recursal/Fanatic-Fandom huggingface dataset:
Aunt May

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Aunt May
(Comics)Aunt May
Spider-Man (2002)Aunt May
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Marvel Cinematic Universe
Siege Fortress

## How to play

At any time during your turn, gain 5 Combat. If you have another Star Empire card in play, gain an additional 4 Combat. Siege Fortress is an outpost with defense 5.

## Strategy

Much like an upgraded version of War World in the base game, this base breathes massive combat power. With a single ally it can yield 9 Combat, which is massive for a base, but even without allying its 5 Combat can be considered high by any means. Because of this it is often the first target of opponents. Unfortunately it is relatively easy for them to take it down, since it is an outpost (and hence can be targetted first) and has a defense of 5 which is relatively low considering the cost of 7 Trade.
British Weapons

## Handguns

-Webley Mk VI

-Enfield No.2 Mk I

-Enfield No.2 Mk I\*

-Browning Hi-Power

-Welrod Mk II

## Sub-Machine Guns

-Sten Mk II

-Sten Mk III

-Sten Mk V

-Sten Mk VI

-Austen Mk I

## Rifles

-Lee-Enfield No.1 Mk III

-Lee-Enfield No.4 Mk I

-Ross Rifle Mk III

-Lee-Enfield No.5 Mk I Jungle Carbine

-Howell M1915 Automatic Rifle

## Light Machine Guns

-Bren Mk II

-Vickers Berthier Mk I

-Charlton Automatic Rifle
Maschinepistole 40/41

Font: Wikipedia

The **MP 40** was a submachine gun chambered for the 9×19mm Parabellum cartridge. It was developed in

## Maschinepistole 40

### Caliber

9x19mm parabellum

Nazi Germany and used extensively by the Axis powers during World War II.

Designed in 1938 by Heinrich Vollmer with inspiration from its predecessor the MP 38, it was heavily used by infantrymen, paratroopers, platoon and squad leaders on the Eastern and Western Front.
 Its advanced and modern features made it a favorite among soldiers and
popular in countries from various parts of the world after the war. It
was often erroneously called "Schmeisser" by the Allies, despite Hugo Schmeisser's non-involvement in the weapon's design and production. From 1940 to 1945, an estimated 1.1 million were produced by Erma Werke.

## Maschinepistole 41

In 1943, Schmeisser designed the MP 41, which was in reality an MP 40
with a wooden rifle stock and a

## Maschinepistole 41

### Caliber

9x19mm parabellum

selector, identical to those found on
the earlier MP 28 submachine gun. It saw limited service, however, and was only issued to SS and police units in 1944. The MP 41 was also supplied to Germany's Axis ally Romania

## In-Game features

Its a german SMG used by the Axis faction, his model was maked by Beardielover, have a easily use and its a automatic weapon
Materials

Materials are extremely simple to make! If you haven't already, make a .txt file named "materialList.txt" in your Content Pack Folder. Open it up. Here is an example of a material added. Please excuse the weirdness of it, testing if content creation works is rather boring so I start writing weird things.

Be careful to include all proper commas, semicolons, etc. One mistake and the item will not work properly.

```
**name: CraftaTato;**

```

```
**registryname: ubertato;**

```

```
**stacksize: 60;**

```

```
**recipe: (5), [potato, 5], [gold\_nugget, 2];**

```

### Name

This is the name of the item that will appear in game.

### Registry Name

This is used for textures as well as identification. Each item must have a unique registry name.

### Recipe

How the item is crafted. The first element in this example "(5)," is the amount of CraftaTatos you will get in this crafting recipe. The next 2 elements are the requirements. in the example "[potato, 5]," potato is the item required to craft this item and the number is the amount of potatoes needed. "potato" is what the Potato item is registered under in vanilla minecraft. I believe registry names are found on the minecraft wiki.
Cargo craft

## How to play

When you play Cargo Craft, gain 2 Trade and select an opponent. That opponent must immediately discard a card. If you have another Star Empire card in play, gain 4 Combat.

## Strategy

Cargo Craft can be seen as an alternative to the Explorer. But beware that this card cannot scrap itself, so it will just clutter up your deck when you don't need it anymore. The ally ability of 4 Combat does not make this card strong enough to be useful later in the game. However, if your strategy is based on making your opponent discard many cards, this cheap card can make your deck much deadlier and actually be useful throughout the entire game: first to acquire new cards, later to make your opponent discard so many cards that it is almost impossible for him to strike back.
War World

## How to Play

When you play War World you gain 3 Combat Power. If the ally ability is triggered Combat Power goes up to 7. War World is an Outpost with a defense of 4.

## Strategy

This Outpost breaths sheer Combat Power. An ally card boost its powers to a Combat Power of 7 making your attack beefy. Opponents make it their priority to take it out as quickly as possible, which is not that hard because this Outpost had only a defense of 4.
MG-42

Font:Wikipedia

The **MG 42** (shortened from German: *Maschinengewehr 42*, or "machine gun 42") is a 7.92×57mm Mauser

## MG-42

### Caliber

7.92mm

general purpose machine gun designed in Nazi Germany and used extensively by the Wehrmacht and the Waffen-SS during the second half of World War II. It was intended to replace the earlier MG 34, which was more expensive and took much longer to produce, but in the event, both weapons were produced until the end of the war.

