Saturday, June 29, 2019

Review: Star Realms


Star Realms Review
Players: 2
Publisher: White Wizard Games
Year: 2014

Deckbuilding games are played for quite some time. One of the most popular games in this genre, is Star Realms, released by White Wizard Games. Read the review to understand a bit about why it’s so popular.

Part of the game, the traderow at the top and the personal cards at the bottom.

Star Realms puts you in charge of a small fleet and your goal is to annihilate your opponent. A turn consists of playing your cards and acquire new ships or bases or dealing damage to your opponent. The trick is to scrap unwanted cards, so that the good cards come by frequently.

The space ships generate trade (coins), authority (life), or combat (damage). The bases do the same, but remain in play, while the ships go to the discard pile at the end of the turn. The bases and ships are divided across four factions: the Trade Federation (blue), the Blobs (green), the Star Empire (yellow), or the Machine Cult (red). A turn will consist of playing the cards in your hand, spending the trade on preferred ships and/or bases, and dealing damage to your opponent. The ships or bases that can be bought are laid out in the traderow.

The game is swift and brutal. Sometimes matches can be unbalanced, due to a couple of bad draws or because no suitable ships are in the traderow. Matches can be battles of attrition or curbstomping victories. We have played battles where the victor had 75 authority remaining, while others were won with just one life left. The luck of the draw has a huge influence. However, because it’s so fast, a new game can quickly be played.

What I like about this game is that it has a huge community. There’s even an app where people can play online. The physical game is cheap and portable! Expansions to tweak the game are available for a small price. While they are not mandatory, it’s nice to have the option. Even better is that it can be taught to others easily and so new players are quickly to grasp the game. Also, the game involves a lot of strategy. You need to manage your own deck, keep an eye on the cards in the trade row and make the maximum use of the cards in your hand. The game fits together nicely.

A downside is that the starting set is only playable with two players. Three or four would have been nice, but another set (or another expansion) is necessary for this. However, the game can be played with more people with a few rule modifications. Sleeves for the cards are recommendable. You’ll be doing quite a lot of shuffling and it detracts from the game if cards become marked. The biggest detractor to me personally are the authority cards. There are 18 of them, numbered 20, 10, 5, 1. They are unwieldy and take up a lot of space, which could have been used better in my opinion. However, many solutions are available.

Overall, I like this game a lot, because it’s so quick and easy to learn, while still being complex enough to remain interesting. It’s a small game that remains interesting. Although our deck has gone through a dozen of play already, it will go on to play quite a lot more.

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