recursal/Fanatic-Fandom huggingface dataset:
Star Realms™ Legend Series Tournaments

The Star Realms Legends Series of tournaments are an officially sanctioned series of tournaments held in various venues, both physical and online, known most prominently for awarding the champion with a cash prize and/or the promise of a future Hero card in the champion's likeness.

## How it Works

Each table has a set of either Star Realms, or Star Realms: Colony Wars.  (Even-numbered tables will have Colony Wars).  Players play with the game that is at their assigned seat.

Legends do not use expansions for tournament play (Crisis, Gambit, etc)

The tournament will be Swiss rounds, with a cut to Top 8 or Top 4 (depending on the number of players). Swiss rounds are single games, with a 30-minute time limit.  Playoff rounds will be best-of three and untimed.

When time is called, the player taking their turn will be able to finish their turn.  Then each player will get one full turn (untimed). If nobody wins by the end of the second bonus turn, the game is a draw.

The playoff rounds will be using the original Star Realms game, not Colony Wars.

After your match, please reset the board for the next round.  We appreciate that! ;)
Trading Post

## How to Play

At any time during your turn, gain either 1 Trade or 1 Authority (but not both). Also, at any time during your turn you may scrap Trading Post to gain 3 Combat.

## Strategy

With only a 1 Trade or 1 Authority bonus to offer and 4 defense, Trading Post is one of the weakest base choices. However as an Outpost it can be useful to protect other non-Outpost bases from attack, especially in the early game when it is difficult to remove two bases in one turn.
Long Hauler

## How to play

When you play Long Hauler, gain 3 Trade. If you have another Trade Federation card in play, gain an additional 2 Trade. At any time during your turn, you can scrap Long Hauler and put the next base you acquire this turn on top of your deck.

## Strategy

When combined with a Trade Federation ally, Long Hauler yields a total of 5 Trade, more than any other card in the game. This makes it exceptionally useful for building up power, especially in the early game or mid-game. The scrap ability is also good, but unfortunately you can only put a base on top of your deck. If you do not have any other Trade Federation cards to trigger the ally ability, it is usually overcosted and it is often better to buy another card that provides 3 Trade.
Builder Bot

## How to play

When you play Builder Bot, gain 1 Trade and you may scrap a card in your discard pile. If you have another Machine Cult card in play, gain an additional 1 Trade. You can also scrap Builder Bot for 2 Combat.

## Strategy

Builder Bot is a fair early purchase, but the downside of only being able to scrap in your discard pile is that in early game you frequently do not have a discard pile and hence cannot use the scrap ability of this card. Still, with a bit of luck you can scrap several cards, and when Builder Bot has lots its purpose it can scrap itself. The additional 1 Trade as ally ability is a nice bonus.
Star Realms (Base game)

Star Realms is a two-player deck-building game published by White Wizard Games.

*Rule the stars. Forge your own star realm. Build up your military through shipping and trade, then use your mighty fleet of warships to protect what's yours and take what isn't!*

*Designed by Magic Hall of Famers Darwin Kastle and Rob Dougherty. Star Realms combines the fun of deckbuilding games with the interactivity of trading card game-style combat. As you play, use trade to add new ships an bases to your deck. When played, those ships and bases generate powerful effects, additional trade, an combat to attack your opponent and their bases. If you reduce your opponent's score to zero, you win!*

*This deck is a complete 2-player game containing rules and 128 cards. To expand for more players, simply use an additional deck for each 1-2 additional players.*

## Card List

### Basic Cards

* (4) Viper
* (16) Scout
* (10) Explorer

### Trade Federation

* (3) Federation Shuttle
* (3) Cutter
* (2) Embassy Yacht
* (2) Freighter
* (1) Command Ship
* (1) Trade Escort
* (1) Flagship
* (2) Trading Post
* (2) Barter World
* (1) Defense Center
* (1) Central Office
* (1) Port of Call

### Blob

* (3) Blob Fighter
* (3) Trade Pod
* (2) Battle Pod
* (2) Ram
* (2) Blob Destroyer
* (1) Battle Blob
* (1) Blob Carrier
* (1) Mothership
* (3) Blob Wheel
* (1) The Hive
* (1) Blob World

### Star Empire

* (3) Imperial Fighter
* (3) Imperial Frigate
* (3) Survey Ship
* (2) Corvette
* (1) Battlecruiser
* (1) Dreadnaught
* (2) Space Station
* (2) Recycling Station
* (1) War World
* (1) Royal Redoubt
* (1) Fleet HQ

### Machine Cult

* (3) Trade Bot
* (3) Missile Bot
* (3) Supply Bot
* (2) Battle Station
* (2) Patrol Mech
* (1) Stealth Needle
* (1) Battle Mech
* (1) Missile Mech
* (1) Mech World
* (1) Brain World
* (1) Machine Base
* (1) Junkyard

### Score Cards

* (12) Authority 1/5
* (6) Authority 10/20
Command Center

## How to Play

When you play Command Center you put an Outpost in play with a defense of 4. Gain 2 Trade and whenever you play a Star Empire ship, gain 2 Combat.

## Strategy

If you do not have any other Star Empire cards in your deck, Command Center is a decent outpost in early game when it may last several turns. In that case it becomes significantly less valuable later in the game, when it is easily taken out due to its relatively weak defense. However, in a predominantly Star Empire deck it can generate a significant amount of damage, especially when you have two of them in play (or copy it with a Stealth Tower). In that case it can also be a good purchase later in the game.
Command Ship

## How to Play

When you play Command Ship, gain 5 Combat, 4 Authority, and draw two cards. At any time, if you have another Trade Federation card in play, you may destroy target base.