## In-Game Features

Its a LMG used by Axis Faction, Its heavy and only can be used Crouched, Proned or placed. His model was maked by Beardielover.
Arrow (Season 5) Episode 6

Previous EpisodeArrow,Season 5: Episode 5
*"Human Target"*
*(November, 2016)*
*"Vigilante"*
*(November, 2016)*

## Plot

When Prometheus ups his killing spree, Oliver searches for connections between the victims. Felicity and Curtis discover the victims have a mysterious link to Oliver's past and this new secret could upend his new team. Meanwhile, Thea has a heart-to-heart with Lance, and Felicity considers telling Malone the truth about her work.
Sten Mk II

Font: Wikipedia (anybody of twelve years old can write all this...:P)

The **STEN** (or **Sten gun**) was a family of British submachine guns chambered in

9×19mm and used

## Sten Mk II

### Caliber

9x19mm parabellum

extensively by British and Commonwealth forces throughout World War II and the Korean War. They were notable for having a simple design and very low production cost making them effective insurgency weapons for resistance groups.

The Mark II was the most common variant, with two million units produced. It was a much rougher weapon than the Mk I. The flash eliminator and the folding handle (the grip) of the Mk I were eliminated. A removable barrel was now provided which projected 3 inches
 (76 mm) beyond the barrel sleeve. Also, a special catch allowed the
magazine to be slid partly out of the magazine housing and the housing rotated 90 degrees counter-clockwise (from the operator's perspective), together covering the ejection opening and allowing the weapon and magazine both to lie flat on its side.

## In-Game features

The Sten Mk II is an Sub Machine Gun used by the United Kingdom, It can be attached with a suppressor, The model was created by Beardielover.
BAR M1918A2

The BAR M1918A2 is the primary squad light support weapon for U.S. forces. Instead of select fire, it has a variable fire rate between 400 and 600. Click here if you do not know how to change fire modes.

Being a LMG, it is very strong in arcade mode and is among the strongest of the LMGs.

Iron Sights:
Springfield M1903A3

The Springfield M1903A3 was the primary service rifle of the U.S. at the start of WWII, but was widely replaced by the M1 Garand as the war went on. It was never completely phased out and still served alongside the M1 Garand for the remainder of WWII. It fires .30-06 Springfield and has a capacity of 5 rounds. A stripper clip can be used to load it much quicker. Being a bolt-action rifle, the recoil affects your aim much less.

In Arcade Mode, like all Bolt-Action rifles, headshots can kill in one hit.

Ironsights:

## Attachments

The Springfield M1903A3 has 3 attachments.

### M1905 Bayonet:

###

This long bayonet was mostly used in the Pacific front, being replaced by the M1 Bayonet in the Western front, but still saw some use.

### M1 Bayonet:

This shorter bayonet became standard issue for American infantry during the second half of the war. Though made for the Garand, tt was compatible and used with both the Springfield and M1 Garand
Colt 1911

The Colt 1911 is the standard sidearm used by the U.S. during WWII. It was also given in large numbers to other countries such as Britain under the Lend-Lease policy. It is a semi-automatic handgun that is chambered for the .45 ACP cartridge.  It's capacity is 7 rounds. Compared to other semi-auto pistols, it has the most damage but highest recoil.

The damage advantage is only really noticed in Arcade Mode.

Ironsights:

 File:2ThomS.png
M1 Garand

The M1 Garand was the standard servive rifle of WWII. It fires .30-06 Springfield and has a capacity of 8 rounds. It reloads very quickly and is known for making a "ping" sound upon ejecting it's clip.

Ironsights:

### M1 Bayonet:

Standard service bayonet for America during the second half of the war.

### M1942 Bayonet:

The first bayonet issued for the M1 Garand. It was largely phased out in the Western Front in favor of the M1 Bayonet and mostly only saw service in the Pacific Theatre of war.
Scout

## Strategy

Scouts 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

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

## Trivia

Dustin "TheeMystic" Clingman uses the catchphrase "Keep on scrappin' them scouts" to close every episode of Megahaulin' podcast, inspired by the essential strategy of scrapping starting cards.
CTB2 Crafting Station

The CTB2 Crafting Station is a essential item if you are playing survival, but few know its crafting recipe, It is actually pretty simple, and all you really need is an iron ingot and eight cobblestone blocks (and also a crafting table, if your not dumb enough)

The image on the right speaks for itself of how to craft the CTB2 Crafting Station
Pety

Pety (ペティPeti) is the fairy of the Diamond Precure. She came on earth with Kira to find the other Precures with the aim of saving the Jewel Kingdom. She adores all which shines and sparkles. She finishes these sentences with ~Pete.

## Appearance

Pety has a light pink fur but a light yellow tail. She has dark eyes. She wears two light yellow ribbons. With a small yellow necklace in the shape of heart.

When Precure is transformed, she wears a small purple dress and a light mauve ribbon

## Personality

She likes all which shines and sparkles. She is always happy and greedy. Her favorite friend is Cure Topaz. .

## History

### Coming down to earth

Having fought against Fukushuu Zone which invaded the Jewel Kingdom, Pety and Yanashi Kira went on earth to find three other warriors legendary and to save their kingdom. Once on earth, Pety was separated from Cure Topaz which decided to return to the Jewel Kingdom.

### Finding Precure:

Since she went on earth, She met Akaino Kokoro who became Cure Ruby. Kokoro promised to Pety that she will save the Jewel Kingdom.

