die when Repairing.
||Reroll Shooting / Defending.
||Reroll Shooting / Defending.
Die when Shooting.
Any ship with a transport
value may carry small ships (marked *) instead of starting them on the
board. Note that this can dramatically extend the range of your
ships! To represent a small ship on board, you can place the
ship underneath the large one.
- At any time during
a transported ship may be placed outside the transporting ship- this is
known as deploying. Deploying takes no actions.
- A small ship may board
a transport by ending a move next to the transport.
must be room on the transport.
- A transport ship
up a small ship by moving past the small ship (this is another form
- A damaged small
a transport may spend an action to automatically repair the
- A transport ship
action to automatically repair ALL transported ships on board.
Any ship adjacent to the
SPACE STATION may automatically repair ALL damage at the end of its
Should a space station ever be attacked for any reason, it rolls 5 dice.
Ships do things by
ACTIONS. Unless crippled (see damage below), a ship can perform
actions each turn. It may perform the same type of action TWICE
they wish! For example, in one turn a Ship could move two
Here are all the types of actions Ships can perform:
- MOVE. Move
any direction. May not move through terrain. A small ship
moves next to a transporting ship may board as part of the move.
Large ships may pick up or drop off small ships as part of a move.
can perform a shooting attack (see combat below). May not shoot
themselves or an adjacent ship as an
Roll the ship's dice: for each die that rolls a 5 or 6, remove 1 point
ship may examine 1 blip within 1 stick as an action. This does
reveal the blip.
- ESCAPE. A
to escape a Black Hole or Raystorm by spending an action and rolling a
6 on any 1 die.
- RESCUE. A
to rescue an adjacent ship trapped in a Raystorm by spending an action
and making a successful repair roll.
Ships can attack with a
SHOOTING attack or by RAMMING. Unless using the Adversity rules
advanced rules below), players may not attack each other- only enemies
(such as pirates).
To see who won, compare
dice rolls. Don't add your rolls together- instead, notice what
was rolled on EACH of your dice. Whoever has a die with the
number on it wins. In the case of a tie, compare the NEXT HIGHEST
dice, and so on until the winner is determined (or it is a tie).
For example, an attacker that rolls
6 and 1 will beat a target that
rolls 5 and 5, because the 6 is the highest roll. An
with three dice that rolls 3, 2, 1 will beat an defender that
2 because the attacker's die that rolled 1 is still more than
(so having more dice is a big help). An attack can do MULTIPLE
if more than one of the attacker's dice rolls higher than the
highest die, do a hit for each die that is higher. Remember that
some Ships may REROLL ONE of their dice during combat. They must
stick with the second roll even if it is worse than the first
contested die rolls work by reading this
ship must spend an action, usually within 1 STICK's distance of
target, in which case the ship rolls its dice and the target rolls its
dice to defend. If the ship has taken damage, subtract 1 attack
defend die for each point of damage taken. If the defender ties
wins, nothing happens. Ships with more than one attack die may
at LONG range. For each additional STICK of range, deduct one
die from the roll.
- RAMMING: To
ram, a Ship
must MOVE into contact with its target. The attacking and
ships roll their base dice value (even if damaged). If the
wins, and is the same size or larger than the attacker, the attacker
take damage! A ship may not ram more than once per turn.
Ships can be damaged as
a result of combat. When a ship is damaged, REMOVE ONE OF ITS
If the ship only has one die left, it becomes CRIPPLED. Crippled
ships may only spend 1 action per turn, and may only move, repair
(themself or others), or
No one may attack a crippled ship, and crippled ships cannot reveal
or resolve blips.
Anyone can attempt to
a damaged or crippled ship by spending an action adjacent to
it, or may attempt to repair themself.
Each die that rolls a 5 or 6
means 1 point of damage has been
repaired. Ships repairing may always roll their full dice,
damaged. Crippled ships are restored to 1 die when
repaired. If a crippled ship has not already spent an action on
turn it is repaired, it may take two actions after being repaired as
STAR CRASHERS is an
game, where your fleet must face the unknown- represented by Blip
Counters of course! Blips start face down. To FLIP a
a ship must TOUCH it as part of their MOVE. A blip cannot be
unless the ship revealing it is MOVING! It does not take an
to flip a blip (but it takes an action to Move, of course).
ends the ship's' move. They may take another move
if they have another action to do so. Blips can be dangerous, but
they can also earn you credits if you deal with them properly!
blips that can be added to the normal
deck before being placed on the board, if the players agree to include
them. Print one page of these blips.