*Note:* In the digital app, you may destroy only an opponent's base. In the physical game, you may destroy an opponent's base or your own base.

## Strategy

Command Ship is an extremely rare 8-cost card, but well worth the cost. It is also the only card currently in the game that provides two draws without condition. It is usually well worth it to sacrifice a Space Station, Blob Wheel, or Ram to afford the Command Ship. Buying this card in the early stages of the game pays great dividends in Authority, Combat, and draws.
Cargo Pod

## How to Play

When you play Cargo Pod you gain 3 Trade. When the ally ability triggers you gain 3 Combat and any time during the turn you can scrap the Cargo Pod for 3 Combat.

## Strategy

Great mid-range cost card for the Blob. Adding +3 Trade to you Purchase Power is necessary for getting the high Powered Blob Cards. Adding 6 Combat at an opportune moment makes this card totally worth to buy in the early stages of the game. Even for players who tend to play other factions.
Ion Station

## How to play

At any time during your turn, gain 2 Trade. If you have another Trade Federation card in play, gain another 1 Trade. If you have two (or more) other Trade Federation cards in play, you also gain 4 Combat and 4 Authority.

## Strategy

This card can be extremely valuable in a blue-heavy deck. With both the ally and double ally abilities enabled, this outpost generates 3 Trade, 4 Combat and 4 Authority. Considering that it only costs 5 Trade, this might well make it the best valued card in the game. If you acquire this card early in the game, it is definetely worth buying some other Trade Federation cards (preferably bases) to trigger Ion Stations ally abilities. Due to its high stats it remains useful later in the game in any predominantly blue deck.

If you are unlikely to use its ally abilities, this card is rather expensive for what you get, although still not bad as it is still an Outpost of 5 that can keep your other bases and HQ safe.
Cosmic Gambits

Cosmic Gambits is an expansion for the Star Realms base game.

## Description

*In the cold, unforgiving battlefield of space, a cunning gambit can prove to be the most powerful weapon in your arsenal.*

*This pack contains 15 cards for use with the Star Realms Deckbuilding Game.*

## Cosmic Gambits

### Gambits

* (1) Acceptable Losses
* (2) Asteroid Mining
* (1) Black Market
* (2) Exploration
* (1) Hidden Base
* (2) Rapid Deployment
* (1) Triumphant Return
* (1) Two-pronged Attack
* (1) Veteran Pilots
* (1) Wild Gambit

### Bases

* (1) Secret Outpost
Patrol Mech

## How to Play

When you play the Patrol Mech you get a choice between 3 trade and 5 Combat Power. When the ally ability triggers you may scrap a card from your hand or discard pile.

## Strategy

For only 4 four trade you get a powerful mech which gives you options to buy the more costly cards or attack harder. And you get also the option when the ally ability triggers to get rid of cards you don't want anymore. One of the better buys in the midrange tradecost cards within the Machine Cult deck.
Moonwurm Hatchling

## How to play

When you play Moonwurm Hatchling, gain 3 Trade or destroy a target base. If you have another Blob card in play, gain 3 Combat. If you have two (or more) other Blob cards in play, gain another 3 Combat.

## Strategy

This card is of the few cards (and the only one in Frontiers) with the primary ability to destroy a target base. This makes it a useful card if your opponent has several bases with high defense. If you do not need to destroy a base, you can gain 3 Trade instead: nice, but it it certainly not the only card of cost four or less to do so. Of all those cards, this is the only card that can get a lot of additional Combat by allying, so if you have a lot of Blob cards that is a good reason for choosing it. If you do not have many Blob cards (and you do not need to destroy a lot of bases) you are likely better off with another ship.
Plasma Bot

## How to play

When you play Plasma Bot, gain 3 Combat and you may scrap a card in your hand. If you have another Machine Cult card in play, gain an additional 2 Combat.

## Strategy

A good buy in the early game, allowing you to start cleaning your deck. Scrapping from your hand has downside that it reduces the size of your hand, but the benefit that it is always possible (unlike scrapping from discard pile, which is not possible if your discard pile is empty). The 3 damage is rather meager, with an ally this goes up to 5 but that is still not enough for this card to remain useful later in the game.
Loyal Colony

## How to Play

When you play Loyal Colony you gain 3 Trade, Combat and Authority. The Loyal Colony is a base with a defense value of 6.

## Strategy Edit

Multipurpose base with a decent defense of 6. Everybody should understand that Adding +3 in every category is huge. Probably the highest priority for your opponents if the got the chance to destroy it. Oh what if you can put some Outpost in front of it to protect this steady income..that would be nice :).
Peace Keeper

## How to Play Edit

When you play Peace Keeper gain 6 Combat Power and 6 Authority. When the ally ability triggers draw a card.

## Strategy Edit

Might makes peace says it all. Dealing out a big punch with 6 Combat and repair 6 authority at the same time is very solid. If the ally ability triggers it becomes even better with the drawing of a card to prolong your turn. Totally worth the 6 trade.
Plasma Vent

### Special

When you acquire this card if you've played a Blob card this turn, you may put this card directly into your hand.

## How to Play

At any time during your turn, gain 4 Combat. When you acquire this card, if you've played a Blob card this turn, you may put this card directly into your hand.