## Powers/Abilities

Without her no pretty cleans out cannot be transformed. She has the hearts of Precures. And thanks to these hearts, Precures can transform.

Rainbow Heart Crystal can be made only with her. She activates Heart Pad and sends it towards Ruby

###
USSR Weapons

## Handguns

-Nagant M1895

-Tokarev TT-33

-Korovin TK

-Orbrez

## Sub-Machine Guns

-PPD-40

-PPsh-41

-Federov Avtomat

-Simonova AVS-36

## Carbines

-Mosin M38 Carbine

-Mosin M44 Carbine

-SKT-40

## Rifles

-Mosin Nagant M91/30

-Mosin-N M91/30 (Whitewash & Snow Wrap)

-Mosin Nagant M91/30 LR

-Mosin M91/30 PU Sniper

-Tokarev SVT-38

-Tokarev SVT-40

## Light Machine Guns

-Degtyaryov DP-28

-Degtyaryov DPM

-Sudayev AS-44
Blob Carrier

## How to Play

When you play Blob Carrier, gain 7 Combat. At any time, if you have another Blob card in play, you may acquire any ship without paying its cost and place it on top of your deck.

## Strategy

Typically strong 7 Combat as a Blob ship, this ship is usually a worthy buy at six cost, even if you're not likely to use it's ally ability. However it's ally ability is it's true strength. The ability to get any ship for free AND place it atop your deck (perhaps even play it the same turn with a draw ability) is incredibly powerful when you can trigger it consistently. Blob Carrier pairs well with any Blob card, Mech World, and Stealth Needle.

## Reprints

The Blob Carrier was reprinted as an alternate-art promo for PAX East 2014.
Browning Hi-Power

Font:Wikipedia

The **Browning Hi Power** is a single-action, semi-automatic handgun available in 9mm and .40 S&W

## Browning Hi-Power

### Caliber

9 mm

calibers. It is based on a design by American firearms inventor John Browning, and completed by Dieudonné Saive at Fabrique Nationale (FN) of Herstal, Belgium. Browning died in 1926, several years before the design was finalized. The Hi-Power is one of the most widely used military pistols in history, having been used by the armed forces of over 50 countries.

## In-Game Features

The Browning Hi-Power its a handpistol used by the Axis Faction on the mod. His model was created by Beardielover, can be created for 7 iron ingots and 1 block of wood
Trade Hauler

## How to Play

When you play Trade Hauler gain 3 Trade. If the ally ability triggers you gain 3 authority.

## Strategy

A gain of 3 Trade and if the ally ability triggers a gain of 3 authority makes this a ship cut both ways. Giving you purchase power and a way to repair authority. Good card in early game which give you the opportunity to buy better cards than your opponent(s).
Storage Silo

## How to Play

When you play Storage Silo you gain 2 authority. When the ally ability triggers you gain 2 trade. The Storage Silo is a base with 3 defense.

## Strategy

With a cost of only 2 trade this looks a cheap buy to get a base up. But beware this flymsy base loses its purpose quite quickly when you enter midgame. This because its stats are just too low. Maybe it was a little better if the +2 Trade was the primary ability or if it could scrap itself.
Nesting Grounds

## How to play

At any time during your turn, gain 2 Trade. If you have another Blob card in play, gain 4 Combat. Nesting Ground is a base with defense 5.

## Strategy

This card is the much stronger alternative to the Spike Cluster: all of its stats are considerably better. In early game it is useful even in a deck without other Blob cards, since it provides 2 Trade every turn and has a decent defense of 5. Later it is still very useful in a Blob-rich deck, both for its own abilities and for providing other Blob cards with allies. It is not that useful anymore in a deck without many other Blob cards, and then it is a shame that it cannot scrap itself.
Recycling Station

## How to Play

When you play Recycling Station you get the choice between 1 trade or discard up to two cards and then draw that many cards. The station is Outpost with a defense of 4.

## Strategy

As a early pick the Recycling Station is gold. And during the game it stays useful. And that for only 4 trade. The powerful ability to draw up 2 new cards cannot be underestimated. Only downside is the 4 defense making it a flymsy outpost which most of the time is targeted first.
Infested Moon

## How to play

At any time during your turn, gain 4 Combat. If you have another Blob card in play, you may draw a card. If you have two (or more) other Blob cards in play, you may draw another card.

## Strategy

This card is extremely strong in a Blob-rich deck. With two other Blob cards in play, you can draw two additional cards. Infested Moon is the only base in the entire Frontier set that can draw two cards. It is especially deadly when you have multiple Blob bases in play, since the draw then triggers automatically and does not require the luck that you draw Blob cards in your next hand. If you acquire this card, it is often useful to buy other Blob bases to make it more likely that its ally abilities are triggered. Because it is so dangerous, opponents often make it their prime target to take out. If there are not outposts to protect it this is not so hard since the defense is 5, but if it is protected by one or more outposts and sticks around for a few turns this base can really be a game changer.

In a deck without Blob cards to trigger the draws, it is nowhere near as deadly, but can still be a fair buy for 6 trade.
Missile Mech

## How to Play

When you play the Missile Mech you 6 Combat Power and you may destroy target base. When the ally ability triggers draw a card.

## Strategy

Powerful Mech with a Combat Power of 6 and the capability to destroy a Outpost or a Base can be huge in parts of the game where your opponent got the upperhand in putting bases and outpost in play. With the ally ability to prolong the turn this is a great asset for every deck.
Burrower

## How to play

When you play Burrower, gain 5 Combat. If you have another Blob card in play, draw a card. At any time you can scrap it and acquire a card of cost 4 or less for free.

