Overall, the base game is fun, very addictive, deceptively simple and yet very strategic. They usually have a large health pool, and you the players attack it like you would attack each other. For example, a boss might just draw the top card, and if it belongs to the Blob faction, do X damage against you. They usually use the trade deck to randomise their attacks. Basically, every boss will come with their own set of rules. So, let’s assume you got your hands on a boss card. Once again, I emphasise: there is no co-op mode in the base game. There are also 2 bosses in the Gambit Set – although our copy mysteriously did not have those! Or, if you are like us, and have the base game, and want to try co-op: the internet is your friend… You can pretty easily find pictures of the bosses online, and the Frontiers rulebook also have a bunch of details. The best place to start, if you do want the challenge cards, is the Frontiers expansion set. Challenge cardsĪs mentioned earlier, in certain packages, you also get boss cards you can play against. So it’s usually worth focusing on one or two of the four available factions. Your cards have powerful combos if you manage to play multiple ships or bases of the same faction in your turn. For example, there is a diplomacy-focused one with lots of healing, a zerg-style hive-mind faction with powerful combos, etc. There are four factions in the game, with different themes and mechanics. If your deck gets burdened with cards you don’t actually need, you’ll turns will soon turn into a slog. You always have to carefully consider what to add to your deck. As you gain more and more powerful cards, your deck will become a well-oiled machine of death, with lots of combos, powerful attacks and whatnot. ![]() The goal of the game is to lower the other player’s health authority to 0. or do combat (attack the other player directly and thus lower their authority or destroy their base(s) in play. ![]() gain authority (heal back damage you took).trade (acquire new ships from a shared trade row).Every turn, you draw 5 cards, with which you can: Your starting deck consists of weak ships, and you build up your forces over the game. You have a deck of cards that represent your space empire in the form of ships and bases. One could say this game is deck-building in its purest form. If you have ever played with a deck-building game before, you will find Star Realms very familiar. ![]() Base gameīefore we get to the co-op aspect, a quick summary of the base game. This is the tale of those challenge cards. However, in certain packages, you get challenge cards that let you play solo or co-operatively against powerful boss enemies. Let’s clarify: this is a review of the co-op mode of Star Realms, which is in its default form a competitive fast-paced two-player space-themed deck-building game. “Wait have I already drawn a card this turn have I done this already? I don’t remember if I have already used this.” “And I have 1+2 that’s 3 +3 that’s 6 +1 that’s 7 trade!” “And +2 and from this destroy base that is triggered because I have that and so that is destroyed and gain 2 authority + 3 + 4 authority.” “And I scrap that and that is target opponent discards which means + 3 combat and then +2.” “I am drawing two more cards and then this combo’s with this”.
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