## Strategy

The main asset of this card is that you can put it directly into your hand. In particular, you can acquire this card for free with Parasite and then put it immediately into your hand. This is something to look out for if your opponent has a Parasite. It can also be scrapped to destroy a target base: this is sometimes done in the same turn as in which it was acquired in order to finish the game instantly.

Otherwise it is a decent base of cost 6, but nothing spectacular.
The Brain World Wikia

## Welcome to the The Brain World Wikia

The Brain World is a fan created wiki for the Star Realms Deckbuilding Game by White Wizards Games, the ultimate authority for Star Realms information and lore.

## Helpful Resources

* White Wizard Games Website
* Star Realms Fan-Created Community Facebook Page
* Megahaulin Blog and Podcast [dedicated to discussing strategy and insights related to Star Realms]
* Guide to Online Leagues [description of the various online Star Realms leagues and how to join]
* Card Tier List [ranking of all cards available in the digital app]
* Star Realms at BGG
* Star Realms Galactic Summit [Fan run Discord server]

Welcome to the **Star Realms Wiki**

The wiki dedicated to the ***Star Realms*** that anyone can edit!
*160 articles since creation on 14, August 2016*
Trade Pod

## How to Play

When you play Trade Pod, gain 3 Trade. At any time, if you have a Blob card in play you may gain 2 Combat.

## Strategy

Two cost for three trade is a great deal that is very hard to pass up, especially in the first few turns of the game. As the game progresses, the value of the Trade Pod goes down, unless paired with haulers.
Imperial Palace

## How to Play

At any time during your turn, draw a card and choose an opponent who must immediately discard a card. If you have another Star Empire card in play, gain 4 Combat. Imperial Palace is an outpost with a defense of 6.

## Strategy Edit

Drawing a card and making an opponent discard a card are both very good, and with a defense of 6 there is a good chance it may last another turn. This is especially true if you can make your opponent discard even more cards. The ally ability is solid too. Since this card is a free play anyways (due to the draw ability) it is definitely a good card to buy at any time.
Flagship

## How to Play

When you play Flagship, gain 5 Combat and draw a card. Then, if you have another Trade Federation card in play, gain 5 Authority.

## Strategy

As a self-replacing card, Flagship is one of the most valuable cards in the game and is almost never a bad idea to purchase it (if you can afford it) unless there happens to be another 6+ cost card that pairs better with the other cards in your deck.
Hammerhead

## How to play

When you play Hammerhead, gain 3 Combat, draw a card, and select a target opponent who must immediately discard a card. If you have another Star Empire card in play, you may draw a card and then discard a card.

## Strategy

A straight-forward good card: drawing up a card and making an opponent discard a card. The ally ability is also nice, but even if you are unlikely to use it this card is a good purchase nontheless. Since it is a free play due to the card draw it is almost never a bad idea to buy it. Only downside is that the 3 Combat is rather meager, meaning that this is not the best card if you need to take out some strong bases.

## Trivia

The visual design of this card bears a striking resemblance to a Star Wars ship of the same name.
Trade Escort

## How to Play

When you play Trade Escort, gain 4 Combat and 4 Authority. At any time, if you have another Trade Federation card in play, you may draw a card.

*Note*: In the digital app, the ally ability is triggered automatically and is mandatory. However when playing the physical game, the ally ability can be used at any time during the turn.

## Strategy

A solid 5-cost card, the Trade Escort is made even better in a Trade Federation heavy deck because of it's ally-triggered draw. The Escort is versatile as one of only two cards in the Star Realms base game that provides Combat and Authority as a primary ability, which can help reduce or extend the differential in scores (depending on whether your behind or ahead).
Repair Mech

## How to play

When you play Repair Mech, choose between gaining 3 Trade and putting a base from your discard pile on top of your deck. If you have another Machine Cult card in play, you may scrap a card in your hand or discard pile.

## Strategy

The 3 Trade is decent, but this card is especially useful when you have a lot of expensive bases. If a base is destroyed, you can put it back on top of your deck rather than waiting for it to reappear. In particular, you can buy an expensive base and then play Repair Mech to put it on top of your deck, so that it comes into play more quickly. When this is possible it is often more valuable than the 3 Trade. This is especially true in late game, when it is not certain or even unlikely that a card you buy now will actually be used. The ally ability of scrapping is nice, also because you get a choice between scrapping from hand or discard pile. If you do not have any expensive bases, it is likely better to buy another card that offers 3 Trade.
Light Cruiser

## How to play

When you play Light Cruiser, gain 4 Combat and select a target opponent. This opponent must immediately discard a card. If you have another Star Empire card in play, gain an additional 2 Combat. If you have two or more other Star Empire cards in play, you may also draw a card.

## Strategy

This card looks very similar to the Imperial Frigate, with the only difference that the draw is not when scrapping the card but when you have a double ally. This makes a big difference in strategy. This card shines in a predominantly yellow deck, since it becomes a free play aside from giving a good 6 Combat and making an opponent discard a card. So in a yellow deck it is a great card to buy at any time during the game. It is not really recommended in any other deck. Its combat it not as high as some other cards of similar cost, so it is not the best card to take out bases, and it cannot scrap itself when it is no longer needed. So for any non-yellow deck it is better to choose another combat-oriented card.
Brain World

### Special

Scrap up to two cards from your hand and / or discard pile. Draw a card for each card scrapped this way.

## How to Play Edit

When you play the Brain World you get the ability to scrap up to two cards from your hand and / or discard pile. Draw a card for each card scrapped this way. The Brain World is an Outpost with a defense of 6.

