2289: Star Realms: Space Cards

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There are certain themes that, it seems, just lend themselves to adaptation into tabletop games, and space is one of them. It’s perhaps a side-effect of the overlap between sci-fi nerddom and board game geeks, but whatever the case, it works; there are some fantastic sci-fi games out there, including Eclipse, Race for the Galaxy and Space Alert, all of which are games I like very much.

Recently, I’ve discovered a new game called Star Realms which I find particularly appealing due to its simple mechanics and short play time. I initially discovered it through its mobile and PC versions, but have since picked up some physical packs to play it with friends, since it’s a very quick and expandable game that doesn’t require much setting up and only takes about 20-30 minutes to play, even with newbies.

Star Realms is a deckbuilding game. For the uninitiated, this means that it’s a game where you start with a small (fixed) deck of cards that provide you with some basic abilities, and over the course of the game you add to this deck to gradually make yourself more and more powerful, hopefully culling some of the less useful cards from your deck as you progress. It’s not the same as a collectible card game or CCG (in which you buy starter decks and booster packs of cards, then customise your deck to your liking before taking the whole thing into battle against another player), nor is it the same as a living card game or LCG (similar in execution to a CCG, only without the random chance element of collecting cards through booster packs) — it’s a game where you gradually build your deck as you play rather than before you start, and thus it’s a game where all players start on equal footing rather than those with rarer or more powerful cards having a distinct advantage.

In Star Realms, there are three resources to manage. Authority represents your overall “life”. You start with 50, and if you run out, you lose. You can, however, go over the initial maximum of 50 because it’s eminently possible to gain Authority as you play as well as lose it. Authority is a constant resource that you don’t dispose of when you discard a hand of cards.

Combat and Trade, meanwhile, are disposable resources, which means that they’re temporary and tied to the cards you play on any given turn. The basic mechanics of the game run thus: cards that you play with Trade on them add points to your Trade pool for the round, which can then be used to purchase cards from a selection of six available in the middle of the table. When purchased, these cards are added to your discard pile, so they’ll be shuffled into your deck whenever you reach the end of your current deck cycle. Meanwhile, Combat cards, likewise, add points to your Combat pool, which is used to directly deal damage to your opponent or destroy their bases. Outpost-class bases must be destroyed before you can damage your opponent; for those who have played Hearthstone, they’re a bit like cards with the Taunt ability.

Many cards then have various special abilities on them that trigger via various circumstances. Ally abilities, for example, trigger if you have two or more of the same “suit” on the table. Scrap abilities give you a one-shot powerful ability in exchange for permanently removing the card from the game. And in some cases, cards simply provide you with a helpful ability (such as drawing extra cards, or being able to scrap useless cards from your hand or discard pile to trim your deck) when you play them.

It’s a simple and elegant game that in execution is quite similar to Ascension, but the directly adversarial nature of it — you’re fighting each other, rather than trying to gain the most points — makes it a little more interesting to me, and almost gives it the feeling of a CCG like Magic: The Gathering or its ilk. This is entirely deliberate on the part of the game designers, of course, a couple of whom previously worked on Magic. By stripping out the collectible part of the game, however, Star Realms becomes accessible to everyone by putting everyone on an equal footing at the start of the game. It’s also expandable with additional decks and expansions that add interesting new cards to the game (such as Gambits, which give players super-special abilities they can trigger when they need to) but the base game is a lot of fun, and well worth a look for those who enjoy adversarial card games but perhaps balk at the idea of ponying up for booster packs for games such as Hearthstone and its ilk.


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