## Strategy

Burrower is a good early buy with 5 Combat for 3 Trade. The main asset of this card is its flexibility. If you go for a green deck, then you can just leave this card in as a free play: in this case, it also makes sense to buy it later in the game. But if you change your plans and decide to go for a different faction instead, then you can just scrap Burrower and replace it by a card of a different faction. This makes Burrower a very flexible card, and a good choice if you do not want to commit yourself to a single strategy yet.
Conversion Yard

## How to play

At any time during your turn, you may scrap a card in your hand and gain 4 Combat for it. Conversion Yard is an outpost with a defense of 4.

## Strategy

Scrapping from hand is something that many players try to avoid, but this card is an exception to that rule as it gives 4 Combat for it. It is almost always a good deal to scrap a Scout or Viper for 4 Combat, and it may even be reasonable for some cheap cards, eventhough you don't get to play them anymore. Since it can unconditionally both scrap and boast 4 Combat, opponents often try to take it out first, which is not that hard since this Outpost only has a defense of 4.
Intergration Port

## How to play

At any time during your turn, gain 1 Trade. Integration Port is an outpost with defense 5.

## Strategy

Integration Port can be a great card in early game, when it is difficult to take out due to its relatively high defense and the 1 Trade it provides can actually make a difference in acquiring better cards. In mid-game it can still be useful for protecting other bases with better stats (especially green bases) and your HQ. It typically loses its purpose in late game, when it is often not a good idea to buy it anymore.
Dreadnaught

## How to Play

When you play the Dreadnaught, gain 7 Combat and you draw a card. Scrapping this cards gives an extra 5 combat to your attack.

## Strategy

Just raw Combat Power and drawing that extra card to prolong your turn makes this ship deadly in every deck. Scrapping it for that extra 5 Combat at your attack makes it even more lethal. With a cost of 7 trade you get a powerful punch in your deck.
Command Deck: The Alliance

Play as Fleet Director Nandi. Assemble the ultimate armada using the combined wealth and influence of the Trade Federation and Star Empire! Battle against another Command Deck, or play as a raid boss!

## Description

*The Alignment, The Alliance, The Coalition, The Pact, The Union, and The Unity are 18-card Command Decks that allow you to play as legendary commanders in the Star Realms universe!*

*This pack contains 18 cards for use with the Star Realms Deckbuilding Game*

*Each pack includes these features:*

* *Allows you to play as a Legendary Commander in the Star Realms universe.*
* *A Legendary Commander card which shows your Commander's hand size and starting Authority.*
* *Your Commander’s custom 12-card starting deck, that includes new cards from your Commander’s two favored factions.*
* *2 new, easy to use score cards.*
* *2 Gambit cards, unique to your Commander.*
* A Mega-Ship for your deck.

Custom Personal Deck: (1) Cargo Boat, (1) Diplomatic Shuttle, (1) Federation Scout, (1) Imperial Viper, (1) Ranger, (4) Scout, (1) Stellar Falcon, (1) Tribute Transport, and (1) Viper.

## Card List

### Basic Cards

* (1) Viper

* (4) Scout

### Trade Federation

* (1) Cargo Boat
* (1) Diplomatic Shuttle

### Star Empire

* (1) Stellar Falcon
* (1) Tribute Transport

### Unaligned

* (1) Federation Scout
* (1) Imperial Viper
* (1) Ranger

### Gambits

* (1) Nandi’s Onslaught
* (1) Alliance Procurement

### Score Cards

* (1) 10/20
* (1) 1/5

1. ↑ https://www.starrealms.com/commanddecks/
Nanobot Swarm

## How to play

When you play Nanobot Swarm, gain 5 Combat, draw 2 cards, and scrap up to 2 cards in your hand and/or discard pile.

Note: it is not allowed to first scrap 2 cards in your discard pile and then draw 2 cards (which you might have wanted if your deck is empty or has only one card). You must first draw the 2 cards, and only then you may scrap.

## Strategy

With a good dose of 5 Combat, the ability to unconditionally draw 2 cards and being able to scrap 2 unwanted cards, it is not hard to see why this card costs 8 Trade to acquire. Since you have to follow the order of actions on the card, make sure to properly time it with other draw and/or draw-discard cards such that you can scrap from your discard pile rather than your hand. It is almost always a good idea to buy it if it is the only 8 Trade cost card in the trade row, regardless of your deck. If there are multiple expensive cards, it really depends on your deck (and your opponents deck) which is best.
Federation Battleship

## How to play

When you play Federation Battleship, gain 5 Combat, 5 Authority and draw a card. If you have another Trade Federation card in play, you can destroy a target base at any time during your turn. You can also scrap Federation Battleship for 10 Authority.

## Strategy

A straight-forward, powerful card. It deals a good deal of damage and repairs some authority, and replaces itself. This alone makes it a strong addition to any deck, well worth the cost of 7 Trade. The ally ability makes it even stronger in a blue deck. The scrap ability can save your life by gaining 10 Authority, but this is only recommended if it is highly likely that you will not be using the card again.
Stealth Needle

### Special

Copy another ship you've played this turn. Stealth Needle has that ship's faction in addition to Machine Cult.