## Strategy Edit

This is the Outpost everbody wants. Scrapping unwanted cards and drawing up new cards breaths out sheer Power and with a defense of 6 you can have some hope it lives another turn.
Blob Miner

## How to play

When you play Blob Miner, gain 3 Trade, and you may scrap a card in the trade row. You can also scrap it for 2 Combat.

Note: if you choose to scrap a card in the trade row, this needs to be done immediately when playing the card. You cannot first buy a card with the 3 trade and then use its ability to scrap a card in the trade row.

## Strategy

One of the best early buys for several reasons. It is one of the few Blob cards that as a primary ability provides some serious Trade. Scrapping in the trade row is also useful. And if you no longer need it, it can scrap itself: unfortunately the scrap ability only yields a meager 2 Combat.
Harmen the Condemned

**Harmen the Condemned** was an unseen character in *Salt and Sanctuary* and the original wielder of the Harmen Mace. He was a paladin of Devara's Light who commited various acts of "unforgivable cruelty" in the name of justice, eventually causing Harmen to lose his knighthood and descend into complete ruin.
Warpgate Cruiser

## How to play

When you play Warpgate Cruiser, you may discard any number of cards and gain 2 Combat for each. After that, draw a card. If you have another Star Empire card in play, you may draw another card.

## Strategy

Although this card is self-replacing and even has the potential to draw two cards, it is often not that strong since you typically discard only 1 or 2 cards. This is because while it is always good to discard a Viper for 2 Combat, and usually good to discard a Scout for 2 Combat, for pretty much any other card it is better to just play it rather than discard it with Warpgate Cruiser. It would have been a lot better if you could first draw up some cards and then discard them if you don't need them. Nevertheless, this card never hurts since it is self-replacing, and if you have a lot of draws but your deck is not well scrapped it can actually be quite strong.
The Incinerator

## Ally Abilities

### Special

Gain 2 Combat for each card scrapped from your hand and/or discard pile each turn

## How to play

At any time during your turn, scrap up to two cards in your hand and/or discard pile. If you have another Machine Cult card in play, you gain 2 Combat for each card scrapped from your hand and/or discard pile this turn. This does not include any cards that are played first and then scrap themselves. The Incinerator is an Outpost with a defense of 6.

## Strategy

Scrapping two cards is obviously great, and it has a strong defense of 6. The ally ability is solid, but unfortunately self-scrapping cards do not count here. Although it is usually considered inferior to Brain World in the base game, there is an exception: if you double this card with a Stealth Tower, you can scrap 4 cards and gain a total of 16 Combat, plus 4 additional Combat for any other card you scrapped! This combination can be an absolute game changer.
Repair Bot

## How to Play

When you play Repair Bot you gain 2 Trade and you may scrap a card in your discard pile. Anytime in your turn you may scrap the card for a gain of 2 Combat.

## Strategy

Decent 2 Trade cost card gaining 2 Trade is nice. Scrapping a card in you discard pile too. 2 Extra Combat when you scrap this card is great to get it out of your deck when it use is over.
Colony Wars

Colony Wars is a two-player deck-building game published by White Wizard Games. Colony Wars is the second full set in the Star Realms series.

## Star Realms: Colony Wars

### Card Count

128

*Capture the colonies. The newly-discovered outer worlds, with their rich, untapped resources, are tempting targets for those seeking to expand their power. Now, the scramble for control of these unclaimed territories begins. Will you outwit your opponents and claim victory in the Colony Wars, or fail and see your Star Realm lost?*

*Designed by Hall of Famers Rob Dougherty and Darwin Kastle, Colony Wars can be played as a stand-alone two player game, or combined with the original Star Realms Deckbuilding game to support an additional one to two players.*

*This box contains a complete two-player game with rules an 128 cards, including an all-new 80 card trade deck.*

## Card List

### Basic Cards

* (4) Viper

* (16) Scout
* (10) Explorer

### Trade Federation

* (3) Solar Skiff
* (3) Trade Hauler
* (2) Storage Silo
* (3) Patrol Cutter
* (2) Frontier Ferry
* (2) Central Station
* (1) Colony Seed Ship
* (1) Peace Keeper
* (1) Federation Shipyard
* (1) Loyal Colony
* (1) Factory World

### Blobs

* (3) Swarmer
* (3) Stellar Reef
* (3) Predator
* (3) Cargo Pod
* (2) Ravager
* (2) Bioformer
* (1) Parasite
* (1) Plasma Vent
* (1) Moonwurm
* (1) Leviathan

### Star Empire

* (3) Star Barge
* (3) Lancer
* (3) Orbital Platform
* (2) Falcon
* (2) Gunship
* (1) Supply Depot
* (2) Command Center
* (1) Heavy Cruiser
* (1) Aging Battleship
* (1) Imperial Palace
* (1) Emperor's Dreadnaught

### Machine Cult

* (3) Battle Bot
* (3) Warning Beacon
* (3) Repair Bot
* (3) Convoy Bot
* (1) The Oracle
* (2) Mining Mech
* (1) Stealth Tower
* (1) Mech Cruiser
* (1) Frontier Station
* (1) The Wrecker
* (1) The Incinerator

### Score Cards

* (12) Authority 1/5
* (6) Authority 10/20
Missile Bot

## How to Play Edit

When you play the Missile Bot you gain 2 Combat and you may scrap a card in your hand or discard pile. When the ally ability triggers it adds 2 Combat.

