Within the early days of deckbuilding video games, one of many makes an attempt at a versus deckbuilding sport was Star Realms. Initially bought as a sport in a small deck field, it has slowly acquired updates over the past 10 years, and largely not diverged from that small field (or packs) format. The latest set, nevertheless, has expanded from these roots to ship one thing larger, and extra bold.
To that finish, Sensible Wizard video games brings us Star Realms: Rise of Empire, a legacy marketing campaign sport for two gamers that performs half-hour per state of affairs.
Gameplay Overview:
The fundamental gameplay is identical as you possibly can count on from a Star Realms set. In case you’re conversant in the sport, little or no will probably be shocking. As one of many earlier deckbuilding video games, it borrowed from others and has been borrowed from since its authentic set in 2014. So even when you’ve by no means performed Star Realms earlier than, it’s simple to choose up. You generate forex to purchase higher playing cards and energy to assault your opponent and their bases, with the purpose of lowering their Authority (a.ok.a., well being) to 0 earlier than they do the identical to you.

The first addition to the fundamentals that this set provides is three new factions. Historically, Star Realms has had 4 factions—Commerce Federation, Star Empire, Machine Cult, and the Blob—which all have their very own theme and taste of skills. Right here, the primary two are represented by the gamers and don’t seem in the primary deck (no less than initially), and the second two don’t seem in any respect. As an alternative, the primary deck is comprised of the Consortium, the Kingdom, and the Scavengers. They’ve the usual ally results from earlier units (skills that activate whenever you play different playing cards of the identical faction), as you may count on, however in addition they all do one thing whenever you purchase them, reminiscent of gaining assault or scrapping playing cards out of your deck.
All through the marketing campaign, you have got the chance to improve these new factions’ playing cards by paying an additional value when shopping for them from the middle row. If you achieve this, you apply each a sticker with a brand new skill, which covers the on-acquire skill, and a dual-faction sticker so that it’s going to set off ally skills of your faction along with its personal (for instance, a Commerce Federation participant upgrading a Consortium card would find yourself with a Commerce Federation-Consortium dual-faction card). You possibly can solely improve 20 of those all through the marketing campaign, so making an attempt to improve the playing cards shortly is vital, however you don’t essentially wish to simply improve the primary 20 that you’ve got the chance to take action.
The marketing campaign itself is the opposite huge innovation of this set. It’s performed out over a sequence of 12 eventualities (or 13, in case you have entry to the additional 11b state of affairs from the Kickstarter). Victory factors are earned for wins or for different aims all through the eventualities. Every state of affairs has two sides, relying on who received the earlier sport, and that winner usually is given a alternative on the state of affairs card of which alternate guidelines will probably be used for the subsequent sport. Regularly, new card varieties and playing cards are added to the primary deck over the course of the 12 video games, and on the finish, there’s some remaining scoring earlier than victory factors are tallied and an general marketing campaign winner is decided.

Sport Expertise:
To get it out of the way in which from the beginning, the largest difficulty I had right here was with what was billed the “legacy” side of the sport. That’s the card upgrades. As it really works out-of-the-box, in video games 1 by way of 4, every participant has a novel set of improve stickers for five particular prices, with a base and a ship choice at every value. On every “line” you possibly can solely ever use one of many two: both base or ship.
For instance, within the first sport’s sheet, when you determine to improve a 5-cost base, you wouldn’t have the ability to then use that sheet’s 5-cost ship improve. You possibly can rating a “political victory” through the use of 5 upgrades from that sport’s sheet, but when the sport ends usually (or in case your opponent scores a political victory), you possibly can nonetheless use any unused upgrades in later video games till you’ve used 5 from all of your sheets.

The rationale this struck me as problematic is that it’s actually pretty restricted. The stickers simply appear to be inserted, so it may be referred to as a legacy sport. There’s an Infinite Replay Equipment that has a deck with the entire attainable upgrades that you should use in lieu of stickers. That it was really easy to do that method makes me really feel just like the stickers ought to have simply been not noted. Switching out the playing cards with out stickers is simply quicker and simpler (and fully resettable). All that stated, the improve mechanic itself is okay. It creates some attention-grabbing selections, particularly as you might be operating low on improve choices.
So far as the marketing campaign itself, it has some attention-grabbing ideas. The early marketing campaign having a concentrate on the upgrades and the political victory, modifies it from the unique sport in a significant method. From state of affairs 5 on, occasions and gambits are launched to regularly swap issues up, however that center a part of the marketing campaign was the place it felt prefer it dragged. In most of the eventualities, the choices introduced for the state of affairs guidelines are considerably minor.
For instance, there was a state of affairs that decreased the prices of all bases by 1. This had a major affect on how the sport performed out. Your methods and selections are totally different in that state of affairs, in order that was a easy rule change that made for an attention-grabbing state of affairs. Alternatively, some would do issues like simply add Explorers to the gamers’ deck/hand, or set Beginning Authority/hand dimension to totally different values. That has an affect on the beginning of the sport, however it usually didn’t really feel prefer it was actually a unique or distinctive state of affairs.

