Star Realms is designed to support a wide variety of multi- player formats. Unless otherwise specified, all the standard two-player rules apply to multiplayer.

Note: In most multiplayer formats. Outposts belonging to one opponent do not prevent you from attacking other players or attacking/targeting the Bases other players control.


Free-for-all

3+ players

Randomly determine which player is going first That player gets a three-card starting hand. Play proceeds clockwise around the table. The player going second gets a four-card starting hand. All other players get a five-card starting hand.

On their turn, players may attack/target any combination of Bases and players. The last player alive wins the game!


Hunter

3+ players

Randomly determine which player is going first That player gets a three-card starting hand. Play proceeds clockwise around the table. The player going second gets a four-card starting hand. All other players get a five-card starting hand.

On their turn, players may only attack/target the player to their left and/or the Bases belonging to players on their left and right. If the player to your left is defeated, the next player to your left can then be attacked/targeted. The last player alive wins the game!


Hydra

4 or 6 players

Two-headed Hydra

  • 4 players
  • Each two-player team has a shared score of 75 Authority.

Three-headed Hydra

  • 6 players
  • Each three-player team has a shared score of IOO Authority.

All players on a team share an Authority score. Each individual player has their own personal deck. hand. Discard Pile and in-play zone (for example, your teammate's in-play cards won't trigger your Ally Abilities).

Randomly determine which team will go first Players on that team get three-card starting hands: players on the opposing team get five-card starting hands. Each team takes turns (rather than each player), teammates going through their Main. Discard and Draw Phases at the same time.

Each player still has their own Trade and Combat Pool and still makes their own decisions regarding playing cards, acquiring cards, ability activations and attacking.

Teammates may work together to destroy Bases, using a combination of Combat from their respective Combat Pools. Teammates may also pool their respective Trade to acquire cards from the Trade Row.

As long as any player on a given team has an Outpost in play, that team may not be attacked and any non-outpost Bases belonging to that team may not be at- tacked or targeted by opponents.

When a team's Authority is reduced to zero, all players on that team are defeated.



Emperor

6 players

Players split into two teams of three, with each team choosing one teammate to be their Emperor. The Emperors sit facing each other, flanked by their teammates (Admirals) on either side:



Admirals start the game with 50 Authority. Emperors start with 60 Authority. The team going first (Team A) gets a three-card starting hand. The team going second (Team B) gets a five-card starting hand. Play begins with Player I and proceeds clockwise.

Admirals may only attack/target the enemy Admiral across from them and/or bases controlled by that Admiral. If that Admiral is defeated, they may then begin to attack/target the enemy Emperor and his bases.

Emperors may attack/target any player or Base. During their Main Phase, any player may pay one Trade to move a card from their Discard Pile to the Discard Pile of a neighboring teammate.

When an Admiral is defeated, they may put any one card they own into their Emperors Discard Pile. When an Emperor is defeated, their team loses the game!


Raid

3-6 players (1 boss and 2-5 raiders).

Choose one player to act as the Boss, with all other players acting as the Raiders. Play starts with the Boss and proceeds clockwise around the table.

The Boss begins the game with two fewer cards than their normal hand size (found below), while Raiders begin the game with a standard five- card hand.

Raiders take their turns individually, but any damage dealt to the Boss's bases doesn't heal until the start of the Boss's turn (so that one Raider can start an attack on a Base while another Raider finishes the job on their own turn).


Raiders

Raiders may look at each other's hands and discuss strategy. Though Raiders are playing as a team, each player still has their own Trade Pool and Combat Pool, and still makes their own decisions regarding playing cards, acquiring cards, ability activations and attacking.

When a Raider is eliminated, they may place one card they own in the Discard Pile of each teammate. If all of the Raiders are eliminated, the Boss wins!


The Boss

The Boss's starting Authority score and hand size is dependent on the number of Raiders.

# of RaidersBoss Starting AuthorityBoss Hand Size
2507
3707
4708
5908

If the Boss has their Authority reduced to zero, the Raiders win.


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