Megahaulin Blog for Star Realm Strategy

How to Play Well with Events

By Derek Thompson (aldaryn)

For better or for worse, Star Realms is not the game it was upon release, and I don’t just mean that there are more ships and bases. The original core set was a fantastic deck-building game, but an inherent feature of its gameplay was a considerable slowness to the feedback loop. What I mean by that is, when you purchase a card, it usually takes at least a turn (if not several) for it to show up and do anything of use. The basic exception would be buying a card and then forcing a shuffle; the only other exceptions in the core set are Freighter, Central Office, and Blob Carrier, and those require some combination of ally effects and card draws to have immediate effect.

Since then, we’ve had:

For whatever reason, despite all of these similar changes to the game – the shortening of the feedback loop – Events are by far considered the most offensive. My main assumption is that this is because some of them damage you and the rest offer a benefit to your opponent, and often a better one. My goal with this article is not to deduce why Events are the least popular expansion, but instead to teach you how to play well with them. You know, just in case.

The Five Principles of Event Play

The first, most basic step to dealing with Events is doing your best to avoid getting screwed by them. The next step is playing to them instead of just surviving them. Here are my five guiding principles for playing with Events.

Principle #1:  They won’t be as surprising if you know what they do.

This may seem an obvious point, but I bet if you dislike Events – especially if you played with them a few times, hated it, and turned them off – you could not recite what the 12 cards do. In fact, it’s hard for me to remember them all sometimes (I tend to forget Galactic Summit). My conversations with many different Star Realms players have convinced me that the number one reason people dislike Events is because they feel like they happen “out of nowhere,” or “they didn’t see it coming.” While when they appear is random, what they do isn’t at all. I don’t need to write them down here as you can simply go to the Star Realms Card Gallery, but I do want to help you think more broadly about what the impact of an Event, in general, will be.

 

Principle #2: The later in your turn it is, the worse Events are for you.

 

Principle #3: All Events (except Galactic Summit) accelerate the game state.

 

Principle #4: Know your tips and tricks.

These don’t fall into any of my other principles, but are still important points to make about Events.

Principle #5: Practice.

I know people are very proud and protective of their win percentages online, but I’ve started to convince myself that that’s rubbish. The way you improve at any game is to try new things, lose, and try again. To play well with Events, you need to practice. In particular, you need to think of Events as part of a broader class of “mid-turn shenanigans” (see initial paragraphs) that can change things up. I also believe Battle Screecher and The Ark are important parts of learning to play with Events. I recommend playing W1HE with one or both Gambit sets attached – basically only sets that mess with you in this way. The games will feel very different, but you’ll quickly learn how to use caution after getting burned several times. Once you’ve learned to take those precautions, you’ll still use them in Bigdeck, when Events only trigger a fraction of the time.  If you are that worried about your win percentage, then practice this against the Hard AI.

Summary

When Events first came out, I was pretty frustrated with them, to be honest. But over time I’ve not only enjoyed playing with them, I’ve taken them to be a legitimate advantage. Hopefully these pointers can give you the same edge. If you take nothing else away, just remember this: before moving a card off the trade row, ask yourself “What possible Events could flip, and am I prepared for them?”