BREACH CARD BOOK · 40 CARDS · 9 LETTER PAGES

BREACH

CARD BOOK

25 ADVENTURE CARDS (A01-A25) · 15 BOSS TACTIC CARDS (T01-T15)
PULLED FROM THE LIVE GAME SOURCE · 2026-11-10
EACH CARD HAS ROOM FOR NOTES

ADVENTURE CARDS

DEALT AT EACH STATION · PICK ONE, THEN ROLL · 1/5
A01DISTRESS BEACON
RISK ●○○ · 1 DIE
BASE DECK
  • DRAW A BLUEPRINT INTO AN OPEN BAY
  • NO OPEN BAY: SWAP AN EMPTY BLUEPRINT FOR A NEW ONE
  • THEN ROLL 1 DIE
NOTES
A02SALVAGE
RISK ○○○ · 1 DIE
BASE DECK
  • PICK A NUMBER
  • REPAIR THAT MUCH HULL
  • GET A DIE WITH THAT NUMBER TO PLACE
NOTES
A03TOLL LANE
RISK ●●○ · 3 DICE
BASE DECK
  • ROLL 3 DICE
  • 1 SHIP LAUNCHED: +2 GOLD
  • 2 SHIPS LAUNCHED: +5 GOLD
  • LEFTOVERS HIT THE HULL DOUBLE
NOTES
A04VENT
RISK ●●○
BASE DECK
  • REROLL EVERY HULL DIE · PLACE WHAT FITS
  • THE REST RETURN TO THE HULL
  • CLEAN HULL: ROLL 2 INSTEAD
NOTES
A05SECRET DATA
RISK ●●○ · 2 DICE
BASE DECK
  • ROLL 2 DICE
  • SET ONE TO ANY FACE
NOTES
A06CARGO SWEEP
RISK ●●○ · 5 DICE
BASE DECK
  • ROLL 5 DICE
  • PLACE ALL DICE OF ONE NUMBER
  • DISCARD THE REST · NO HULL DAMAGE
NOTES

ADVENTURE CARDS

DEALT AT EACH STATION · PICK ONE, THEN ROLL · 2/5
A07DEEP SCAN
RISK ●●● · 6 DICE
BASE DECK
  • ROLL 6 DICE
  • PLACE EXACTLY 3
  • DISCARD THE REST
NOTES
A08ASTEROID FIELD
RISK ●●● · 3 DICE
BASE DECK
  • ROLL 3 DICE AND PLACE THEM
  • THEN ROLL 1 AT A TIME · STOP ANY TIME
  • CHAIN DICE: SLOT OR HULL · AIRLOCK CLOSED
NOTES
A09HAZARD RUN
RISK ●●● · 4 DICE · HAZARD ONLY
BASE DECK
  • ROLL 4 DICE
  • ALL PLACED → KEEP ROLLING
NOTES
A10CONVOY
RISK ●●● · 3 DICE
BASE DECK
  • ROLL 3 DICE
  • ALL PLACED → GAIN A BLUEPRINT
  • NO OPEN BAY NEEDED · NEVER REPLACED
NOTES
A11PATROL
RISK ●○○ · 2 DICE
UNLOCKS AFTER 1 SECTOR CLEAR
  • ROLL 2 DICE
  • PLACE WHAT FITS
  • LOWEST LEFTOVER IS DISCARDED FREE
NOTES
A12ESCORT CONVOY
RISK ●○○ · 3 DICE
UNLOCKS AFTER 2 SECTOR CLEARS
  • ROLL 3 DICE
  • +1 PRESTIGE FOR EACH DIE YOU PLACE ON A BLUEPRINT
NOTES

