A great way to get an overview of Mothership is to watch the How to Play video. Otherwise you can find digital versions of the rules below.
Have any rule questions? Feel free to contact us!
Rulebook 1.2 Changes
In Deathmatch mode, to win the game either wipe out all enemy ships, or wipe out all enemy Colony Stations. In Victory Point mode, reach the predetermined VP limit.
Points are awarded as per the Victory Point tracker. Additional points are awarded also via developing planets, Objective cards (Call of the Void Expansion) and Distress Beacons (Call of the Void Expansion).
If the Action Card deck runs out, it stays depleted. Do not reshuffle and reuse discarded Action Cards.
Yes, as long as they can both damage the target. For example, a fighter and bomber can combine attacks if the target is a Mothership. However, a fighter and a bomber could not combine attacks if the target was another fighter as bombers cannot damage fighters.
The Technology Tree provides powerful, game deciding upgrades for your Mothership if you are able to reach the end of the tree. This is to help the game come to a speedy resolution. Remember, Mothership is just as much about managing your economy as it is hindering your enemy’s economy.
In the event of a tie, nothing happens. Neither ship explodes. Some Tech Tree or Action Card abilities can change this outcome, however.
Yes. As soon as your Mothership respawns, you may rearrange the blue energy cubes as you wish.
A Guardian Cannon receiving the wingman bonus is something that only happens in a Guardian vs Guardian fight.
Yes, you can take an Action Card from the top of the deck or you may choose to steal one from the person you took the planet from.
Embargo is a tech ability that prevents enemy players from stealing all cards or resources from you. Some Action Cards or other abilities may state ‘You may steal this card (unless the player has Embargo).’
This is simply a rule reminder and not a requirement for Embargo to work. Embargo will stop all stealing.