
There is also a trade deck which holds unrevealed cards for purchase and a trash heap where players put cards that are removed from the game.Įach player starts out with a starting personal deck of ten ship cards and 50 points of "authority" cards.
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The trade row holds five cards at all times, plus a deck of "Explorer" cards that are always available for purchase. In the middle of the table is the "trade row", which holds the cards available for purchase. Each player has their own draw deck to draw new cards from and their own discard pile where they put used cards. An opponent's combat points must be above or equal to the base's shield value to destroy it and move it to the discard pile. Outposts must be attacked first, before an opponent can attack the player or other bases.

Outposts have black shields and act as protection in addition to any benefits. Bases have a grey shield, and provide some kind of benefit but no protection to the player's authority or other bases. Bases are either a normal base or an outpost. Some cards also have the ability to be scrapped, which removes them from the game entirely but also gives the player some kind of benefit.Ĭards are either ships, which are used and then placed in the discard pile at the end of the turn, or bases which are played and stay in play until they are destroyed by an opponent and then discarded. letting the player draw more cards to their hand or forcing an opponent to discard cards. Many cards also have a special ability, e.g. Cards have either a trade value or a combat value or Authority value or a combination, giving the player a boost for purchasing cards, attacking opponents or adding authority to their total. 7 ships and 5 bases.Īll cards have a trade cost, which is used to determine how many trade points the player needs to buy the card. Specializes in removing undesirable cards and defending from opponent's attacks. The Machine Cult, a cult of technology focused on robotics and computerization.Specializes in Combat and drawing new cards and to force opponent to discard cards. The Star Empire, former colonies of the Trade Federation.Specializes in generating absolutely obscene amounts of Combat and removing undesirable cards from the trade row. The Blobs, mysterious alien creatures.Specializes in generating Trade, and they are the only faction able to generate authority. The Trade Federation, focused on trade and growth.There are also Unaligned ships, consisting of the Viper and Scout cards from the starting Personal Decks and the Explorer cards. 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. The cards in the core set are divided over four different factions, each with different benefits or strengths. 18 double-sided Authority cards for keeping score.

Two 10 card Personal Decks, consisting of two Vipers and eight Scouts each.One 80 card Trade Deck (20 each of 4 different factions, described below).The original game (core set) consists of the following: In 2016, Wise Wizard Games published a fantasy version of this game Hero Realms.
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The game is marketed as portable and expandable, as it comes in a small box and contains only cards and no dice or markers. Star Realms is similar to other deck building games, like Ascension and Dominion. 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. 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 started out as a Kickstarter campaign in 2013. 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. Until one of the players loses all their authority.

2 to 4 (adding expansions allows the game to support more players)
