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Star Realms Multiplayer Rules
Hey there! Let’s dive into the exciting world of Star Realms multiplayer rules, shall we? I’m here to guide you through the ins and outs of this awesome game. So buckle up and get ready for an epic journey!
First things first, let’s talk about the objective of Star Realms. The aim is simple – defeat your opponents and become the ultimate ruler of the galaxy. To achieve this, you need to strategically construct a powerful deck of starships and bases, utilizing your resources and making smart decisions along the way.
Now, let’s take a look at the turn structure. Each player starts with a deck of basic cards, consisting of Scout and Viper cards. You’ll begin your turn by drawing five cards from your deck. These cards will serve as your resources to acquire new, more powerful cards from the Trade Row.
Speaking of the Trade Row, it’s a row of five cards that are available for purchase each turn. You can spend your resources to acquire these cards and add them to your deck. Building a diverse and effective fleet is key to securing victory.
Once you’ve acquired new cards, you can either play them to generate resources or use their abilities to attack your opponents directly. Your objective is to reduce their Authority, which represents their health. Bring it down to zero, and victory will be yours.
Keep in mind that Star Realms is not a game where you invest your entire hand at once. Instead, play your cards tactically, considering how each card’s abilities can synergize with others to create devastating combos. Planning your moves strategically will give you the upper hand on your way to domination.
Remember that your opponents won’t just sit idly by. They’ll be working hard to expand their fleets and attack you as well. Be ready to defend your bases and retaliate with all you’ve got. Adaptability and quick thinking are crucial to staying ahead and outmaneuvering your foes.
As the game progresses, you’ll notice that some cards provide special abilities or ongoing effects. These can drastically alter the course of the game and give you an edge over your rivals. Utilize them wisely and capitalize on any opportunities that arise.
Lastly, let’s talk about alliances. In multiplayer games, it’s possible to form alliances with other players, allowing you to temporarily work together to tackle a common enemy. While these alliances can be a powerful tool, always keep in mind that only one can emerge as the true victor. Choose your allies carefully and be prepared for an eventual showdown.
That’s it, my friend! You’re now equipped with the knowledge to conquer the galaxy in Star Realms multiplayer. So gather your friends, set up your game, and let the battle begin. May the best commander prevail!

Hey there! Star Realms is an awesome game that can be played in many ways with multiple people. If you haven’t tried it yet, you’re missing out!
Just a heads up: when playing with more than two players, the standard rules still mostly apply. However, there’s a little twist in most multiplayer formats. Outposts owned by one player don’t stop you from attacking other players or their bases. Isn’t that cool?
Free-for-all

You and I will start by determining who goes first. It’s a random choice, so let’s leave it up to chance. The player selected will begin with a three-card starting hand, while the rest of us will receive five cards.
Now, let’s talk about how the game progresses. Each player takes their turn in a clockwise direction around the table. You have the option to attack or target any combination of Bases and players. Keep in mind that the objective of the game is to be the last player standing. Once all the dust settles, the person left standing will emerge as the winner!
Hunter
For the Hunter game mode, we follow the same rules as before. We still randomly select the first player, who will start with a three-card hand. Then, we proceed clockwise around the table, but this time, the player going second will have a four-card starting hand. The remaining players, including you and me, will all receive five cards to begin the game.
When it’s my turn, I can only attack the player sitting on my left or their Bases. I can also target the Bases of the players to my left and right. If I defeat the player on my left, then I can start attacking the next player on my left. The goal is to be the last player standing to win the game!

Unleash the Power of Hydra!
Perfect for 4 or 6 players
The Mighty Two-Headed Hydra
- For 4 players
- Each two-player team shares a score of 75 Authority.
The Imposing Three-Headed Hydra
- For 6 players
- Each three-player team shares a score of 100 Authority.
When it comes to Hydra, we’re all about teamwork. In this game, every player on a team works together to achieve victory. But don’t worry, you still have your own deck, hand, discard pile, and in-play zone. Your teammate’s cards won’t trigger your Ally Abilities, so you can stay focused on your own strategy.
So, who gets to go first? It’s all up to chance! Randomly determine which team will take the lead. The players on that team will have three-card starting hands, while the opposing team gets a bit of an advantage with five-card starting hands. During the game, instead of each player taking turns, teammates will go through their Main, Discard, and Draw Phases together. It’s all about coordination and synchronicity.
So here’s the deal: we’re all in this game together, but that doesn’t mean we lose our individuality. Each of us still calls the shots when it comes to playing cards, making acquisitions, activating abilities, and initiating attacks.
But here’s the kicker: when it comes to teamwork, we can combine our strengths to take down those pesky bases. We can use our combat skills from our own pools to obliterate them. And hey, we can even pool our trade resources to snag some sweet cards from the Trade Row.
Now, here’s a nifty rule: if any one of us has an Outpost card on the field, our team is off-limits to attacks. That means our bases can’t be targeted or destroyed by the enemy. Pretty cool, huh?
But, here’s the catch: if our Authority reaches zero, we’re toast. If our team’s collective Authority is wiped out, every single one of us is defeated. Ouch.
Oh, and there’s an Emperor.
Alright, let’s split into two teams of three. Each team needs to appoint one player as their Emperor. These guys sit across from each other, with their teammates (who we’ll call Admirals) on their sides.
When the game starts, I, as an Admiral, begin with 50 Authority. On the other hand, if I am an Emperor, I start with a bit more power – 60 Authority. The team that goes first, which we’ll call Team A, starts with a three-card hand. The team going second, Team B, gets a slightly better starting hand of five cards. To keep things fair, we take turns starting with Player I and moving clockwise.
As an Admiral, I can only target two things: the enemy Admiral directly across from me and any bases controlled by that Admiral. Once I defeat that Admiral, I can then turn my attention to the enemy Emperor and their bases.
Emperors have a wider range of targets. They can attack any player or base on the table. During the Main Phase, any player has the option to spend one Trade in order to move a card from their Discard Pile to a neighboring teammate’s Discard Pile. This can be a useful strategy to help out a teammate in need.
If I am an Admiral and I get defeated, I have one last move before I’m out of the game. I can choose one card from my own collection and place it in my Emperor’s Discard Pile. But if I am an Emperor and I get defeated, well, that’s the end of the line for my team. Game over!
Raid
This game is designed for 3-6 players, with one player acting as the Boss and the rest of the players acting as the Raiders. The game starts with the Boss, and then continues clockwise around the table.
As the Boss, I begin the game with a hand of cards that is two cards smaller than the normal hand size. The Raiders, on the other hand, start the game with a standard five-card hand.
When it comes to taking turns, each Raider takes their turn individually. However, it’s important to note that any damage dealt to the Boss’s bases will not heal until the start of my turn as the Boss. This means that a Raider can start an attack on a base, and another Raider can finish the job on their own turn.
Raiders
As a Raider, I can look at my teammates’ hands and discuss our strategy. Even though we’re playing as a team, I still have my own Trade Pool and Combat Pool, and I make my own decisions about playing cards, acquiring cards, activating abilities, and attacking. It’s essential for each of us to contribute our unique skills and make smart choices.
If I get eliminated, I can help my teammates by placing one of my cards into the Discard Pile of each of them. But if all of us Raiders get eliminated, then it’s game over and the Boss wins!
The Boss
The power of the Boss depends on how many Raiders there are. The starting Authority score and hand size of the Boss change accordingly.
| 2 | 50 | 7 |
| 3 | 70 | 7 |
| 4 | 70 | 8 |
| 5 | 90 | 8 |
If we Raiders can deplete the Boss’s Authority down to zero, we’ll emerge victorious!