## How to Play

As you play the Stealth Needle, indicate another ship you control in play. The Stealth Needle is treated as another copy of that ship for the remainder of the turn. The Stealth Needle is required to use the copied ship's primary ability immediately as it is played. The Stealth Needle has that ship's faction in addition to Machine Cult, and has the copied ships other abilities as if printed on the Stealth Needle itself.

## Strategy

The Stealth Needle can be a great asset when used at the right time. It's power rests in the ability to copy another ship, triggering ally abilities and doubling other powerful cards.
Central Station

### Special

If you have 3 or more bases in play (including this one), gain 4 Authority and draw a card.

## How to Play

When you play Central Station you put into play a base with a strength of 5 defense and you gain 2 Trade. If you have 3 of more bases in play (including this one) gain 4 authority and draw a card.

## Strategy

Avarage base which becomes better when you got more bases in your deck. Otherwise the special ability won't trigger often. They can bypass this base to attack other bases or HQ.
Gambits

Gambits is an expansion for the Star Realms base game.

## Description

*Just when your enemy thinks the battle is in their grasp, one final gambit can turn agonizing defeat into glorious victory!*

*This pack contains 20 cards for use with the Star Realms Deckbuilding Game*

* *13 Gambit cards that give players special abilities they can unleash during the game!*
* *3 Merc Cruiser cards that can act as an ally for any faction.*
* *2 Solo Challenge cards allowing for solitaire play.*
* *2 Cooperative Challenge cards. Team up with your friends to defeat the Pirates of the Dark Star or the deadly Nemesis Beast!*

## Card List

### Gambits

* (1) Bold Raid
* (2) Energy Shield
* (2) Frontier Fleet
* (1) Political Maneuver
* (2) Rise to Power
* (1) Salvage Operation
* (1) Smuggling Run
* (1) Surprise Assault
* (1) Unlikely Alliance
* (1) Wild Gambit

### Challenge Cards

* (1) Nemesis Beast Solo Challenge
* (1) Nemesis Beast Co-Op Challenge
* (1) Pirates of the Dark Star Solo Challenge
* (1) Pirates of the Dark Star Co-Op Challenge

## Differences in Digital App

The digital Energy Shield may be scrapped to draw a card. The physical card of Energy shield can not.

There is no Wild Gambit in the digital app.

The digital expansion includes a set of Year 1 Promo ships in bases in addition to the Gambit cards.

## Challenges in Digital App

Pirates of the Dark Star is Chapter 1, Mission 6: Pirates!

Nemesis Beast is Chapter 2, Mission 15: Nemesis Beast
Mobile Market

## Scrap Ability

### Special

Draw a card. At the end of your turn, move Mobile Market from the scrap heap to your discard pile.

## How to play

At any time during your turn, gain 2 Trade. You can scrap Mobile Market to gain 2 Authority and draw a card: at the end of your turn, you can move Mobile Market from the scrap heap to your discard pile. Mobile Market is an outpost with a defense of 4.

## Strategy

This is the only card in the game that can return to play after being scrapped. When to and not to use this scrap ability is often a difficult decision. As a rule of thumb, it can be a good idea if you want to achieve something that you are very close to (for instance, you want to buy a card of cost 8 and only have 7 Trade, or you want to destroy a base but lack one or two Combat). Make sure to check what cards are in your deck before scrapping it, so that you can estimate the chance of success! In any other case it is often best to leave it in play.

With the scrap ability this base becomes a free play (acting more like a ship), so it is never a bad idea to buy this card: you can just scrap it whenever you draw it. However, especially in early game or in a deck with more Trade Federation cards, it is useful to leave it in play and only scrap it if you really need the card draw. All in all it is a rather tricky card to play with, but definitely worth the 4 Trade.
Patrol Boat

## How to play

When you play Patrol Boat, gain 4 Combat and 3 Authority. If you have another Trade Federation card in play, gain an additional 2 Authority.

## Strategy

If you have a deck focused on Trade Federation but also need some Combat to take out bases, this card is definetely a good buy, especially in the early game. Otherwise it is usually better to buy other cheap combat-oriented cards.
Arrow (Season 1) Episode 11

Previous EpisodeArrow,Season 1: Episode 10
*"Burned"*
*(January 16, 2013)*
*"Vertigo"*
*(January 30, 2013)*

## Plot

After a string of violent armored car robberies, Oliver suspects that Ted Gaynor of Black Hawk Security is the mastermind. His name is also on the list. It leads to a major disagreement with Digg as Gaynor was his training officer on his first tour of duty in Afghanistan.

## Footnotes

1. ↑ Plot Summary taken from IMDb
Predator

## How to Play

When you play Predator you gain 4 Combat and if the ally ability triggers you draw a card.

## Strategy

Low cost card which keeps the fire going for the Blob Faction. A good damage output with 4 and prolonging your turn when the ally ability triggers is great. A Blob heavy deck needs 1 or 2 Predators.

## Trivia

When Colony Wars was released, many of the cards were intentionally designed to replicate the core identities from the base set for new players. Predator is designed to be a 2-cost version of Blob Fighter, costing 1 more and dealing 1 more damage.
Freighter

## How to Play

When you play Freighter, gain 4 Trade. At any time, if you have another Trade Federation card in play, you may use the Freighter's ally ability by putting a ship you acquire on top of your deck (instead of in your Discard pile like normal).

*Note:* In the digital app, the ally ability of the Freighter is automatic and mandatory when you have another Trade Federation card in play. However, when playing with physical cards the ability is optional.