## Strategy Edit

The Missile Bot is in early game very useful to get rid of some unwanted Scouts and Vipers. With 2 Combat and adding 2 Combat when the ally ability triggers is in later stages meager and then its time to get rid of the Missile Bot.
Peacekeeper

## How to Play

When you play Peace Keeper gain 6 Combat Power and 6 Authority. When the ally ability triggers draw a card.

## Strategy

Might makes peace says it all. Dealing out a big punch with 6 Combat and repair 6 authority at the same time is very solid. If the ally ability triggers it becomes even better with the drawing of a card to prolong your turn. Totally worth the 6 trade.
Emperor's Dreadnaught

### Special

Draw a card. Target opponent discards a card. When you acquire this card, if you played a Star Empire card this turn, you may put this card directly into your hand.

## How to Play

When you play Emperor's Dreadnaught, gain 8 Combat, draw a card, and select one of your opponents. That player must immediately discard a card from their hand.

## Strategy

The strongest asset of Emporer's Dreadnaught is the ability to put it directly into your hand if you've played a Star Empire card this turn. This is often the main reason for choosing this card over other 8-cost cards if there are multiple in the trade row. If you cannot directly put it into your hand it is still a great card, but usually not as strong as some other expensive cards. However, it may still be a good idea to pick it over another 8-cost card if you want to prevent your opponent from suddenly having this card in hand.
Enforcer Mech

## How to play

When you play Enforcer Mech, gain 5 Combat and you may scrap a card in your hand or discard pile. If you have another Machine Cult card in play, then at any time you may destroy a target base. You can also scrap it to draw a card.

## Strategy

Although this card may look similar to the Destroyer Bot, it is definetely the better one of the two, and the additional cost of 2 Trade is certainly justified if you have the choice. The first reason is that you can scrap in both your hand and discard pile, so that you always have the possibility to scrap. The ally ability to destroy a target base is also good. And finally, this card can scrap itself if you no longer need it or just really need that card draw. In practice it is almost always the latter (if it is scrapped at all), because the good combat and ally ability keep this card useful later in the game.
Orbital Gun Platform

## How to play

At any time during your turn, gain 3 Combat. You can also scrap this card to gain 3 Trade. Orbital Gun Platform is an outpost with a defense of 4.

## Strategy

Orbital Gun Platform is identical to Bioformer, except that it is yellow rather than green and that this is an outpost. This doesn't really make a difference for the strategy, so see comments on that card if you're interested.
Trade Bot

## How to Play

When you play the Trade Bot you gain 1 trade and you may scrap a card in your hand or discard pile. When the ally ability triggers it adds 2 Combat.

## Strategy

The Trade Bot is in early game very useful to get rid of some unwanted Scouts and Vipers. Adding 1 trade and 2 Combat when the ally ability triggers is in later stages meager and then its time to get rid of the Trade Bot.
Mech Cruiser

## How to Play

When you play Mech Cruiser, gain 6 Combat and you may scrap a card in your hand or discard pile. If you have another Machine Cult card in play, you may destroy a target base.

## Strategy

Powerful card with a strong 6 Combat and the ability to scrap a card. The ally ability to destroy a target base is nice, although the primary 6 Combat is sufficient for destroying any base in Colony Wars. Definetely worth the 5 Trade, and almost always a good card to buy.
Swarmer

## How to Play

When you play Swarmer you gain 3 Combat and you may scrap a card in the trade row. If you have another Blob card in play, gain an additional 2 Combat.

## Strategy

Although it looks like a good early buy at first glance, it is important to note that this card is inferior to Ravager in literally every way. Especially if you do not have many other Blob cards this will simply clutter up your deck. With the ally ability the total of 5 Combat is decent, so if you are planning on an all-out Blob assault to finish your opponent quickly this card may actually be a reasonable addition to your deck.
Federation Shuttle

## How to Play

When you play Federation Shuttle, gain 2 Trade. Then, if you have another Trade Federation card in play you may gain 4 Authority.

## Strategy

As a one-cost ship providing 2 Trade as a primary ability, the Shuttle is a good early-game purchase when you have 1 Trade to spend. Otherwise, unless you need more Trade Federation faction cards to trigger Ally abilities, the Shuttle is often not a good purchase. An Explorer may be a better option as it can scrap itself.

## Reprints

This card was reprinted with alternate artwork as a promo card for PAX East 2015.
Blob Destroyer

## How to Play

When you play Blob Destroyer, gain 6 Combat. At any time, if you have another Blob card in play, you may choose to: destroy any base in play, or scrap a card in the trade row, or both.

## Strategy

With its 6 Combat for 4 cost, the Blob Destroyer makes a great early game buy for an "aggro" deck building strategy. When paired with other Blob cards, the Destroyer lives up to its name. It is an essential card when your opponent is playing a base strategy due to its ability to remove bases both with its ally ability and solid 6 Combat.
Imperial Fighter

## How to Play

When you play Imperial Fighter, gain 2 Combat and select one of your opponents. That player must immediately discard a card from their hand. At any time, if you have another Star Empire card in play, gain 2 Combat.

*Note:* In the digital app, the opponent discards their card at the beginning of their turn. However when playing with physical cards the discard is made immediately.

## Strategy

The Fighter does not do much damage on its own. However, it's cheap, and can make a deck focused on Star Empire that much deadlier. It's best to buy this card if you already have some discard abilities in your deck that can be stacked on top of this, otherwise it will clutter up your deck.
Orbital Platform

## How to Play

When you play Orbital Platform you may discard a card. If you do draw a a card. If the ally ability triggers you gain 3 Combat.

