Star Realms is a card-based deck building science-fiction tabletop game, designed by Rob Dougherty and Darwin Kastle and published in 2014 by Wise Wizard Games. The game started out as a Kickstarter campaign in 2013.[1] The goal of Star Realms is to destroy opponents by purchasing cards using "trade" points and using these cards to attack an opponent's "authority" using "combat" points. The game takes place in a distant future where different races compete to gain resources, trade and outmaneuver each other in a race to become ruler of the galaxy.[2]

The cards in the core set are divided over four different factions, each with different benefits or strengths. 20 total cards from each faction appear in Trade Deck, though there are only 11 or 12 different cards in each faction because some cards have more than 1 copy. There are also Unaligned ships, consisting of the Viper and Scout cards from the starting Personal Decks and the Explorer cards.


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Each player starts out with a starting personal deck of ten ship cards and 50 points of "authority" cards. The starting deck includes eight "Scout" cards (each generating 1 trade) and two "Viper" cards (each granting 1 combat), the most basic ships. The authority cards indicate how much health the player has left.

At the start of the game the player who goes first draws three cards and the player going second draws five cards. If there are three players, the first one has 3 in their starting hand, the second one has 4, and the third one has 5 cards.

The player whose turn it is then plays the cards from their hand in front of them, each card possibly giving a boost in trade, attack, authority, and/or granting a special ability. At the end of every turn, the player moves all played ship cards to the discard pile, then draws five cards and the next player starts their turn. Whenever the draw deck is empty and a card needs to be drawn, the player shuffles their discard pile and places it face down to form a new draw deck. New cards acquired by purchasing with trade points are first placed in the discard pile and then enter the game when the pile is reshuffled. When a card is purchased it is replaced in the trade row with a new card from the trade deck.

Wise Wizard Games have released many expansion packs plus two standalone expansions for Star Realms. Some expansions/promo cards were only available to backers of the Kickstarter campaign while other expansions are available to the public. There are some differences between the online Gambit expansion and the collectible cards.

This is a 2-player only game out of the box so there is no change in set-up to play it 2-players (yes, it can be played solo or with 3-4 players as you add in expansions or additional decks, but this review is focusing just on the experience from one base set). Each player receives their set of 10 starting cards (2 Vipers, 8 Scouts) and nine authority-tracking cards (6 of the 1/5 cards and 3 of the 10/20 cards). The ten Explorer cards form a pile in the center of the play area (and is a permanent option to purchase from the trade row). The remaining deck is shuffled and five cards are placed face-up in a row by the Explorer cards. Each player sets their authority to show 50, shuffles their deck of ten cards. The starting player draws three, the other player draws five cards.

The thing I enjoy most about deck building is that you start with a weak engine and then develop it into a well-oiled and powerful machine. In Star Realms, you start with a very basic deck, and then you fill your deck with... slightly less basic cards? These cards give you money, attack power, defense or allow you to regain authority.

You have a deck of cards that represent your space empire in the form of ships and bases. Your starting deck consists of weak ships, and you build up your forces over the game. Every turn, you draw 5 cards, with which you can:

But starting this week, I tried playing Realtime games, which limitplayers to a minute or so per turn. It works a bit like a chess clockexcept you get a few seconds added when you make each move in yourturn. The game doesn't split out my win/loss record by game type, butit quickly became obvious I win more games in the faster format.

Like I just said there are 80 new trade row cards (20 in each of the 4 factions) and 8 oversized Mission/Boss cards for the co-op play. On top of all of that, you have everything you need to make this a standalone copy of the game: authority counters, starting decks, and enough explorers for 4 players to play a regular game of Star Realms right out of the box.

To set up a solo or co-op mission it's very much the same as the base game. You'll setup the trade row and explorer cards as normal, and everyone gets a starting deck. From there it all depends on which Boss you're playing against. They all have setup instructions on the back and a little more detail in the rulebook too. Let's jump into the gameplay and I'll tell you about one of my run throughs. Cool?

And for all of you for which the previous sentence made absolutely no sense: Star Realms is a card game where you buy star ships and bases, then use those to buy better star ships and better bases, and use them to damage and destroy your opponent.

