Boardgames

Star Realms: Colony Wars

Colony Wars is an exciting standalone and expansion deckbuilding game in the Star Realms series. Command your fleet, acquire powerful ships, attack opponents, and emerge victorious!

20
minutes

2 - 2
player(s)

Medium Light

About the game

Star Realms: Colony Wars is an enthralling stand-alone card game set in the far reaches of the galaxy. This game immerses players in an interstellar conflict where they command powerful starships, establish vast space stations, and conquer uncharted planets.

The game’s setting is deeply rooted in a futuristic universe, richly adorned with stellar empires, alien species, and advanced technology. The narrative of the game unfolds in a time of tumultuous upheaval, with the colonies rebelling against the Trade Federation’s rule. This dramatic backdrop serves to entice players into the game’s thrilling storyline and strategic gameplay.

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Setup and rules summary

Game components Unboxing the fun!

Star Realms: Colony Wars is a standalone expansion for the original Star Realms Deckbuilding Game. The game comes with a variety of components, each having a unique function and interaction within the game. These components are:

1. Trade Deck Cards (80)

These cards form the main deck in the game. They are shuffled and placed face down on the table. Players draw cards from the Trade Deck into the Trade Row, which are then purchased or attacked during the game. Each card belongs to one of the four factions in the game (Star Empire, Blob, Trade Federation, Machine Cult), and features a variety of abilities that are activated when played.

2. Personal Deck Cards (16)

Each player starts with a Personal Deck of 8 Scout Cards and 2 Viper Cards. The Scout Cards provide Trade (currency used to purchase new ships and bases from the Trade Row), and the Viper Cards provide Combat (used to attack opponent’s bases and reduce their Authority).

3. Authority Cards (20)

These cards are used to track a player’s Authority (life points). Each player starts the game with 50 Authority. The goal of the game is to reduce your opponent’s Authority to zero.

4. Explorer Cards (4)

The Explorer Cards are always available for purchase for a cost of 2 Trade. They provide 2 Trade when played, and can be destroyed for 2 Combat.

5. Rules Sheet (1)

This sheet provides the complete rules of the game, including setup, gameplay, and card abilities.

The interactions between the components in Star Realms: Colony Wars can be summarized in the following steps:

  1. Setup: Each player starts with a Personal Deck and 50 Authority. The Trade Deck is shuffled and five cards are drawn into the Trade Row.
  2. Turn Order: Players take turns drawing a hand of five cards from their Personal Deck, playing cards to gain Trade and Combat, purchasing new cards from the Trade Row, and attacking their opponent.
  3. Card Abilities: Many cards have abilities that are activated when played. These can provide additional Trade, Combat, or Authority, allow you to draw more cards, force your opponent to discard cards, and more.
  4. Winning the Game: The game continues until one player’s Authority is reduced to zero. The other player is the winner.

Game setup Lay it out, line it up, let’s go

Star Realms: Colony Wars is a standalone game in the Star Realms series that’s an exciting addition to your gaming library. The game can be played by 2 players or 4 players in teams. Here is a detailed step-by-step guide on how to set up the game:

Step 1: Player Roles

In Star Realms: Colony Wars, each player takes on the role of a fleet commander from one of the factions in the Star Realms universe. The ultimate goal is to reduce your opponent’s authority (life points) to zero while keeping yours intact. Each player starts with a personal deck of cards representing their space fleet.

Step 2: Board Placement

There is no traditional board in Star Realms: Colony Wars. Instead, the five central cards from the main deck form the central play area. Place this area in the center of the table within reach of both players.

Step 3: Initial Resources

Each player starts with a pre-determined set of cards in their personal deck. This includes 8 Scout cards, which provide Trade (used to acquire new ships and bases), and 2 Viper cards, which provide Combat (used to attack your opponent and their bases). Shuffle your deck and draw a hand of 5 cards.

