Star Realms rules: how to play and how to win
Reviewed on 16 October 2026 against the publisher’s rulebook. How we check
Star Realms is a deckbuilding duel in space, for 2 players per box, and up to 6 by combining boxes. Here are the essential rules, setup and multiplayer formats, based on the official rules of the Core Set and Frontiers.
- Players
- 2 per box; 1 to 4 with Frontiers
- Play time
- About 20 minutes
- Winner
- The first to reduce the opponent’s Authority to zero
Star Realms quick rules
- The goal
- Each player starts with 50 Authority. You play cards to gain Trade, which buys new cards, and Combat, which attacks your opponent. The first to reduce their opponent’s Authority to zero wins.
- Your starting deck
- Your Personal Deck has 8 Scouts, which give Trade, and 2 Vipers, which give Combat. In the middle, the Trade Row always shows 5 cards, next to a pile of Explorers. The first player draws only 3 cards for their first turn, the other player 5.
- A turn
- In your Main Phase, you play your cards for free, use their abilities, acquire cards and attack, in any order. In your Discard Phase, unspent Trade and Combat are lost, and your Ships and hand go to your Discard Pile. In your Draw Phase, you draw 5 cards; an empty deck is reshuffled from your Discard Pile.
- Ships and Bases
- A Ship acts as soon as it is played, then goes to your Discard Pile at the end of the turn. A Base stays in play from turn to turn; to destroy it, you must deal as much Combat as its Defense in a single turn.
- Acquiring cards
- You spend Trade equal to the cost of a Trade Row card or an Explorer. The acquired card goes to your Discard Pile, not your hand, and the Trade Row refills right away.
- Attacking
- Your Combat lowers your opponent’s Authority by the same amount, or destroys their Bases. While they have an Outpost in play, you can neither attack them nor touch their other Bases: destroy their Outposts first.
- Ally and Scrap
- An Ally Ability triggers as soon as you have another card of the same faction in play: Blob, Trade Federation, Star Empire or Machine Cult. A Scrap Ability sends the card to the Scrap Heap for good, in exchange for its effect. Each ability can be used once per turn.
- Game end
- A player whose Authority drops to zero or below loses. Authority can also climb above 50. There is no final scoring: there is a winner.
- Beginner pitfalls
- A card you acquire isn’t played this turn. Nothing carries over between turns: spend your Trade and Combat. Damage on a Base is removed at the end of the turn. And scrap your Scouts and Vipers when you can.
- Multiplayer
- Everyone needs a starting deck: a Core Set or Colony Wars provides two, Frontiers four. In Free-For-All, you attack whoever you like; in Hunter, only the player on your left. Hydra and Emperor are team formats, and Raid pits one Boss against everyone else.
- Solo and cooperative
- Frontiers contains 8 Challenge Cards to face a Boss alone or as a team, on four levels, from Beginner to Expert. Once per game, a player may refresh the whole Trade Row.
How to win Star Realms
- No points
- There are no points in Star Realms: everyone starts at 50 Authority, tracked on the Authority cards.
- Attacking
- Each point of Combat removes one Authority from an opponent with no Outpost. A Base is destroyed if it takes as much Combat as its Defense in a single turn.
- Victory
- A player at zero Authority is defeated. With 2 players, the other wins; with more, the last one alive, except in Hunter First Blood, where the player to the right of the first defeated player wins.
- What Ludingo records
- The winner, and for the record the game format and everyone’s remaining Authority.
Example ending
Jake has 7 Authority and an Outpost with Defense 5. Emma has 11 Combat this turn: she spends 5 to destroy the Outpost, then the other 6 on Jake, who drops to 7 − 6 = 1. Next turn, a single point of Combat will do.
Common mistakes
- Attacking a player with an Outpost in play: you must destroy all their Outposts first.
- Saving Combat or Trade for next turn: whatever isn’t spent is lost.
- Leaving damage on a Base from one turn to the next: you must destroy it in a single turn.
- Thinking Authority is capped at 50: it can go higher.
How to set up Star Realms
Setup takes two minutes. For three or more players, choose the format first. The first player is chosen at random.
The middle of the table
- Place the Explorer cards in a face-up pile.An Explorer can always be acquired.
- Shuffle the 80 Trade Deck cards and place them face down: this is the Trade Deck.Leave space for the Scrap Heap.
- Lay out the top 5 cards in a row: this is the Trade Row.It always has 5 cards.
Each player
- Each player shuffles a Personal Deck of 8 Scouts and 2 Vipers and places it face down.Leave room for your Discard Pile.
- Each player starts with 50 Authority, tracked with the Authority cards.
Starting hands
- The first player, chosen at random, draws 3 cards.
- With 2 players, the other player draws 5 cards.
- With 3 or more players, the second player draws 4 cards, everyone after that 5.Each player needs a starting deck.
- Solo, with Frontiers: choose a Challenge Card and follow its setup; if you play before the Boss, draw 3 cards.Beginner: three turns before the Boss; Expert: the Boss goes first.
Frequently asked questions
How many cards do you start with in Star Realms?
A 10-card Personal Deck: 8 Scouts and 2 Vipers. With 2 players, the first player draws 3 cards and the second 5; with 3 or more, 3, 4 then 5.
How much Authority do you start with in Star Realms?
50 each. In Hydra, each team of two shares 75, a team of three 100; in Emperor, the Emperors have 60.
Can you attack a player who has an Outpost?
No. While they have an Outpost in play, you can’t attack them, or attack or target their other Bases.
Ludingo’s Star Realms sheet was last reviewed on 16 October 2026, based on: iello.fr 1, iello.fr 2, wisewizardgames.com, BoardGameGeek.