![]() ![]() If those bases are still in play on your next turn, you can use their abilities again. At the end of your turn, do not discard any of your bases from play. When played, bases can have alliance and scrap abilities, just like ships. Bases are read horizontally and differ in that they stay in play every turn. Most cards are played and then discarded at the end of the turn. You still get the other abilities from the card if you use a scrap ability. You can only use a card’s scrap ability once because you remove the card from your deck after using it. Those are scrap abilities, which you can activate by placing the card from your play area into the scrap heap. Some abilities are next to a trash can symbol. To get this alliance bonus, you must have another card from the same faction in play. Some extra abilities of a card are next to a faction symbol, matching the card played. The cards you buy from the trade row are part of a faction. ![]() Your starting cards and explorers are unaligned ships. They also may have other effects, like drawing cards. Rather than only giving one trade or combat, these cards provide more resources. You’ll play cards from the trade row the same way you play your starting cards. When your deck empties, your discard pile, which includes newly bought cards, forms a new deck. You also can scrap them for two combat when you no longer want them in your deck. You can always buy explorers with your extra trade. You may buy any number of cards as long as you have enough trade. Whenever you buy a card from the trade row, put the gained card in your discard pile, and immediately replace it with one from the top of the deck. The card’s cost is shown in the upper right corner, faction on the upper left corner, and abilities at the bottom. Most of the time, you will buy cards from the trade row. The first player only draws three cards to start the game.Īll your starting cards are weak, so you’ll want to use the trade provided by your scouts to buy new ships and bases. ![]() Whenever a player runs out of cards in their deck to draw, they shuffle their discard pile to form a new deck. You’ll then discard all cards in play and draw five new cards for your next turn. On your turn, you may play cards in your hand, buy cards with trade, and attack the opponent with their combat. Players will have five cards at the start of each turn. Scouts have a one trade symbol on them, and vipers have a one combat symbol. ( Nikhil Vyas)Įach player will get a 10-card starting deck comprised of eight scouts and two vipers. Each player starts the game with a deck of eight scouts and two vipers. ![]() Put the stack of explorers on one side of that row. Shuffle the trade deck and place five face-up cards between both players to form the trade row. You’ll use these cards during the game to track how much authority you have. How to PlayĮach player will sort their double-sided authority cards so that the total amount face-up is 50. Let me teach you how to play, and then I’ll tell you what I think of it. You can fully enjoy the game experience in just 30 minutes. A single copy of Star Realms allows two players to play, but you can purchase multiple copies to play with up to six players. Star Realms is a deck-building combat style game where players start with basic cards and buy more powerful cards to bring their opponent’s authority down to zero. You’ll also have to choose which alliances to invest in to be the ultimate victor. Ready your ships and bases for combat and be prepared to recruit ships for your fleet. It was designed by Rob Dougherty and Darwin Kastle. Star Realms is a game published by White Wizard Games. ![]()
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