## Strategy

Good base with the cost of only 3 Trade. The possibility to throw of a lesser card for a possible better card is nice. Adding 3 extra Combat when the ally ability triggers is good too.
Port of Call

## How to Play

At any time during your turn, gain 3 trade. As an Outpost the Port of Call protects your bases and your HQ with a quite powerful 6 points. Scrapping the card gives you a draw a card and you may destroy a target base.

## Strategy

The Port of Call stongest asset is the double benefit you get from scrapping the card. Draw a card and destroying a target base can enhance your attack and its prolonging your turn. That can be a game changer if played at a opportune moment. Adding 3 trade to your buy options is also powerful. With a cost of 6 a good card to buy at any time in the game.
Blob Fighter

## How to Play

When you play Blob Fighter, gain 3 Combat. At any time, if you have another Blob card in play, you may draw a card.

*Note:* In the digital app, the ally ability is automatic and mandatory. However in the physical version of the game, the draw is optional.

## Strategy

At one cost and 3 combat, Blob Fighter has the typical strong Blob combat value per trade cost. However the Blob Fighter really shines in a Blob-heavy deck when it can consistently trigger the draw and other Blob card's ally ability.
Falcon

## How to Play

When you play Falcon gain 2 Combat Power and draw a card. Anytime in your turn you can scrap the Falcon and choose Target opponent discards a card.

## Strategy

Good mid-range cost card with a meager output of damage. The drawing of the card makes this card better. Scrapping it to force an opponent to discard a card can be in good with other cards which force discards.
Aging Battleship

## How to Play

When you play Aging Battleship you gain 5 Combat. If the ally ability triggers draw a card. Anytime in your turn you can scrap the card to draw 2 more cards.

## Strategy

Aging Batteship is due the possible 3 card draw a great asset for a powerful turn if the drawing goes well. 5 Combat is decent and the drawing of an extra card when the ally ability triggers is also good. So don't scap this card too fast.
Moonwurm

## How to Play Edit

When you play Moonwurm you gain 8 Combat Power and draw a card. When the ally ability triggers you may acquire a card of cost two or less for free and put it into your had.

## Strategy Edit

Pure Power with a heavy attack of 8 Combat and drawing a card is always a good thing. The ally ability is nice when you add a card to your hand which can prolong your turn even more or you can scrap it for some extra Trade or Combat.
Warning Beacon

### Special

When you acquire this card, if you've played a Machine Cult card this turn, you may put this card directly into your hand.

## How to Play

When you play Warning Beacon is put an Outpost with 2 defense in play and you gain 2 Combat. When you acquire this card, if you've played a Machine Cult card this turn, you may put this card directly into your hand.

## Strategy

Warning Beacon can be within certain condition a very helpful card. Maybe you need it to achieve a goal. The card self ain't that powerful and a shield of 2 very meager.
The Oracle

## How to Play

When you play The Oracle you put a Outpost in play with a defense of 5. And you may scrap a card in your hand. When the ally ability triggers you gain 3 Combat.

## Strategy

The Oracle is a pretty decent Outpost for only 4 trade. With a defense of 5 it may stay up for a round or 2 in early play. Scrap early in the game is great. Less great if it is from your hand though, but still really good. Adding 3 Combat when the ally ability triggers is also decent.
Mech World

## How to Play Edit

When you play the Mech World you put a Outpost in play with a defense value of 6. The Mech World counts as an ally for all factions.

## Strategy Edit

In my reckoning the best Outpost you can buy for 5 trade. Bringing 6 defense into play and the possibility to trigger ally abilities of all the factions in play is huge. You cannot let this Outpost fall in the hands of your enemies!!
Federation Cruiser

## How to play

When you play Federation Cruiser, gain 5 Combat and 4 Authority. If you have another Trade Federation card in play, gain an additional 2 Combat and 2 Authority.

## Strategy

The description 'The Federation prefers to make deals but they can also make war' says it all. This card is unmissable in a predominantly blue deck, since it is one of the few blue cards that provides a significant amount of both combat and authority. In total this card can widen (or shrink) the gap in Authority between you and your opponent by 13 points. Its ally ability is decent but not necessary to make this card a good buy.
Viper

## Strategy

Vipers are one of the two different cards each player has in their starting deck. One of the most crucial strategies in the game is scrapping the starter cards out of your deck to increase deck efficiency (i.e. increasing the odds of drawing other more powerful cards). It is a matter of personal preference (and some lively debate) whether it is best to scrap Vipers or Scouts first, but nevertheless the player who scraps starters the fastest is most often the winner.

## Reprints

Vipers also appear unchanged (except for copyright date) in the Colony Wars base game expansion set.
Spike Cluster

## How to play

At any time during your turn, gain 2 Combat. If you have another Blob card in play, gain 1 Trade.

## Strategy

With only 2 Combat and (with Blob ally) 1 Trade, and a defense of only 3, the Spike Cluster is probably the weakest base in the game. Not surprising, as it is also the cheapest base. In most cases, this flimsy base is not a good purchase for 2 Trade, since its stats are too low and it cannot scrap itself once it has lost its purpose.

Despite this, it can still be useful if your strategy involves lots of bases: since this base is not that powerful and not an outpost, it is the most likely to survive another turn. And what it does provide is an ally for your other Blob cards, and Blob cards (especially Blob bases) frequently have strong ally abilities. Its strongest asset is likely not the stats of the card itself, but rather the fact that it is a Blob base, and that it can make your other Blob bases significantly deadlier.
Frontier Runner

## How to play

When you play Frontier Runner, gain 2 Trade and 2 Authority.