## Strategy

Freighter is an extremely valuable card in the early game as its 4 Trade allows you to buy into some extremely powerful 6+ cost cards. Additionally, if you can use the top-decking ability, you can get these powerful cards into play more quickly (without waiting for the next shuffle). Combine Freighter with a card draw and its possible to buy a card and get it into play the same turn.
Cutter

## How to Play

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

## Strategy

Cutter is renowned for being one of the strongest early purchases in the game. It is particularly strong for its Ally bonus of 4 Combat which means it pairs incredibly well with other Cutters, a Stealth Needle, or any other Trade Federation card.

## Reprints

Cutter received an alternate image promo for Origins 2015.

## Trivia

This card inspired the online in-game name of Matt "TheCutter" Newburg.

Cutter is a classic example of how many of the cards from the Core Set are over-tuned. As if in admission to this fact, the next major expansion - Colony Wars - included a card called Patrol Cutter, a slightly weaker version of the original that costs 1 more gold.
Lancer

## How to Play

When you play Lancer you gain 4 Combat Power and if an opponent controls a base, gain an additional 2 Combat. When the ally ability triggers Target opponent discards a card.

## Strategy

Very good Combat card at a cost of only 2 Trade. Gaining extra Combat when bases are up is very nice. The ally ability is nasty.
Mining Mech

## How to Play

When you play Mining Mech you gain 3 Trade and you may scrap a card in your hand or discard pile. When the ally ability triggers gain 3 Combat.

## Strategy

Mining Mech is really good card to get your economy going and at the same time thinning your deck by scrapping less useful cards. When the ally ability triggers adding 3 Combat is a bit meager, but yeah you can't have everything for a 4 trade cost card.
Frontier Hawk

## How to play

When you play Frontier Hawk, gain 3 Combat, then draw a card and discard a card.

Note: the draw/discard is mandatory when playing this card.

## Strategy

In Frontiers the Star Empire heavily focuses on draw-discards, like this. This is useful if your deck is not well scrapped but does have several good cards, as it allows you to go through your deck and get to the good cards more quickly. This makes Frontier Hawk a card that is mostly useful in the early game and midgame, as it is unlikely to clutter up your deck due to the draw/discard. Its stats are however too low to remain useful in late game, when it is also more likely that you draw a hand without any Scouts/Vipers to discard.
Transit Nexus

## How to play

At any time during your turn, gain 3 Combat, 4 Trade and 5 Authority. Transit Nexus is a base with defense 6.

## Strategy

Likely the best card in the Frontiers set. A decent 3 damage, a massive 4 Trade and a good 5 Authority each turn it stays in play. Without requiring any allies. It is not an outpost, but you can use that to your advantage: if you can put one or two outposts up to protect it, this card may survive several turns and in the meantime you can acquire lots of expensive cards, not to mention the additional Combat and Authority that this base provides.

Conclusion: must-have for any deck. If you cannot acquire it, make sure to scrap it out of the trade row before your opponent gets it.
Frontiers

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

## Description Edit

*Conquer the new Frontier!*

Powerful new warpgate technology has opened up a distant frontier, ripe for conquest. Establish your Star Realm with powerful new ships and bases! Designed by Hall of Farmers Rob Dougherty and Darwin Kastle, 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 and bases to your deck. When played, those ships and bases generate powerful effects, additional trade, and combat to attack your opponent and their bases. If you reduce your opponent's score to zero, you win!

This box contains a complete game for 1-4 players with rules and 152 cards, including an all-new 80-card trade deck and 8 oversized solo / co-op challenge cards. To expand for more players, simply add an additional Star Realms Core Set or Colony Wars deck for 1-2 additional players.

## Card List Edit

### Basic Cards Edit

* (4) Viper

* (16) Scout
* (10) Explorer

### Trade Federation Edit

* (3) Frontier Runner
* (3) Orbital Shuttle
* (2) Patrol Boat
* (3) Outland Station
* (2) Long Hauler
* (2) Mobile Market
* (1) Federation Cruiser
* (1) Ion Station
* (1) Gateship
* (1) Federation Battleship
* (1) Transit Nexus

### Blobs Edit

* (3) Stinger
* (3) Blob Miner
* (2) Spike Cluster
* (2) Burrower
* (2) Crusher
* (2) Moonwurm Hatchling
* (1) Nesting Grounds
* (1) Pulverizer
* (1) Blob Alpha
* (1) Infested Moon
* (1) Hive Queen
* (1) Swarm Cluster

### Star Empire Edit

* (3) Frontier Hawk
* (3) Cargo craft
* (3) Light Cruiser
* (2) Captured Outpost
* (2) Farmship
* (2) Orbital Gun Platform
* (1) Hammerhead
* (1) Jamming Terminal
* (1) Warpgate Cruiser
* (1) Siege Fortress
* (1) Imperial Flagship

### Machine Cult Edit

* (3) Builder Bot
* (3) Plasma Bot
* (3) Destroyer Bot
* (2) Intergration Port
* (2) Repair Mech
* (2) Defense System
* (1) Enforcer Mech
* (1) Conversion Yard
* (1) Reclamation Station
* (1) Neural Nexus
* (1) Nanobot Swarm

### Score Cards Edit

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

## How to Play

At any time during your turn, gain either 2 Combat or 3 Authority (but not both). Also when played with another Trade Federation card the ally ability triggers adding another 2 combat. As an Outpost the Defense Center protects your bases and your HQ for a decent 5 points.

