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Hull Breach: Loyalty and Vigilance

$31.95 CAD

$31.95 CAD

Designer Daniel Auxier
Publisher NSB Games Inc.
Players 2-8
Playtime 60 mins
Suggested Age 13 and up
Expands Hull Breach: The Corporate Wars

"Hull Breach: Loyalty and Vigilance" is a stand-alone expansion to Hull Breach: The Corporate Wars. Introducing the Republic Defence Force ("RDF"), "Loyalty and Vigilance" can be played on its own, against the Corps from "The Corporate Wars," or mix-and-match the cards to build your own customized deck!

From the game's Facebook page:

CARDS, DICE, TACTICS, TALES, and HEROES. A Science Fiction Collectable Card Games without an equal. Do you like Firefly, Battlestar Galactica, Babylon 5? Hull Breach! features a unique science fiction world with many of your favorite elements of each.

From the rulebook:

Hull Breach! is a tactical, operational, and strategic space-combat and logistics card game for two or more players.

Each player has his or her own deck of cards consisting of a Station, ships, modules, Marines, technological breakthroughs, events, and tactics. Players compete head-to-head to destroy each other's fleets and space station; the last player or team standing is the victor.


Players choose from a variety of pre-constructed decks or can assemble their own, then each player takes turns either building up their base or building ships to attack their opponents. First player to destroy (or take over from boarding action) is the winner.

Each faction/deck has a unique power and varied amounts of resources generated each turn. With these resources you can add on modules to your base, or play ships/marines to the table. Your base functions as a mothership where your subsequent ships make up the fleet you will use for offense and defense. Each turn you will get more resources based on your base and the modules attached (which can add to your resource generation).

The ships and marines have different special abilities such as stealth (to avoid enemy detection). Some ships can even retrieve more ships from your deck at no cost.

Combat is resolved with d10s. You count up the total amount your roll for offense (based on the current stats of the cards involved) then roll. The target roll is determined by the defense of the ship. Most small ships can only take 1 or 2 hits, but larger ships will need multiple hits to take down. Wounds do carry over but there are mechanisms to remove some wound tokens over time.

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