Star Realms: High Alert – Invasion
Star Realms: High Alert – Invasion Rulebook
Table of Contents
Table of Contents
Cards
Alpha Max
Blob Ship. Cost 7.
- Gain 5 Combat.
- Draw a card.
- Blob Ally: Draw a card.
- Double Blob Ally: Draw a card.
Quantity in the pack: 1.
Arsenal
Star Empire Base. Cost 5. Defense 5.
- Gain 2 Combat.
- Draw a card, then discard a card.
Quantity in the pack: 1.
Cargo Raptor
Star Empire Ship. Cost 2.
- Gain 3 Trade.
- Star Empire Ally: Gain 2 Combat.
- Double Star Empire Ally: Target opponent discards a card.
Quantity in the pack: 2.
Fusion Bot
Machine Cult Ship. Cost 3.
- Gain 5 Combat.
- Machine Cult Ally: Scrap a card in your hand or discard pile.
- Double Machine Cult Ally: Draw a card.
Quantity in the pack: 2.
Mech Fortress
Machine Cult Base. Cost 8. Defense 6. Outpost.
- Draw a card.
- You may scrap a card in your hand or discard pile.
- Machine Cult Ally: Gain 5 Combat.
Quantity in the pack: 1.
Naval Yard
Trade Federation Base. Cost 6. Defense 6. Outpost.
- Gain 3 Trade or gain 4 Authority.
Quantity in the pack: 1.
Swarm Cell
Blob Base. Cost 2. Defense 3.
- Gain 2 Combat.
- Blob Ally: Gain 2 Combat.
Quantity in the pack: 2.
Voyager
Trade Federation Ship. Cost 1.
- Gain 2 Trade.
- Trade Federation Ally: Gain 2 Combat.
- Double Trade Federation Ally: Gain 4 Authority.
Quantity in the pack: 2.
Pack total: 12 cards (8 distinct).