That stated, the ultimate state of affairs did present what attention-grabbing eventualities will be like. I’ll hold spoilers to a minimal, however it does majorly swap up gameplay by altering your goal and the way you consider approaching your turns. Additionally, narratively talking, it was probably the most attention-grabbing of the story components of all the marketing campaign. If the marketing campaign dragged a bit within the center, it did no less than end off with a bang that was well worth the wait.
Whereas the sameness of some components of the marketing campaign did harm it, it was moderately effectively balanced. As soon as playing cards have been upgraded and either side have entry to the ally skills of the opposite as a result of middle row, the variations between the starter playing cards and what they will allow are negligible. Many video games within the marketing campaign may have gone both method, and it got here all the way down to who acquired their deck operating greatest first, very like regular Star Realms. There’s additionally a catch-up mechanic beginning with sport 5, the place a participant behind is awarded progressively extra gambits (like the unique Gambits enlargement) that assist hold each gamers within the hunt till the very finish.

The general gameplay was pretty much as good as you count on from Star Realms. Quick-paced, a bit strategic, and a bit fortunate. The on-acquire skills do add an attention-grabbing component past the marketing campaign. With the ability to purchase a card and immediately get a profit is an area different deckbuilding video games have explored, and it’s efficient right here. Typically, you simply want a bit of bit of additional assault! Nevertheless, they appeared to tug again on the deck-thinning since all non-upgraded Scavenger playing cards can do it on purchase. This makes it a bit simpler to have a bloated deck in comparison with regular Star Realms. Although in post-campaign video games, that may be fastened with a personalized middle deck, as normal.
Last Ideas:
There are two facets to this set: the way it features as a legacy marketing campaign sport, and the way it matches in as the subsequent Star Realms set. On the latter, it does very effectively. In case you get pleasure from Star Realms, it is a good subsequent step to choose up. On the previous, nevertheless, is the place it’s a little missing. The Rise of Empire marketing campaign overstays its welcome given how easy the state of affairs modifications are, and the legacy side isn’t actually very legacy. It’s legacy-lite, in a method.
I’d have appreciated to see this fastened by possibly having fewer eventualities, however ones which might be extra dramatic modifications to the usual gameplay. Possibly not as a lot of a change-up as state of affairs 12, however in order that none of them really feel like “effectively, that is only a filler.” High quality over amount. So far as the stickers probably not delivering on the legacy side, it felt like they wanted to be extra selection or simply go together with the Infinite Replay Equipment within the field to streamline it. The improve system is sweet. Simply the execution with the stickers falls a bit of flat.
It looks like there may be extra to inform, so I hope a future marketing campaign endeavor may have a look at addressing these considerations. As somebody who’s solidly what MtG would name a Vorthos, I beloved seeing the story previous the unique, and would like to see how the Blob and Machine Cult are totally launched into the story to the purpose we see them within the authentic core set.
That’s to not promote the post-campaign gameplay quick. The ultimate deck after the marketing campaign provides extra unupgraded playing cards, so there’s a wholesome stability of playing cards with ally results and playing cards with on-acquire results, which makes for good video games. In the long run, we did benefit from the marketing campaign as effectively, however this post-campaign state might be the set’s power.
Last Rating: 3 Stars – Actually good as a Star Realms sport, however the legacy marketing campaign side doesn’t ship as effectively regardless of some particular highlights.
Hits:
• State of affairs 12 is an sudden curveball that nearly redeems the marketing campaign’s different shortcomings single-handedly.
• New factions and the flexibility to improve them result in attention-grabbing selections. Even when the stickers are pointless
• It’s Star Realms!
Misses:
• Stickers really feel pointless, added as a approach to simply name it a legacy sport.
• A variety of the marketing campaign eventualities will not be very attention-grabbing and add extra size for little additional advantage.