Step 4: Setting up the Trade Deck

Shuffle the main deck (Trade Deck) and place it face down near the central area. Reveal the top five cards from the deck and place them face up in the central row. This forms the market from which players can acquire new ships and bases to add to their deck.

Step 5: Setting up the Authority

Each player begins the game with 50 Authority. This can be tracked using the score cards or any other method that works for the players.

Step 6: Random Elements

The Trade Deck is composed of various ships and bases from different factions. As these cards are drawn randomly to form the central row, they introduce a random element to the game. Players must adapt their strategy based on the available cards.

Once the setup is complete, you are ready to begin playing Star Realms: Colony Wars. Remember, the game is not only about building the most powerful deck but also about strategically outmaneuvering your opponent.

Game flow Round and round we go

Star Realms: Colony Wars is a standalone expansion for the original Star Realms Deckbuilding Game. It can be played on its own or combined with the original set. The game is typically played with two players, but can accommodate more with additional decks. The primary goal of the game is to reduce your opponent’s Authority to zero.

The game is structured into rounds, and during each round, players take turns. A player’s turn is divided into three main phases: the Main Phase, the Discard Phase, and the Draw Phase. Here are those phases in detail:

Main Phase: During this phase, the player can perform several actions and they can be done in any order and multiple times. The actions include:

  • Playing a Card: The player can play a card from their hand. Ships are put into play and provide an immediate effect, while Bases remain in play and provide ongoing benefits.
  • Using a Base: The active player can use the primary ability of any of their in-play Bases.
  • Buying a Card: The player can purchase cards from the Trade Row using their Trade Points. Purchased cards go to the discard pile.
  • Attacking: The player can choose to attack their opponent’s Bases or their Authority directly using their Combat Points.

Discard Phase: At the end of the Main Phase, the player places any remaining cards from their hand and any ships they’ve played this turn into their personal discard pile.

Draw Phase: Finally, the player draws a new hand of five cards. If their deck is empty, they shuffle their discard pile to form a new deck. The turn then passes to the next player.

These phases and actions continue in turns until one player’s Authority reaches zero. At that point, the game ends immediately and the other player is declared the winner.

Players'turn One turn to rule them all

In ‘Star Realms: Colony Wars’, a player’s turn consists of several actions that can be carried out in any order. These actions can impact the game state significantly and must be performed strategically to maximize the potential for victory.

Main Phase

During the main phase, a player can perform the following actions:

  • Play a card: The player plays a card from their hand onto the play area. The card can either be a ship or a base. Ships have an immediate effect and are then discarded at the end of the turn. Bases remain in play and provide ongoing benefits until they are destroyed.
  • Use a Base or Ship: The player can choose to activate the abilities of a base or a ship that they have in play. These abilities can provide additional resources, attack power, or other special effects.
  • Buy a card: The player can purchase a card from the trade row using their trade points. The purchased card goes into the player’s discard pile and will be shuffled into their deck when it is empty. New cards can provide powerful abilities or valuable resources for future turns.
  • Attack: The player can choose to attack their opponent using their attack points. Attacks can be directed at the opponent’s bases or directly at their authority (health) points.

End Phase

At the end of the player’s turn, they perform the following actions:

  1. The player discards any cards left in their hand, along with any ships that they played during their turn.
  2. The player draws a new hand of five cards from their deck. If their deck is empty, they shuffle their discard pile to form a new deck.
  3. The player refills the trade row to five cards if there are any empty spaces.

Strategic choices involve deciding when to play cards, which cards to buy, and how to distribute attacks. The optimal strategy depends on the current game state, the contents of the player’s deck, and the available cards in the trade row. Balancing resource generation, attack power, and deck thinning is crucial to outpace the opponent and secure a victory in ‘Star Realms: Colony Wars’.

End of the game All good games must come to an end

Star Realms: Colony Wars is a standalone game that can also be integrated with the original Star Realms deckbuilding game. It’s a game of interstellar combat, where players battle against each other to control the galaxy. The game ends when either all of the victory conditions are met or a player’s authority points reach zero.

