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OK... Top Tips...
Try with the "A-Team" of Admiral, Chief Engineer, Soldier & Cyborg.
Use the Admiral's special ability to collect Battle Plans then deploy them when needed. Do not underestimate Battle Plans - just one of them can do a full core repair.
Get the Chief Engineer a Torch and as many Engineering Skills as you can so she can fix the Jump Core ASAP. Never forget that you have to get the Jump Core to 100% to win.
Keep the Soldier in the Armory where she can use the Torpedoes and Security Station to fight off aliens. Beam her to the Bridge if you need to repair the shields.
Use the Cyborg to collect Science skills in case there is an anomaly... and if there isn't one, then upgrade the ship - Enhanced Shields is always a good option.
The Admiral and Soldier have Command Discounts, which are good for Overriding alerts.
Alerts can very often be ignored... but they will mix to make big trouble. E.g. Increased Gravity is fine... unless your Teleporter blows. Looking ahead with the Scanner is the key here...
Keep the External Scanners online at all costs, and check them often so you can be pro-active, rather than reactive.
Spend your actions wisely... if you have one spare, how can you use it to set up the next player (Teleport them to a new location? Give them an object? Cycle skills through the CPU?)
Try not to move the crew too much - use their Actions for important stuff.
The board game manual has more strategy tips at the back!
When you save the ship it will feel great... and then you can experiment with other crew... YOU CAN DO IT!!!
🖖🥰
P.S. Don't forget about the UNDO button. Experiment to see what works... and undo if it doesn't!
- Dont forget you can hold the mouse button to reveal the system info! (I know you said mobile, its just a tip for pc players :) )
- You can teleport other characters around too, this is super useful to avoid damage or planing ahead.
-Learn the turn order, its assigned by rank.
- Keep playing, some things become evident as you play (and lose) and let you choose the better of two evils. For example; why would I waste science to remove the gravity anomaly If I just can protect my teleporter and be unafected by it?
-Once you have played a few times and get the hang of the cards (battleplans, anomalies, etc) you need to start thinking at least 2 moves ahead,
A-TEAM:
-Admiral, focus on getting battle plans and nothing else, you can do something else if its critical or after you are out of plans.
-Engineer, on fixing core.
-Soldier, on torpedos and defense also casual fixing at the bridge.
-Thunderbox likes the cyborg, I like the ensign much more since it lets you trade skills for free (even if he has low hand capacity, he can trade between other characters if they are in the same room without limit).
This team allows you to end the game even before touching orange alerts on standard difficulty.