When he first became interested in playing Star Realms, I gave him a lot of advantages. I removed some crap cards (three scouts and a viper for you Star Realm aficionados) from his starting deck, and gave him a decent card (an explorer). I had to help him read the cards, and explain the concept of damage, trade, and life to him, but he beat me handily. From that moment on, my 5-year-old was a Star Realms fiend.

If you really want to mix it up, the Events expansion will add a bit more randomness. Personally, I found this expansion to be the least enjoyable. Star Realms, like all deckbuilders, already has a fair amount of luck involved. If you re-shuffle and draw a terrible hand, it can set you back potentially far enough that you can never recover. Draw a great hand with cards that have some good synergy and you can end the game quickly. The event cards often favor one player over the other. Even if the impact appears to be the same for each player, happening in the middle of one players turn, but before the start of the other players can make a big difference in how useful it will be.

Each player starts with fifty authority and an identical deck of weak cards. Players shuffle the trade pile and turn the top five cards up to form the trade row. The Explorer cards are set off to the side in a pile by themselves. The first player draws three cards; the other player draws five cards.

 Lyndsey went first and picked up a Trade Federation (blue card). On my turn I picked up both a Star Empire (yellow) and a Machine Cult (red) card. Lyndsey followed by purchasing a Blob (green) card and another blue card. For our next few turns, we stuck to this strategy, each focusing on the two colors we picked from the start.

If you know me, you know by now that I love looking at both hot, new games we all can get pumped about as well as older titles coming back into the spotlight. The new Star Realms starter box, published by Wise Wizard Games, is one of the latter. I love games like this! Sure, the thrill of getting a brand-new game is always sweet, but sweeter still is the feeling of purchasing a title you know will sit with honor on your shelves for years to come, played so much that the corners of the box are practically falling apart.

I held an early lead on this one, I focused on upgrading my empire and netting extra dice to roll in the process. It was looking like experience was winning out over youth and I was starting to trash talk a little.

I really enjoyed my first game of Tiny Epic Galaxies. It was easy to learn and provided a light empire building feel for around 45 minutes of play. I think the use of dice driven actions is nicely done. My only reservation here is that halfway through the game it started to feel a little repetitive. Essentially your main goal is to colonise as many planets as possible to get to 21 points before the other player. Once you gain a planet you simply slide it under your play mat and go for the next one. This is only my first play, but I wonder if replay value might suffer with this one due to its simplicity. I would like to try Tiny Epic Galaxies again to see if my concerns are justified before making up my mind.

To play Star Realms you give each player their deck of 10 starting cards, place 10 explorer cards on the table (either player can buy these) and shuffle the trade deck cards. Give each player cards equaling 50 authority points (this is essentially your life points) and place 5 trade cards face up available for players to purchase.

I was really excited to introduce Star Realms to my son, we both really enjoy deck builders and Star Realms is one of my favourites. I thought I would have a decent advantage in this one so that I could avenge my poor performance in Tiny Epic Galaxies, and to be fair it started relatively well.

I got off to a good start inflicting some early damage and taking the lead. There was no trash talking this time as I concentrated intently, not wanting to come away without a win tonight. It all started to go awry mid game as he got to grips with the game and managed to buy some great base cards which helped him a lot.

Regular readers of Geeky Hobbies will know that I was a pretty big fan of CCGs (Collectible Card Games) when I was a kid. I really enjoyed playing CCGs, but the cost of having to purchase individual packs eventually turned me off from the genre. While there are still some CCGs still going strong to this day, a lot of them died off after the initial surge in the genre. In recent years game designers have started to come out with CCG type games that eliminate the booster packs entirely. This has also lead to the creation of a new genre of card games called deck builders which started with the game Dominion. I bring this up because the game I am looking at today, Star Realms, feels like a combination of a CCG with a deck builder. I was really interested in checking out Star Realms as its premise was really interesting. It is also quite impressive that it was able to reach the top 100 board games of all time on Board Game Geek. Star Realms is such an interesting combination of different mechanics that work so well crafting an almost perfect blend between accessibility and strategy. ff782bc1db

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