Megahaulin Blog for Star Realm Strategy

The Pace of the Game, Part 1: A Game of Four and a Half Decks

by Scott Heise aka HomerJr

The average game of Star Realms lasts 25 turns.  That means each player only gets 12 hands on average with which to reduce their opponent’s authority to zero.  With so few precious turns, it is therefore very important to make the most of each and every hand.  More importantly, these 12-14 hands per player are distributed among the “decks” formed by each reshuffle and each card in your deck can only be played once per shuffle.  Understanding how these decks affect the pace of the game, and thus your decision making, is one of the keys to becoming an advanced player.

Let’s break down a “typical” 25-turn game, and discuss how it should affect your strategy…

(Note: “Turns” is the number of game rounds irrespective of player (odd turns are player 1, even turns are player 2); “Hands” is the number of rounds per player)

For an average 25 turn game, this means that the game will end prior to Deck 5 being exhausted… hence the title of this article referring to “Four and a Half decks”.  As roughly 60% of games end between Turns 23-28 (in my experience), the majority of games will be decided by whether you gain enough combat to reduce your opponent’s authority to zero on the first, second, or third hand of Deck 5.

HomerJr’s Wins/Losses by Number of Turns in the recent BGG Pan-Galactic League (109 games), roughly illustrating the distribution of turns per game (note the majority of games ended at 25 +/- 2 turns)

(Obviously the specific number of turns will be affected by things like scrapping cards, how many cards you buy etc, but this is meant to be an overall introduction to the concept of “decks” and the pace of the game.  I hope to go into more details about how to control and adapt to the pace of the game in the   articles in this series.)

So, why are “decks” so important?  

Here are some of the main ways in which understanding the “decks” affect the play of the game:

How do the “Decks” affect strategy?

Hopefully the points above have already got you thinking about how keeping track of the pace of the game (i.e., which “deck” you are in) might affect your strategy.  For example, trade cards and scrap strategies are typically very slow because they take several decks to amortize their value, whereas combat has an immediate impact.  Bases tend to slow down the game if your opponent is destroying them (by absorbing his combat), but can also speed up the game if your opponent lacks the ability to destroy them (because they will make your subsequent hands stronger if they stay alive for more than one turn).

Strategy vis-a-vis the pace-of-the-game is a topic for a whole ‘nother set of articles, but strategy in “typical” 25-turn game might look something like this:

But what about for games that aren’t “typical”?  Many games will be shorter than average (most last at least 20 turns) and many games will be longer (rarely longer than 30).  How do I know if the game will be shorter or longer?  What strategies work better for long games vs short games?

Coming soon…

Pace of the Game, Part 3:  Slow strategies vs Fast strategies

Pace of the Game, Part 2:   Knowing How and When to speed it up and slow it down