## Strategy

Probably one of the better cards within the Trade Federation Faction the Defense Center gives protection and flexibility by offering the choice between Authority and Combat. And when the Ally ability triggers it can even give you both. This can be quite a menace if you can frequently put it or if it stays into play.
Mothership

## How to Play

When you play Mothership, gain 6 Combat and draw a card. At any time, if you have another Blob card in play, draw a card.

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

## Strategy

A rather simple, no-frills yet powerful card. If you can afford it, 7-cost for a 6 Combat card that replaces itself is a good deal - it certainly doesn't hurt. The extra draw as an ally ability is a nice bonus, and makes Mothership one of the rare cards capable of drawing two cards consistently.
Differences Between App and Physical Game

There are a number of differences between the digital app version of Star Realms. This page lists the general differences. Each individual card's page on this wiki contains a "How To Play" section that will list game play differences between the physical and digital game.

* Discard effects happen immediately, not at the start of a player’s turn.
* Players may not look through their decks, or their opponent’s deck.
* Ally abilities do not automatically trigger.  They may be triggered at any time after the card is in play (as long as it is still in play).
* You may choose yourself for "*target player* discards a card" effects, and choose one of your own bases for "destroy *target base*" effects.

Note: A *former* difference is that in the app you could not end turn while you had cards left in your hand, but this option now exists in the in-game Menu.
Stealth Tower

### Special

Until your turns ends, Stealth Tower becomes a copy of any base in play. Stealth Tower had that base's faction in addition to Machine Cult.

## How to Play

When you play Stealth Tower put in play an Outpost with a defense of 5. And until your turn ends, Stealth Tower becomes a copy of any base in play. Stealth Tower had that's base's faction in addition to Machine Cult.

Note: it is allowed to copy a base that an opponent has in play. Even if you destroy that base during your turn, Stealth Tower continues to function as a copy of that base until the end of your turn.

## Strategy

Buying Stealth Tower might seem a bit of a gamble and maybe in early game its ability sometimes won't trigger. But the ability to mimic even the best bases in play and gaining the ability to trigger that base's faction can be quite huge. Also a defense of 5 is still pretty good.
Hive Queen

## How to play

When you play Hive Queen, gain 7 Combat and draw a card. If you have another Blob card in play, gain an additional 3 Combat. If you have two or more other Blob cards in play, gain an additional 3 Combat.

## Strategy

Another simple yet powerful Blob card. The primary abilities of 7 Combat and card draw make this a good buy for any deck, and it is almost never a bad idea to buy it if you can afford it. But in a Blob rich deck, the Hive Queen becomes even stronger, as it can yield up to 13 Combat on its own.
Gateship

### Special

Acquire a ship or base of cost six or less for free, and put it on top of your deck.

## How to play

When you play gateship, you can acquire a card of cost 6 or less from the trade row (or an Explorer) and put it on top of your deck. If you have another Trade Federation card in play, gain 5 Authority.

## Strategy

Gateship is a great card for building up power, especially in early game since you can acquire a card at no cost. It usually does remain useful in late game. If there are only cheap cards in the trade row, it may be best to buy one or two (or scrap them from the trade row) to see if a better card shows up. The ally ability is nice, but clearly of minor importance compared to the primary ability, unlike many other Trade Federation cards in Frontiers.

Aside from a blue deck, this card also goes well in a green deck. Green decks often lack Trade, but this ship does not need that to acquire cards. On top of that, with green cards you can just scrap a number of cards in the trade row until something nice comes up, and then use Gateship to acquire it.
Orbital Shuttle

## How to play

When you play Orbital Shuttle, gain 3 Trade. If you have two or more bases in play when playing Orbital Shuttle, gain 4 Authority and draw a card.

Note: the two bases already need to be in play when you play Orbital Shuttle in order to trigger the special ability. If you have two bases only after playing it you do not get the 4 Authority and card draw.

## Strategy

With 3 Trade for a cost of only 2 this is a useful card in early game, even if you are not likely to use its special ability and/or have no other blue cards. Later in the game it remains useful if you can consistently have two or more bases in play, so that it becomes a free play. However, though tempting, avoid buying cheap bases solely for the purpose of using the draw ability.
Outland Station

## How to play

At any time during your turn, gain 1 Trade or 3 Authority. You can also scrap Outland Station to draw a card. Outland Station is a base with a defense of 4.

## Strategy

For only 3 Trade this is a cheap way of getting a Trade Federation base up, which is useful since Trade Federation cards in Frontiers often rely on ally abilities. Since it is not a very powerful card and also not an outpost it will often not be the first target, which is why it may stay for several turns in early game. And whenever you don't need it anymore you can just scrap it to draw another card.
Battle Pod

## How to Play

When you play Battle Pod, gain 4 Combat and scrap one of the cards currently in the Trade Row. At any time, if you have another Blob card in play, you may gain 2 Combat.

## Strategy

The Battle Pod is a powerful "little" ship at 2 cost and 6 potential damage - great to counter an opponent's base in the early game.

However its real strength is in its ability to help control the trade row. Keep a close eye on what your opponent is buying and use the Battle Pod to keep strong combos away from him. If you know your opponent has a lot of trade, then it's probably good to clear the most powerful cards off the trade row. Also, if there is not a good option in the Trade Row for you to purchase, Battle Pod can help flip a better card for you to buy.

