Star Realms

Wise Wizard Games, ADC Blackfire Entertainment, ADC Blackfire Entertainment GmbH · Board game · 2014
2 · best 2 20 min Weight 1.9/5
8.1 rating Ludopedia
7.6 rating BGG
STEP BY STEP

Objective of the Game

Welcome, space commanders! In Star Realms, you're not just playing cards; you're building a formidable space armada to dominate the galaxy. Your ultimate goal? To reduce your opponent's **Authority** to zero! Each player starts with 50 **Authority**, so every strategic purchase and every combat decision brings you closer to galactic supremacy. Get ready to launch your ships, acquire powerful bases, and outmaneuver your rival in this thrilling deck-building showdown!

Preparation (Setup)

Setting up Star Realms is quicker than a hyperspace jump! Here's how to get your game ready:
  1. Each player takes a **personal deck** consisting of 8 **Scout cards** and 2 **Viper cards**.
  2. Each player starts with a score of 50 **Authority**. You can use **Authority cards** or any other method to keep track.
  3. Leave space next to each **personal deck** for a **discard pile**.
  4. Place the 10 **Explorer cards** face up on the table. This is the **Explorer Pile**.
  5. Shuffle the **Trade Deck** and place it face down on the table.
  6. Lay out 5 cards from the **Trade Deck** face up on the table. This is your **Trade Row**.
  7. Leave a space next to the **Trade Row** for the **Scrap Heap** (where cards removed from the game go).
  8. Both players shuffle their **personal decks**.
  9. Randomly determine who goes first. The first player draws three cards, and the second player draws five cards.
Now you're ready to dive into the action!

The Turn of Play

Players take turns, alternating back and forth, each turn following three distinct phases in order:

1) Main Phase

This is where the magic happens! During your **Main Phase**, you can perform any of the following actions, in any order you wish, and as many times as you like:
  • Play cards from your hand: Just place a card face up in front of you and do what it says.
    • Ships: These provide a one-time effect when played and stay in play until your **Discard Phase**.
    • Bases: These are persistent! They stay in play turn after turn until destroyed or scrapped. Each **Base** has a **Defense** value. Some **Bases** are **Outposts**, which protect you and your other non-outpost **Bases** from attacks until all your **Outposts** are destroyed.
  • Use abilities of Ships or Bases in play:
    • Primary Base Abilities: Most **Bases** have an ability in their main text box. If there's an "or" between abilities (like gaining 2 **Authority** OR 2 **Trade**), you choose one.
    • Ally Abilities: Indicated by a faction icon, these trigger as soon as you have another **Ship** or **Base** of that faction in play. Once triggered, you can use them anytime during your **Main Phase**.
    • Scrap Abilities: Marked by a trash can icon. If you choose to use a **Scrap Ability**, you remove the card from play and place it in the **Scrap Heap** forever! Use these wisely. (Note: if an **Explorer** is scrapped, it goes back to the **Explorer Pile**, not the **Scrap Heap**.)
  • Acquire Ships or Bases with Trade:
    • When you play cards that give you **Trade**, it goes into your **Trade Pool**.
    • Use **Trade** to buy cards from the **Trade Row** or the **Explorer Pile**. The card's cost is in the upper right-hand corner.
    • Acquired cards go directly into your **discard pile**. They don't go into play and their abilities aren't used immediately.
    • If you acquire a card from the **Trade Row**, immediately replace it with a new card from the **Trade Deck**.
    • Sometimes cards let you "Acquire a card" without using **Trade** – pretty sweet!
  • Attack your opponent or their bases with Combat:
    • When you play cards that give you **Combat**, it goes into your **Combat Pool**.
    • To attack a **Base**, subtract **Combat** equal to its **Defense**. The **Base** is destroyed and goes to your opponent's **discard pile**.
    • Sometimes cards let you "Destroy target Base" without using **Combat**.
    • To attack your opponent directly, subtract any amount of **Combat** from your **Combat Pool** and reduce their **Authority** by that amount.

2) Discard Phase

Time to clean up! During this phase, you:
  • Lose any remaining **Trade** in your **Trade Pool**.
  • Lose any remaining **Combat** in your **Combat Pool**.
  • Put all **Ships** that are "in play" into your **discard pile**.
  • Put any cards left in your hand into your **discard pile**.

3) Draw Phase

Get ready for your next turn! During your **Draw Phase**, you:
  • Draw 5 cards.
  • Your turn ends.

Important Note: If your **personal deck** runs out, shuffle your **discard pile** to form a new **personal deck**, then continue drawing until you have 5 cards.

End of Game and Scoring

The game ends immediately when one player's **Authority** is reduced to zero. That player loses, and their opponent claims victory as the undisputed ruler of the Star Realms!

Tips for Winning

New to the Star Realms universe? Here are a couple of tips to get you started on the path to victory:
  1. Balance Trade and Combat: It's tempting to go all-in on attacking, but remember you need **Trade** to acquire more powerful **Ships** and **Bases**. A strong economy fuels a strong offense. Don't neglect your **Trade**!
  2. Utilize Faction Synergies: Pay attention to **Ally Abilities**! Building up cards of the same faction can unlock powerful bonus effects, turning a good turn into a game-changing one. Look for opportunities to chain these abilities together.
  3. Consider Scrapping Strategically: While giving up a card forever sounds harsh, **Scrap Abilities** can offer immediate, powerful benefits or help you thin out your deck of weaker starting cards (like **Explorers** or **Vipers**) to draw your better cards more often. Think about the long-term benefit versus the immediate cost.
Rules videos

In English

OFFICIAL RULEBOOK
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