- AMBUSH! Place
It will immediately attack the
On the ENEMY turn, it will move towards the nearest target and attack
it runs out of actions or cripples the target. If damaged, it
attempt to Ram! If an adjacent target is crippled, it will LOOT
target, taking one credit from the player who owns the ship for each
it has. Place the looted credits next to the pirate ship.
the pirate ship has 2 credits, it will move 1 stick per turn
the nearest board edge and if it gets to the edge, it escapes, taking
the credits with them! Earn 1
for each hit done to a Pirate Cruiser. Whoever destroys the
Ship earns any looted credits the pirate ship had!
- BLACK HOLE!
dimension! Place the ship on the
Hole blip. No interaction can occur between ships inside and
the Black Hole. As an action, roll a 6 to ESCAPE- you may
ANYWHERE on the board. Earn 2 credits for escaping and
the blip. Other ships may enter the black hole voluntarily- if a
ship escapes, the other ships inside will drop back into normal space,
and only the ship that escaped will earn 2 credits.
to pick up the Emissary. Keep the blip with your ship. If
ship is crippled, place the Emissary back in space, adjacent to the
ship. Then any other ship may pick up the Emissary by spending an
action. Earn 1 credit for returning the Emissary to the starbase.
(3 dice, ram only). It will
ram the revealer! On the ENEMY turn, it will move towards the
ship (which could include pirates) and attack. If it ties or
it will ESCAPE: set it aside along with its blip and any hits it has
If it escapes, it will REAPPEAR at the next AMBUSH or LEVIATHAN blip
(instead of the normal ambush), and ram the revealer! Each time
reappears, add the blip to its collection. Earn 1 credit
each hit done to the leviathan. If killed, earn one credit for
blip accumulated, and discard the blips.
make a 2 dice attack vs. the revealing ship, and are then
The ship earns 1 credit.
with 2 dice. The mines will
move next to and attack the revealer. Mines defend with only 1
and have 1 hit. On the ENEMY turn, Mines will move one
towards the nearest non-crippled ship, and attack if it makes
If mines win a combat while defending from an attacker within 1 stick,
the attacker takes 1 hit! Earn 1 credit for destroying a
blip. To ESCAPE, spend an action and
a 6. Another ship may attempt to RESCUE you by moving adjacent to
(but not on) the blip, spending an action, and making a successful
roll. No other interaction can occur between ships inside and
the raystorm. Earn 2 credits for escaping or rescuing and remove the
Make a Repair roll while adjacent to
Earn 1 credit for each die of success (Remove after any
to pick them up. They tell you about a nearby threat- you may
any blip on the board and place the survivor marker under the scanned
Whoever resolves that blip will earn an additional credit!
- ALIEN PROBE!
place of the blip. ANY other blip that is
resolved within 1 stick of the alien probe earns an extra credit!
If another alien probe card is revealed while a probe is
already on the board, the probe "teleports" to the new card
location. The Alien Probe
CANNOT BE DESTROYED, damaged, or affected in any way, and is ignored by
all other enemies.
--MOVEMENT. At the
beginning of the enemy turn, the Alien Probe will move TWO TIMES
in RANDOM DIRECTIONS. Declare one end of the table to be the "12
o'clock" end. Then roll one die and double the result, and that
number is the direction on the clock the probe will move. For
example, if you roll a 3, the probe would move towards 6 o'clock- the
opposite direction of the 12 o'clock end of the board. MOVE the
probe 1 stick in that direction, IGNORING any ships, blips, planets,
etc. If the move ends inside a planet or other obstacle, move the
probe just past the obstacle. If the move ever takes the probe
off the board, it is REMOVED from play. Don't forget to move
twice, randomizing the direction each time!
--PULSE. After making the two random moves, the probe will then
PULSE, unintentionally emitting a burst of energy that can wreak havoc
on ships nearby. Treat the pulse as a 2 die attack, rolling
against EACH ship within 1 stick of the probe, including other
enemies! If an enemy is damaged by the pulse, give any credits
earned to the player ship nearest to the probe.