ADVENTURE CARDS

DEALT AT EACH STATION · PICK ONE, THEN ROLL · 3/5
A13SHIELD ARRAY
RISK ●●○ · 4 DICE
UNLOCKS AFTER 3 SECTOR CLEARS
  • ROLL 4 DICE
  • LEFTOVER ROLLS HIT THE HULL FOR HALF DAMAGE (RND DOWN)
NOTES
A14SMUGGLER
RISK ●●○ · 3 DICE
UNLOCKS AFTER 4 SECTOR CLEARS
  • ROLL 3 DICE
  • ONCE, ANY TIME: SELL A DIE FOR GOLD = ITS DOTS
  • PLACE THE REST
NOTES
A15ION STORM
RISK ●●● · 5 DICE
UNLOCKS AFTER 5 SECTOR CLEARS
  • ROLL 5 DICE
  • THE AIRLOCK IS OFFLINE
NOTES
A16WORMHOLE
RISK ●●○ · 3 DICE
UNLOCKS AFTER 6 SECTOR CLEARS
  • ROLL 3 DICE
  • MIRROR ONE (1↔6 · 2↔5 · 3↔4)
  • PLACE THEM
NOTES
A17MAYDAY
RISK ●●● · 3 DICE
UNLOCKS AFTER 8 SECTOR CLEARS
  • DRAW A BLUEPRINT INTO AN OPEN BAY
  • NO OPEN BAY: +1 PRESTIGE INSTEAD
  • THEN ROLL 3 DICE
NOTES
A18DERELICT
RISK ●●○ · 3 DICE
UNLOCKS AFTER 10 SECTOR CLEARS
  • PATCH 3 DAMAGE OFF THE HULL
  • THEN ROLL 3 DICE
NOTES

ADVENTURE CARDS

DEALT AT EACH STATION · PICK ONE, THEN ROLL · 4/5
A19OVERCLOCK
RISK ●●● · 4 DICE
UNLOCKS AFTER 12 SECTOR CLEARS
  • ROLL 4 DICE
  • PUSH ANY DIE UP OR DOWN 1 FACE
  • EACH PUSH COSTS 1 HULL
NOTES
A20NEBULA DRIFT
RISK ●○○ · 2 DICE
FEAT: PLACE 4 DICE IN ONE ROLL
  • ROLL 2 DICE
  • EVERY DIE YOU PLACE ROLLS A NEW ONE
  • LEFTOVERS DRIFT AWAY · NO DAMAGE
NOTES
A21DEBRIS FIELD
RISK ●●● · 4 DICE
FEAT: REACH THE RACE WITH HULL AT 7+
  • ROLL 4 DICE
  • SURVIVE: GAIN PRESTIGE = YOUR HULL TOTAL
NOTES
A22BOUNTY HUNT
RISK ●●○ · 4 DICE
FEAT: LAUNCH 3 SHIPS IN ONE RUN
  • MARK A BLUEPRINT AS YOUR TARGET
  • ROLL 4 DICE
  • LAUNCH IT HERE: +6 PRESTIGE, +3 GOLD
  • MISS: IT LOSES ITS DICE
NOTES
A23HOLD POSITION
RISK ●○○ · 3 DICE
FEAT: DIE AT STATION 11
  • ROLL 3 DICE
  • HOLD ANY, REROLL THE REST
  • 1 REROLL
NOTES
A24TRADE POST
RISK ●○○ · 2 DICE
FEAT: PASS A CARD 3 TIMES (TRIGGER A BOUNTY)
  • ROLL 2 DICE
  • THE TRADER SHOWS 3 DICE
  • SWAP ANY OF YOURS FOR ONE OF THEIRS
  • 2 GOLD FOR THE FIRST, DOUBLE FOR EACH
NOTES

ADVENTURE CARDS

DEALT AT EACH STATION · PICK ONE, THEN ROLL · 5/5
A25BOUNTY BOARD
RISK ●●○ · 2 DICE
FEAT: TAKE A PLANET WITH A KESTREL
  • ROLL 2 DICE AND PLACE THEM
  • +1 GOLD PER DIE LANDING IN A SLOT
NOTES

