Star Realms

Rating: 4 / 5

Box cover of Star Realms, a compact card game showing a battleship firing on an enemy fleet against a starfield

This is the deckbuilder I actually reach for on a weeknight, not the one I admire from a distance. Fifteen to twenty minutes a game once you both know what you’re doing, two small decks of cards, no board, no insert to fuss over, and I’ve genuinely played this on a train tray table, which is not a sentence I can say about most things on my shelf.

The faction system is doing more work than the box size suggests. Four colors, each with its own identity, and the fun comes from the combos between them, red for scrapping the weak cards out of your deck, green for the big damage numbers, and figuring out which faction lane you’re actually building toward from the first couple of trade row flips. It’s not deep the way Dominion is deep, and I’ll say plainly I still think Dominion is the better pure deckbuilder, but Star Realms wins on speed and portability by such a wide margin that the comparison almost isn’t fair to either game.

Two players is genuinely the format this was built for, and I mean that as the highest compliment, this is glorious two player magic when it’s working. It gets shakier as a multiplayer game, turns start to drag and there’s real downtime waiting for two other people to plan their trade row buys while you sit there with a hand you already know what to do with.

My one real complaint, and I’ve seen enough people echo it that I don’t think it’s just me, is that once a player’s engine gets rolling there are stretches where the other player is functionally along for the ride with very little to actually do about it. Doesn’t happen every game, but it happens enough that I keep it as strictly a two player thing at this point rather than pulling it out with a bigger group. For what it is, cheap, small, and endlessly replayable, it’s one of the most reached-for boxes I own.

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