## Strategy

Frontier Runner is a good early game purchase when you have only 1 Trade to spend, as it provides 2 Trade (and 2 Authority) as a primary ability. It also useful since it can trigger the often strong blue Ally abilities. Later in the game its value goes down, and a downside here is that it cannot scrap itself when you no longer need it, which is why it is usually not a good purchase then.
Ashen Effigy

The **Ashen Effigy** is a class 4 Tower Shield in *Salt and Sanctuary*. It was carved out of granite smuggled from the Jinderen Archipelago from an "unscrupulous merchant". The shield was once part of a larger, unseen mural, hence why it bears interlocking bones and the effigy of Death.

The Ashen Effigy is found near the entrance of the Ziggurat of Dust. When blocking physical damage, it uniquely through unverified means deals damage to the attacking enemy as well.

## Inventory description

*"An immense shield of carved granite smuggled from the forbidden Jinderen Archipelago by an unscrupulous merchant. Apparently once part of a much larger mural, its chiseled surface bears a low relief of interlocking bones surrounding a chilling effigy of Death. Owing to several terrifying and inexplicably widespread rumors, few outsiders venture to Jinderen and little is known of its inhabitants even today; the fool who courted their ire to pillage this demonic artifact was surely more driven by greed than common sense."*
Crusher

## How to play

When you play Crusher, gain 6 Combat. If you have another Blob card in play, gain 2 Trade.

## Strategy

The 6 Combat as a primary ability is great, and makes this card a good choice if you need to take out some bases, even of you have no other Blob cards. With a Blob ally, however, it suddenly serves two purposes: providing good combat and trade.
Colony Seed Ship

### Special

When you acquire this card. If you've played a Trade Federation card this turn. You may put this card directly into your hand.

## How to Play

When you play Colony Seed Ship gain 3 Trade, 3 Combat and 3 Authority. When you acquire this card. If you've played a Trade Federation card this turn. You may put this card directly into your hand.

## Strategy

This always becomes the hottest item in the Trade Row as soon as it enters. Giving you +3 of Trade, Combat and Authority is really good. Best thing is you can put it directly in play if you already played a Trade Federation card this turn. And that is massive.
Neural Nexus

## How to play

At any time during your turn, you may scrap a card from your hand or discard pile and gain Combat equal to its cost. If you have another Machine Cult card in play, you may draw a card. Neural Nexus is an outpost with a defense of 6.

Note: the cost of a Scout or Viper is 0.

## Strategy

It is very nice that you can choose between scrapping from hand and discard pile, something not often seen in Frontiers. Gaining Combat equal to the cost of the card being scrapped is interesting, but in practice it almost never pays to scrap a more expensive card to get more Combat out of Neural Nexus. If you still have Scouts and Vipers it is almost always better to just scrap those. Of course the exception to this rule is nearing the end of the game, when you do not expect to use an expensive card anymore and might just as well get some Combat out of it using this card.

The ally ability to draw a card is also good. With a cost of 7 quite an expensive card, but nonetheless a good buy at any time during the game as it can both clean your deck and provide some combat in the final turns.

If playing with Command Decks, High Director Valken can make particular use of this base's ability. Valken's passive gambit allows her to effectively "unscrap" a card each turn, meaning she can convert a high-cost card into lots of damage without losing access to the card for later.
Leviathan

## How to Play

When you play Leviathan you gain 9 Combat Power, draw a card and you may destroy a target base. When the ally ability triggers you may acquire a card of cost three or less for free and put it into your hand.

## Strategy

The Flagship of the Blob from the Colony Wars. A massive 9 Combat Power and prolonging your turn is great. Destroying a base so you can rack more havoc on the enemy makes this a beast of a card. The ally ability can this card even more powerful if you can acquire a card to add some extra Combat or Trade or if it can prolong your turn.

Conclusion: must-have 100%.
Central Office

## How to Play

At any time during your turn, gain 2 Trade and you may put the next ship you acquire this turn on top of your deck. Also when played with another Trade Federation card the ally ability triggers draw a card. The Central Office puts up a base with a strength of 6.

## Strategy

Putting a high cost ship straight on top of your deck is powerful ability. Its less effective when the trade row doesn't offer you any powerful ships to acquire. Adding a card to your hand as an ally ability can be really good too. Its a good base to build power up, but it aint bringing combat into the game. With a cost of 7 trade the Central Office its a quite expensive card.
Battle Blob

## How to Play

When you play Battle Blob, gain 8 Combat. At any time, if you have another Blob card in play, you may draw a card. At any time, you may scrap Battle Blob to gain 4 Combat.Note: In the digital app, the ally ability is automatic and mandatory. However when playing with physical cards the ally ability is optional.

## Strategy

Battle Blob is a rather straightforward powerhouse card.  The 8 Combat and a possible draw alone makes the card well worth the 6 Trade cost in virtually any deck.  Where the true strategy comes in with Battle Blob is the scrap ability.  Normally the scrap is used in the end game either in the final turn, or when it is relatively certain given the number of cards remaining in your deck that you will not get a chance to play Battle Blob again.  Otherwise it is rarely scrapped during the mid game.
Avatars

In the Star Realms app, online players have the ability to unlock avatars through various means. Once they are unlocked however, it replaces the means of unlocking it with the name of the image. The following is a reference list of avatars and how they are unlocked. Once avatars are unlocked, they are not lost (for example, if you go down in level).