BOSS TACTIC CARDS

JUMP GATES · THREE OFFERED EACH ROUND · 1/3
T01VOLLEY
RISK ●○○ · ROLL 2
ROLL 2 · DEAL TOTAL
NOT ON ANY SHIP YET
  • ROLL 2, DEAL THE TOTAL.
  • MISFIRES DON'T HURT.
NOTES
T02FOCUS FIRE
RISK ●●○ · ROLL 3
ROLL 3 · BEST ×2
BROUGHT BY OBSIDIAN
  • ROLL 3, DEAL YOUR HIGHEST DIE ×2.
NOTES
T03BROADSIDE
RISK ●●● · ROLL 5
ROLL 5 · TOTAL · 2 MISFIRES JAM
BROUGHT BY BARNACLE
  • ROLL 5, DEAL THE TOTAL.
  • 2 OR MORE MISFIRES WILL JAM, CAUSING YOU TO DO NOTHING.
  • MISFIRES WILL GIVE THE BOSS +1 DAMAGE NEXT ATTACK.
NOTES
T04REDLINE
RISK ●●● · ROLL 1
ROLL TILL YOU STOP
BROUGHT BY KESTREL
  • ROLL UP TO 6, ONE AT A TIME, ADDING EACH DIE’S DOTS AS DAMAGE.
  • STOP ANYTIME TO FIRE.
  • A 1 ENDS IT: DEAL 0, BOSS +1.
NOTES
T05GAMBIT
RISK ●●○ · ROLL 1
HIGHER OR LOWER · ×2
BROUGHT BY WRAITH
  • ROLL 1, THEN CALL HIGHER OR LOWER.
  • RIGHT ×2 (UP TO 3 TIMES) · TIE HOLDS.
  • WRONG FIZZLES. NO MISFIRES.
NOTES
T06TARGET LOCK
RISK ●●○ · ROLL 4
CALL IT · 8 A MATCH
NOT ON ANY SHIP YET
  • CALL A NUMBER, ROLL 4.
  • EACH MATCH DEALS 8, OTHERS 0.
  • CALL 2 TO 6. 1S MISFIRE.
NOTES

BOSS TACTIC CARDS

JUMP GATES · THREE OFFERED EACH ROUND · 2/3
T07REVERSE POLARITY
RISK ●○○ · ROLL 4
1S DEAL 6
NOT ON ANY SHIP YET
  • ROLL 4. 1S DEAL 6 EACH AND DON'T HURT.
  • EVERY OTHER NUMBER DEALS 1.
NOTES
T08FIRING SOLUTION
RISK ●●○ · ROLL 5
ROLL 5 · MAKE A HAND
NOT ON ANY SHIP YET
  • ROLL 5 + 1 FREE REROLL. 1S MISFIRE.
  • PAIR 6 · TWO PAIR 10 · THREE 15
  • FULL 20 · STRAIGHT 25 · FIVE 50
NOTES
T09DEFLECTOR
RISK ●○○ · ROLL 3
4–6 BLOCKS A HIT
BROUGHT BY HERALD, SIREN
  • ROLL 3. EACH 4–6 BLOCKS ONE HIT.
  • UNUSED BLOCKS HIT THE BOSS FOR 1 EACH.
NOTES
T10DECOY FLARE
RISK ●●○ · ROLL 4
ROLL 4 · 1S FEED IT
BROUGHT BY WARDEN
  • ROLL 4, DEAL THE TOTAL.
  • MISFIRES WILL GIVE THE BOSS +1 DAMAGE NEXT ATTACK.
NOTES
T11CHARGE UP
RISK ●○○ · ROLL 2
BANK 2 DICE
NOT ON ANY SHIP YET
  • DON'T FIRE. ROLL 2 AND BANK THEM.
  • YOUR NEXT CARD ADDS THEM.
  • BANKED 1S MISFIRE.
NOTES
T12ECHO
RISK ●○○
REPLAY LAST CARD
NOT ON ANY SHIP YET
  • REPLAY YOUR LAST CARD WITH
  • THE SAME DICE, MISFIRES TOO.
NOTES

BOSS TACTIC CARDS

JUMP GATES · THREE OFFERED EACH ROUND · 3/3
T13RAM
RISK ●●● · ROLL 2
ROLL 2 · ×3 · HURTS
NOT ON ANY SHIP YET
  • ROLL 2, DEAL THE TOTAL ×3.
  • BOSS +1 NEXT ATTACK.
NOTES
T14BOUNTY
RISK ●●○ · ROLL 3
ROLL 3 · EARN GOLD
BROUGHT BY SOVEREIGN
  • ROLL 3, DEAL THE TOTAL.
  • EARN HALF OF IT IN GOLD.
  • MISFIRES WILL GIVE THE BOSS +1 DAMAGE NEXT ATTACK.
NOTES
T15PATCH UP
RISK ●○○ · ROLL 2
ROLL 2 · HEAL
NOT ON ANY SHIP YET
  • ROLL 2, HEAL THE LOWER DIE. NO MISFIRES.
NOTES