COMET model at the nearest board corner, and immediately move it 1
towards the SPACE STATION- it will RAM any ship or terrain piece in the
way, pushing them aside as it moves. The comet rolls
4 dice! Earn 1 credit for every hit you do to the
If another COMET card is found while one is already on the table, add
DIE and +1 HIT to the one already on the board! Each enemy turn,
the comet moves 1 more stick towards the SPACE STATION. If
the COMET hits the SPACE STATION, the comet is destroyed, but does one
hit to the space station per player! Each player must place one
of theirs on the space station. Whoever repairs any damage on the
space station will earn one credit per point of damage repaired!
While the space station is damaged, it cannot repair adjacent ships.
a Derelict model on top of the blip. When confronted
with a derelict, there are two options:
may SCUTTLE the derelict by doing 2 hits to it. This earns ONE credit
in the blip and the ship). If the Derelict is crippled, it rolls
1 die for defense.
ship may BOARD the derelict by spending an action, and declaring the
of their boarding party (up to the number of base dice the ship has)-
will be the number of dice the boarders roll. Attack Rerolls
and extra Repair dice may be included in a boarding
The Derelict ship rolls TWO dice vs. the Boarders DICE. If the
ship WINS, the boarders have been CONTAMINATED- the boarding ship
takes a number of hits equal to the size of the boarding party!
the Derelict ship LOSES, it has been CAPTURED. If it TIES,
The ship may now be used by the capturing player, who should hang onto
the derelict blip. The ship cannot be Scuttled or Boarded. (see
--SELL. The owner
may sell the Derelict for TWO credits by moving next to the space
station and turning it in.
--CURSED. While in
posession of a derelict, there is always a risk that some lurking
is still hiding on board... On the ENEMY turn, each derelict rolls two
dice. If either die rolls a 1, the crew are contaminated!
the DERELICT blip back on the ship, and treat it as an uncaptured
Any boarded ships are immediately deployed.
--KEEP. If the
is still in posession of the Derelict at the end of the game, they earn
||Attack with 1 die.
Players may try out any
of the following advanced rules. These rules are optional, and
players must agree to the use of any of these advanced rules before the
game starts if they are to be used.
ADVANCED SHIP TYPES.
of any of these special ship types before
you play them.
they successfully repair another player's
or crippled ship, as long as they did not cause the damage.
In addition, a player may spend an
action adjacent to another players crippled ship to take one of that
credits! Keep in mind this is a good way to get other players mad
at you, so don't use these rules unless all the players are mature
to handle it...
- GALLEON OF DEATH. Each time an
ambush is revealed, roll a D6. On a 6, the ambusher is a 4-die
Pirate Galleon instead of the usual Pirate Cruiser! Don't roll if
the Galleon is (or was) already on the board.
WARPSHIPS: A Warpship may
a Warp Buoy at any time during its move. Only 1 buoy can be out
a time, so remove any placed buoy before placing it in a new
ANY ship (friend or foe), during its move, may WARP from the Warp Ship
to the Buoy or from the Buoy to the Warp Ship! You may warp
into or out of a Raystorm or a Black Hole, but this will NOT count as
escape (the card remains in play until a ship is rescued or escapes
||Can damage if it wins
||May drop 1 warp buoy (see below).
Try one of these special
scenarios to add a new twist to your game! More special scenarios
will be added soon, so check back periodically.
Prisoners have busted out
of the penal colony on Zebra 6, intent on stealing your ships and
 Treat AMBUSH BLIPS
as escaped prisoners! When an
blip is revealed, the prisoners will attempt to board your ship.
They roll 2 dice as an attack- if they lose, you have
subdued them- earn 1 credit. BUT if they win, they take over your
ship (instead of damaging it). Keep the blip with the ship to
that it is taken over.
- During the ENEMY
that have been TAKEN OVER will move towards and attack the nearest
controlled ship, Ramming if it rolls more dice than shooting.
- Whomever can CRIPPLE
that has beenTAKEN OVER earns 1 credit for each die the ship
The ship will return to the control of the player who originally owned
it, but will still need to be repaired, of course...
The fleets have stumbled
upon a Space Sargasso! Hulks from across time and space
about this eerie place...
SETUP. This scenario plays
with small fleets- try 5 points per player but place an extra 2 blips
SPACE STATION starts
DISABLED- it cannot be used until it is reactivated. To do this,
treat as a boarding attempt on a derelict ship. If successful,
1 credit, and the Space Station can then be used (for repair, selling
 Treat all
SALVAGE blips are treated as DERELICT blips instead!
Pirates have taken control
of the Space Station, and are shooting down anyone that comes near!