But be careful, sometimes you can flip an even better card for your opponent. Scrap with care!
Defense System

## How to play

At any time during your turn, gain 2 Combat. If you have another Machine Cult card in play, gain another 2 Combat. Defense System is an outpost with a defense of 5.

## Strategy

Like Integration Port, the main purpose of this outpost is often to protect other bases and HQ. The primary 2 Combat is rather meager, but when coupled with another Machine Cult card this gets bumped up to a reasonable 4. Still not that much, but certainly decent considering the cost and the fact that it is more difficult to take out than other bases of this cost. Ideally you want to have this card in play together with an Integration Port or another Defense System: this provides a strong first line of both attack and defense.
Battlecruiser

## How to Play

When you play Battlecruiser, gain 5 combat and draw a card. If the ally ability is triggerd your opponent discards a card. Scrapping the Battlecruiser let draw another card and you may destroy a target base.

*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

Powerful card which let you draw a card and add 5 combat to your attack. Forcing opponents to discard can be crucial in keeping the edge in the game where you lean heavy on Star Empire cards. Scrapping this card on a opportune moment can be devastating for your opponent(s). The cost of 6 is totally worth it. Probably one of the best Star Empire ships you can buy.
Supply Depot

### Special

Discard up to two cards. Gain +2Trade or +2Combat for each card discarded this way.

## How to Play

At any time during your turn, discard up to two cards, and gain 2 Trade or 2 Combat for every card discarded. If you have another Star Empire card in play, you may draw a card.

## Strategy

Supply Depot is one of the best cards to buy if your deck is not (yet) well-scrapped, in the early game or mid-game. Discarding a Scout or Viper for 2 Trade can make it possible to buy more expensive cards, but you can also discard for Combat if you need to take out an opponents base. It is also a good idea if you plan to scrap your deck with cards that can only scrap in your discard pile: with this base, you can discard two cards, gain some Trade or Combat, and then scrap the cards. Drawing a card as an ally ability is also good. It is usually not the best card to buy in late game, because there are fewer cards to discard, but also because this base is more easily taken out as its defense is not as strong as some other expensive bases.
Thompson M1928A1

The Thompson M1928A1 is a submachine issued mostly to U.S. NCO's during WW2. It was also given to other countries such as Britain under the Lend-Lease policy. It has a high fire rate but high recoil. It was very costly to make, and saw less use in U.S. forces than it's cheaper counterpart, the Thompson M1A1.

It is currently the weakest submachine gun in Arcade Mode to offset it's high capacity.

Iron Sights:

## Attachments

The Thompson M1928A1 has two applicable attachments.

### Thompson Vertical Grip

This is the classic "Gangster Handgrip" for the Thompson. It reduces recoil slightly.

### Cutts Compensator

The Cutts Compensator reduces recoil. It also makes the barrel look slightly longer.
Machine Base

## How to Play

When you play the Machine Base you put into play an Outpost with a defense of 6. And then you draw a card and scrap a card from your hand.

## Strategy

The Machine Base puts up an Outpost in play with a defense of 6. Drawing a card is good, but scrapping from your hand is less powerful than getting a choice between your hand and discard pile. Its sheer horror if you have to scrap one of 2 cards you both want to bring into play. And with a cost of 7 trade its an Outpost to buy if all good bases are taken.
Stinger

## How to play

When you play Stinger, gain 3 Combat. If you have another Blob card in play, gain another 3 Combat. You can scrap Stinger at any time during your turn to gain 1 Trade.

## Strategy

Likely the best 1 Trade cost card. With a Blob ally, it can yield a total of 6 Combat for just 1 Trade. Even in the midgame a total of 6 combat from a single card is not bad. And if you no longer need it, it can scrap itself, so as not to clutter up your deck.
Blob Wheel

## How to Play

When you play Blob Wheel, gain 1 Combat. At any time you can scrap the card in exchange of 3 trade. With a base strength of 5 it will probably ignored if other bases are in play.

## Strategy

With a cost of 3 its a cheap way to put up a base up with decent defense. Adding 1 combat aint powerful. Most of time it will be used as a investment for more expensive buys in later turns.
Federation Shipyard

## How to Play

When you play Federation Shipyard you gain 2 Trade and you put a Outpost with a defense strength of 6 into play. When the ally ability triggers you may put the next ship or base you acquire this turn on top of your deck.

## Strategy

For 6 trade you get an Outpost with a decent defense value of 6 and it is adding 2 trade when in play. Great asset of this base comes to live when the ally ability triggers.
Battle Station

## How to Play

When you play the Battle Station you put an Outpost in play with a defense of 5. At any time you can scrap it to add 5 Combat Power to your attack.

## Strategy

For a meager 3 Trade you get an Outpost of 5 Defense which stops direct attacks on bases and your HQ. This prevents In early game small damage on your HQ. Thoughout the game a nuisance for your opponents because Outposts need to be attacked first before they can fire on bases or the HQ. Scrapping it for 5 Combat aint that bad either.
Parasite

## How to Play Edit

When you play Parasite you get a choice between 6 Combat Power or you acquire a card of cost 6 or less for free. When the ally ability triggers draw a card.

## Strategy

Card with multiable use options. Acquire a card up to 6 cost for free is great. When there a no desirable cards in the trade row you still can do 6 Combat damage. Prologing you turn when the ally ability triggers is always a good thing.