2294: Partners in Space Empires

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Finally got the chance to try out the physical version of Star Realms today, and it turns out to be an excellent game that appeared to go down well with all four people who were playing it.

I was particularly interested to try out the physical version of Star Realms because it provides the opportunity to play in ways other than the head-to-head two-player default style that the computer and mobile versions offer. You need more than one deck to do so (one deck per 1-2 players) but since the game is not expensive in the first place, getting enough cards to play with up to 6 people is still eminently affordable, and probably cheaper than many other, bigger-scale games.

We played in two different ways: firstly as a “free-for-all” game in which anyone around the table could attack anyone else on their turn, including splitting their combat scores between multiple opponents if they saw fit. The climactic moment of this particular game came when my friend James scored a massive 34 points of damage on my friend Tom, taking him down to just 7 Authority remaining. Conveniently, the hand I had drawn for my next turn — I was after James — had exactly 7 damage worth of combat power in it, so Tom was swiftly dispatched, to our great satisfaction; Tom generally beats both James and me in most games, so it’s always a genuine delight to utterly destroy him.

Following that, we tried a team game in which two two-player teams face off against one another, each team starting with a single Authority pool of 75 instead of the usual 50. In the team game, both players on the team play simultaneously and have their own “in-play” area, hand, draw deck and discard pile, but can pool the Trade and Combat resources they accumulate by playing cards. This means that the game’s “ally” abilities (which tend to trigger when multiple cards of the same colour are on the table) can only happen within an individual team member’s in-play area, but players can pool their resources in order to more easily acquire expensive cards or deal significant amounts of damage to their opponents.

I particularly enjoyed the team game; the dynamic was very different to the free-for-all multiplayer and two-player head-to-head variants, and the cooperative aspect worked well. In many cooperative or team-based games, “alpha player” syndrome rears its head, with one player tending to dominate discussions to such a degree that teammates go along with whatever they say without any real input. In Star Realms, however, the fact that each player is building their own deck — and teammates are mutually agreeing on how to proceed — allows for them to feel like they’re taking independent actions, but also to feel as if they’re contributing to the overall effort. Discussion and collaboration is essential to success — and can lead to some spectacular combos of cards hitting the table — but at no point did I feel like one player was dominating the table talk, nor did I feel like the game was especially unbalanced when played in this way. In fact, there are many aspects of the game that actually feel more balanced when played in a team game — certain abilities appear much stronger and more useful than they do in the free-for-all or head-to-head game, and specialising your deck with particular colour cards becomes even more important than it already is.

Star Realms was a resounding success, then, which I’m pleased about. It’s a simple, quick and easy to set up game that has a nice blend of theme and mechanics. I’m looking forward to playing it some more in the near future.


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