SETUP. Players start at
board corner. Be sure there is at least 1 comet blip mixed into
blips are placed. Place cover-providing terrain evenly about the
board so players can have an equal chance to advance on the space
be used by anyone until it is subdued (they must hang onto Emissaries
Derelicts, can't get repaired, etc). The Space Station
FIVE dice and has five hits. Anyone damaging the Space Station
a CREDIT for each HIT, plus whoever does the FIRST hit earns a bonus
If a COMET appears, the station will target all attacks against the
If the comet hits the station, it automatically does 1 hit, and whoever
revealed the comet gets credit for the hit!
 SALVAGED AMMUNITION:
in attacks against the Space Station, whenever a player successfully
they should take the blip card in addition to any credits
At any time during an attack on the Space Station, a player may trade
the Blip Card in exchange for an additional 1 die for that
They may add as many dice as they have blip cards, but must discard the
cards after using them.
- On the ENEMY TURN,
Station will attack once per number of players, targeting the closest
ships that it can see, firing at long range if necessary.
ships with LOOT will return to the Space Station if it is held by
instead of escaping off the board. They will drop off the credits
at the station, automatically repair any damage, and return to combat
nearest player ship! If the station is crippled, any credits on
station will be awarded to repair teams, one extra credit per hit
until all extra credits are gone or the station is repaired
Then all remaining credits are awarded to the ship that repaired the
hit to the station.
- Once the station is
it must be repaired- earn one credit for each hit repaired.
When all 5 hits have been repaired, the station is fully
NEBULA OF BLOOD!
The largest Pirate Fleet ever assembled has siezed the Blood Nebula,
destroying all who resist. Now a desperate band of civilians must
find a way out...
SETUP. Players may NOT start with
the following ship types, as they have been wiped out by pirates:
Battleship, Carrier, Destroyer, Bomber.
start at the ravaged Space Station.
Consider using the advanced Goodwill rules,
and even the Galleon of Death rule
scenario, if you dare...
has been ravaged by pirate raids, and cannot repair ships. It can
receive Derelicts and Emissaries though, and it also makes good cover
(see HIDING below).
 Any SALVAGE blips
found are treated as a CRIPPLED WARSHIP from your fleet instead. Roll a D6 to determine the type
of ship: 1, 2, 3 = Bomber.
4= Cruiser. 5= Battleship. 6= Carrier. If no more
ships of that
type are available, choose the next lowest (or next highest if there
are no bombers left). If no more ships are available for your
fleet, place a ship from another player's
of your choice.
(consider using the GOODWILL special rule here to earn some extra
credit). Leave the blip there until the ship is activated. Once
you have repaired at least one hit
on the ship (at least two hits for Carrier and Battleship), you may
ACTIVATE it by spending an action. Then that fleet owner may use
the ship for the rest of the game!
 Any RAYSTORM blips
found are treated as ESCAPE ROUTES instead- a way out of the Blood
Nebula! The ship who reveals it earns 1 credit. Leave the
revealed blip on the board. Any ship that moves into a RAYSTORM
blip may choose to LEAVE the board, including crippled
ships. Once a ship
leaves, it cannot return. However, you will earn one credit for every ship that you
can get out of the blood nebula. EMISSARY and DERELICT owners may
consider an ESCAPE as equivalent to being turned in at the space
- AVAST THERE: At the
start of each ENEMY TURN, roll the
turn number in dice, at each blip
has not been
revealed yet, starting with the most remote blip. Don't roll if all the pirate
ships are out on
the board already. On a 6, place a
pirate ship there (check to see if it is the Galleon of
where appropriate), and reveal the blip! Meteors and
Leviathans will attack the Pirate Ship that revealed it. All
other blips are ignored by the Pirates, and behave as normal.
- HIDING: Any player
ship next to a piece of terrain (asteroid, Comet, etc) that did not
attack this turn may attempt
to HIDE from pirates. When a pirate moves within 1 stick of a
hiding ship, roll the ship's dice (a Battleship rolls 3 dice, for
example). As long as no 1s are rolled, the pirate will
ignore them, and move towards the next
closest target instead.
- YE BEST BE LEAVIN':
Once all the blips have been revealed,
game ends when there are either no
player ships or no pirate ships
on the board. Also from this point on, any ship that is still crippled at the end
of its player's turn is removed from play. Now might be a
good time to escape...