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. 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. Again, the key here is that the addition of the win condition was in response to a problem with a game dragging on and allowed for additional strategy that could work in conjunction with the regular win conditions in stead of working against the games underlying game mechanics.2 to 4 (adding expansions allows the game to support more players) as an example, years ago, Similar mission based win conditions were added to RISK and it help reinvigorate a game that was known to drag on and become stale. I'm not against the over all idea of missions in games. If your mission card condition is to play 3 cards of different factions in one turn then it means you have to spend at least on round not focusing on building out your faction. I also feel like it takes away from the games core mechanic which is about card synergy. "using x number of abilities in a turn" or "gain x amount of authority and doing x amount of damage in a turn"īy completing those goals you gain a bonus and if you complete three then you win the game.Īdding additional win condition seems unnecessary given how quick the matches already go. It adds, win conditions by completing "secret missions" e.g. The only expansion that I'm not a fan of is Missions.
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