You can try to obtain high Combat value cards early on, hoping to stack them and take out your opponent early… or you can try to obtain high defense Champions who will take damage for you and protect your Health. Your opponent is not required to distribute Combat damage to non-Guard Champions (but can choose to do so), but the non-Guard Champions frequently provide Gold or Combat PLUS a special ability that makes them difficult to ignore.Īs far as gameplay, there are different strategies you can take. Non-Guard Champions have a silver shield and value and do not step in to take damage directed at you. When that value is exceeded, the Champion is stunned (goes to your Discard pile) and any leftover damage is applied to another Guard Champion, a non-Guard Champion or to your Health. Guard Champions have a black shield and value which will indicate how much damage the Champion will take for you. Champions come in two flavors–Guard and non-Guard. Some cards called Champions go into the discard pile when purchased, but when eventually dealt into your hand will stay in play until stunned once stunned (not Sacrificed which removes a card permanently from the current game) it goes into the player’s Discard pile.Ħ. A purchased card from the Market goes directly into the player’s Discard pile that is shuffled when all of that player’s cards are used up or when a player cannot draw a full five cards from his/her deck. (This may seem odd, but later in the game you can obtain cards that, when played, let you intentionally sacrifice a card from your deck… losing a single Gold card or even two or three means they are less likely to show up after a shuffle, increasing the odds of dealing more powerful or valuable cards.)ĥ. Five cards are dealt face up in the Market for players to buy with Gold, as well as a common pile of Fire Gem cards that cost 2 Gold but offer 2 Gold when played. The first player draws three cards to start (four cards for the 2nd player in a 3-player game), and then players take turns drawing five cards from that point forward. Players start with seven Gold cards (worth 1 Gold each), a Ruby card (value of 2 Gold), a Shortsword (2 Combat), and a Dagger (1 Combat). There are four factions (red, green, blue, yellow) that represent different guilds and factions, and their champions that can be purchased and added to a player’s deck.Ĥ. Damage is dealt to the opposite player’s Health with the Combat icon (red target symbol with numeral).ģ. Cards are purchased with Gold that is represented on the cards as a gold coin icon with a numeral. When it reaches 0, that player is out of the game.Ģ. Each player begins with 50 Health this is the basic life/health of the player. The two Realms games make all cards available to players through themed/named expansion packs–each pack has identical cards inside.ġ. Note: Unlike games like Magic: The Gathering, Star Realms and Hero Realms do not rely on rare/exotic cards that can unbalance a game when a single player comes to the table with an overpowered deck. Each player begins the game with 10 cards in his deck, but additional cards can be purchased as the game progresses. (The Star Realms base game only supports a two player game, but the Colony Wars expansion adds enough cards for two more players.) Normally the game would not be played solo, but tucked in the package was the Hero Realms promo pack, which came with a special solo-play card that I’ll cover later in this review. The Hero Realms base game comes with enough cards for up to four players to play. My two boys (ages 9 and 6) and I have been enjoying playing the base game, and I thought I’d share with you some details about the game and our experiences with it so far. The boss packs and campaign deck are scheduled to be released next year, but the base game and the five class packs recently arrived in my mailbox along with the Hero Realms Promo Pack that I’ll explain shortly. I backed Hero Realms on Kickstarter at the level that would include the base game but also five class packs, two boss packs, and a campaign deck. Also at Gen Con, White Wizard was sharing details about a fantasy card game that shared almost the same rules as Star Realms, but this game would also have an RPG element using class packs. The game mechanics were fairly straightforward and easy to pick up, and I’ve been pleasantly surprised at its replayability with the various expansion packs and rule variants. I’d gotten to play it at Gen Con 2016, and I felt it was something my oldest son (age 9) would enjoy. A few months back, I wrote about the Star Realms deck-building game from White Wizard Games.
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