## Level

Level 1: Scout

Level 2: Viper

Level 3: Explorer

Level 4: Imperial Fighter

Level 6: Battle Pod

Level 8: Missile Bot

Level 10: Corvette

Level 12: Ram

Level 14: Space Station

Level 16: Trading Post

Level 18: Imperial Frigate

Level 20: Blob Wheel

Level 22: Embassy Yacht

Level 24: Survey Ship

Level 26: Blob Destroyer

Level 28: Recycling Station

Level 30: Space Station

Level 32: Stealth Needle

Level 34: Patrol Mech

Level 36: Barter World

Level 38: Freighter

Level 40: Imperial Trader

Level 50: Battlecruiser

Level 60: Construction Hauler

==

Games Played ==

x games: Federation Shuttle

x games: Trade Bot

x games: Trade Pod

500 games: Trade Escort

1000 games: Battle Mech

2500 games: War World

5000 games: Defense Center

== Hard Mode Campaign:

# ```

```

Chapter 1: Blob Fighter (Free)

Chapter 2 Pirates of the Dark Star

Chapter 3: Nemesis Beast

Chapter 4: Battle Barge (Gambits)

Chapter 5: Battle Screecher (Gambits)

Chapter 6: Defense Bot (B&B)

Chapter 7: Black Hole (E)

Chapter 8: Ram Pilot (H)

Chapter 9: Customs Frigate (F&F)

## Miscellaneous:

Kickstarter: Merc Cruiser

(unknown): Brain World

## Ranks:

Lifetime 100: Dreadnaught
Lifetime 10: Fleet HQ
Monthly 100: Blob Carrier
Monthly 10: Mothership
Weekly 100: Flagship
Weekly 10: Central Office
United

United is a series of expantions to Star Realms which focuses upon nations working together to achive galactic dominance. It consists of four packs of cards: Assault, Command, Missions, and Heroes. The first two (Assault and Command) add multi nation ships to the trade deck. These can either be used as an ally to both of the fractions it is suposed to represent collaboration between or as an ally to other ships from the same collaboration.

 Blob
 Star Empire
 Machine Cult
Imperial Frigate

## How to Play

When you play Imperial Frigate, gain 4 Combat and select one of your opponents. That player must immediately discard a card from their hand. At any time, if you have another Star Empire card in play, gain 2 Combat. At any time, you may scrap Imperial Frigate to draw a card.

*Note:* In the digital app, the opponent discards their card at the beginning of their turn. However when playing with physical cards the discard is made immediately.

## Strategy

Three Trade for four Combat and a discard every time is not a bad deal. Since many Star Empire cards have ally bonuses for additional Combat and the discard ability is most devastating best when forced in multiples, the Star Empire cards tend to be most effective when your deck is primarily focused on that faction and well scrapped. However the Frigate is notable for its self-scrapping draw, which makes it always a harmless buy. Even if you have no other Star Empire cards, if you don't want your opponent to have it and don't want it in your deck either, you can acquire it and scrap it the first instance you can.
The Wrecker

## How to Play

When you play The Wrecker you gain 6 Combat Power and you may scrap up to two cards from your hand and / of discard pile. When the ally ability triggers draw a card.

## Strategy

Yep! You definitely want this card in your deck. Complete horror if you see it disappear in your opponents deck. Scrapping hard, dealing a good ammount of damage and prolonging your turn when the ally ability triggers makes this the best Machine Cult card within the Colony Wars core set.
Pulverizer

## How to play

When you play Pulverizer, you scrap a card in the trade row and gain Combat equal to the cost of the card. If you have another Blob card in play, you may draw a card.

Note: you may not scrap an Explorer.

## Strategy

A great card that can serve two purposes at once: getting rid of a strong expensive card that you do not want your opponent to get, and dealing up to 8 combat with it. This alone makes it a good purchase at any time in the game. It is even better when the ally ability triggers and this becomes a free play.
Star Realms Finland

Founded by Kalle Sirkesalo (Failattu) and Timo Sand (deiga) at the beginning of 2015 to promote and help new players in Finland to start playing Star Realms.

The group started out as Facebook chat group with a group of friends who then turned it into a Facebook group. After this the group started hosting monthly Star Realms games and beer drinking. (2015 April) with 5 participants at the beginning

During the groups foundation we hosted one competition of Star Realms with Poromagia. This however did not last as they didn't have weekly slot or the interest to work promoting Star Realms. However Fantasiapelit offered Star Realms a Monday slot starting September 2015. From then on there has been weekly Star Realms almost every week with different people.

The weekly Star Realms brought into the founder group Andrea Joki (Talvi). Who was an active community member in the world wide scene. With Talvi and Deiga as the judge team Star Realms Finland organized with Fantasiapelit two tournaments 1 in the store and 1 in Ropecon as part of Legend series.
Royal Redoubt

## How to Play

When you play Royal Redoubt you get a Outpost with a defense of 6. It puts out a Combat of 3. When the ally ability triggers your opponent has to discard a card.

*Note:*In the digital app, the opponent discards their card at the beginning of their turn. However when playing with physical cards the discard is made immediately.

## Strategy

Behind an Outpost with a strength of 6 your other bases and your HQ are quite safe. The Combat Power of the Royal Redoubt isn't that high. The ally ability is where Star Empire is know for. Slinking your deck and your possibilities to strike back.