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Star Realms: Scenarios

Expansion for Star RealmsExpansion for Star Realms: Colony WarsExpansion for Star Realms: Frontiers

Star Realms: Scenarios Rulebook

Table of Contents

Table of Contents

  • Scenarios Rules Card
  • Scenario Cards
    • Border Skirmish
    • Buyer's Market
    • Commitment to the Cause
    • Early Recruitment
    • Emergency Repairs
    • Entrenched Loyalties
    • Flare Mining
    • Fleeting Opportunities
    • Frantic Preparations
    • Frontier Expedition
    • Maximum Warp
    • Picking Sides
    • Prolonged Conflict
    • Rapid Construction
    • Ready Reserves
    • Recruiting Drive
    • Rushed Defenses
    • Ruthless Efficiency
    • Total War
    • Warpgate Nexus

Scenarios Rules Card

Scenarios change the rules of Star Realms in exciting new ways! Before the game begins, shuffle the Scenario deck and deal out a Scenario card to determine the new rules for the game.

If a Scenario says to perform an action "before the game begins," do this before setting up the game. If a Scenario says to perform an action "at the start of the game," do this after all players have drawn their starting hands.

The Scenarios 'Early Recruitment' and 'Picking Sides' are only for two-player games. If you draw them in a multiplayer game, discard them and draw again.

For FAQs and more ways to use Scenario cards, visit http://StarRealms.com/scenarios

Scenario Cards

Border Skirmish

At the start of the game, each player loses 20 Authority.

Buyer's Market

At the end of each player's turn, place one counter (using dice, coins, etc.) on the most expensive card or cards in the trade row. Cards cost 1 Trade less for each counter on them.

Commitment to the Cause

Scouts and Explorers produce an additional 1 Trade.

Vipers produce an additional 1 Combat.

Early Recruitment

Two-player games only.

Before the game begins, the player going first chooses one of the four factions. They then select from the trade deck a card of that faction that costs 1 Trade, and add it to their personal deck.

The player going second repeats this process, choosing two of the remaining factions.

Finally, the player going first repeats the process for the remaining faction.

Emergency Repairs

Once per turn, a player may spend 1 Trade to shuffle their discard pile into their personal deck.

Entrenched Loyalties

At the start of the game, assign each player a faction at random. Cards of that faction cost that player 1 Trade less to acquire. (The same faction may be assigned to multiple players.)

Flare Mining

Once per turn, a player may spend 1 Trade to draw a card, then discard a card.

Fleeting Opportunities

At the start of each player's turn, scrap the card in the trade row furthest from the trade deck, slide all the other cards over one space, then add the top card of the trade deck to the trade row.

Frantic Preparations

Before the game begins, each player removes one Viper and one Scout from their personal decks.

Frontier Expedition

Before the game begins, each player replaces two of the Scouts in their personal deck with Explorers.

Maximum Warp

At the start of each player's turn, that player draws a card.

Picking Sides

Two-player games only.

Before the game begins, the player going first chooses one of the four factions. They then select from the trade deck a card of that faction that costs 2 Trade, and add it to their personal deck.

The player going second repeats this process, choosing two of the remaining factions.

Finally, the player going first repeats the process for the remaining faction.

Prolonged Conflict

At the start of the game, each player gains 30 Authority.

Rapid Construction

The first card a player acquires each turn is placed on top of their deck.

Ready Reserves

Cards in a player's hand are not discarded at the end of their turn. For each card a player keeps, they draw one fewer card at the end of their turn.

Recruiting Drive

Whenever a player acquires a ship, they put it on top of their deck.

Bases cost 1 Trade less to acquire.

Rushed Defenses

Bases go directly into play when acquired, and are scrapped when destroyed.

Ruthless Efficiency

Once per turn, a player may spend 1 Trade to scrap a card in their hand.

Total War

Once per turn, a player may spend 1 Trade to gain 3 Combat.

Warpgate Nexus

Play with two additional cards in the trade row.