The basic victory condition for Star Realms: Colony Wars is to reduce your opponent’s authority to zero. Each player starts with 50 authority and loses the game when they have no more authority. This can be achieved by attacking with ships and bases, playing cards with attack abilities, or using other card effects that reduce an opponent’s authority.

Actions before final scoring:

  • Shuffle the Trade Deck: All the cards that players can buy go in one deck, which is then shuffled. Five cards are drawn from the top and laid out in the middle of the table.
  • Prepare Personal Decks and Draw Hands: Each player starts with a personal deck of cards. From this deck, players draw a hand of five cards.
  • First Player Draws Fewer: The first player to take a turn in the game only draws three cards for their first hand.

During the game, players will be taking actions such as playing cards, acquiring new cards from the trade row, using card abilities, and attacking opponents. It’s important to note that a player’s turn is not over until they have decided they have done all they want and can do. They then draw a new hand of five cards and it’s the next player’s turn.

Finally, the game ends immediately when a player’s authority reaches zero and that player loses. The other player wins the game. There is no final scoring as in some other games – in Star Realms: Colony Wars, it’s simply a matter of survival!

Scoring Did you outsmart your rivals?

Star Realms: Colony Wars is a standalone game that can be integrated with the original Star Realms deckbuilding game. The goal of the game is to reduce your opponent’s authority (life points) to zero. Here’s how the scoring system works:

Scoring Points:

  • Authority: Every player starts the game with 50 authority. The game ends when a player’s authority is reduced to zero.
  • Combat Points: These points are used to attack your opponents and reduce their authority. You earn combat points by playing ships and bases with combat abilities.
  • Trade Points: These points are used to purchase new ships and bases from the trade row. You earn trade points by playing ships and bases with trade abilities.

Tie-Breaking Rules:

  1. If two players reduce each other’s authority to zero at the same time, the game is a draw.
  2. If a player’s deck is depleted and they need to draw a card, they shuffle their discard pile and form a new deck. If there are no cards in their discard pile, they continue to play with no deck until they can discard cards.

It’s important to note that the game is not about collecting the most points, but rather about reducing your opponent’s points to zero. Therefore, the strategic use of your ships and bases, along with careful management of your deck, is crucial to winning the game.

Particular Cases and Exceptions Wait… is that legal?

Star Realms: Colony Wars is a standalone expansion for Star Realms, a deck-building game where players aim to reduce their opponent’s “authority” (life points) to zero. Although the base game rules apply, there are a few exceptions and rule clarifications unique to this expansion.

1. Card Abilities:

  • Scrap: Some cards have abilities that are activated when the card is scrapped (removed from play). Scrapping a card is a choice and is not mandatory. If a player chooses to scrap a card, they will receive the benefit at the moment the card is scrapped.
  • Outpost: An outpost is a type of base that must be destroyed before any other base or opponent can be attacked. If multiple outposts are in play, the attacker can choose which one to attack. Outposts do not protect each other.
  • Draw: If a card instructs a player to draw and they have no cards left in their deck, they shuffle their discard pile to form a new deck and then draw the remaining number of cards.

2. Trading Post: The Trading Post is a unique base card that can either be used for combat or for gaining authority. However, the player must choose only one of these actions per turn.

3. Faction Abilities: Many cards have faction abilities. These are additional abilities that are activated if the player has played or has in play another card of the same faction in the same turn.

4. The Game End: If the last card in the main deck is purchased or acquired, the game continues until the end of the current player’s turn. After that, each player counts their total authority. The player with the highest authority wins. If there is a tie, the game continues with an additional round.

5. Two-Player Games: In a two-player game, the player who goes first only draws three cards for their first turn, while the second player draws five cards.

6. Card Copies: Unlike some deck-building games, there is no limit to the number of copies of a card a player can have in their deck in Star Realms: Colony Wars.