Tag Archives: HomerJr

Star Realms Card Tier Lists (incl B&B, F&F, Heroes expansions)

by Scott Heise aka HomerJr

Editor’s Note: There is a newer version of the Card Tier List, HERE.

[Updated 1/21/2017] 

A lot has happened since I originally wrote this card tier ranking almost a year and a half ago. Not only have four new expansions containing 16 new ships/bases been released (B&B, Heroes, and F&F), but I played about 5500 more games in that span.  Both of these demand a lot of discussion and necessitate an update to my Tier Lists, so let’s get into it!

Before we get to the updated card tier lists, let’s talk quickly about the new cards introduced in the B&B, F&F, and Heroes expansions.  I think these cards are still new enough to many players that it’s worth going into each card in a little detail.

(If you want to skip to the update Tier Lists, they’re down below with my original ranking concept description.)

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And Now for Something Completely Empirical: Opening Hands and Buys

by Scott Heise aka HomerJr

As fun as it is to debate Star Realms strategy, theory craft factions, and run countless simulations, sometimes there is no substitute for real-world empiricism.  As much as I love playing the Star Realms app (and I do LOVE playing the app), one disappointment is I have is that there there is a gold mine of hundreds or thousands of games worth of data out there with no way to get at it:  which cards do you buy, how many  times have you played each card, opening hand distributions, opening buys, number of turns, number of cards scrapped, bases destroyed, faction preferences, etc.   This kind of post-game summary data is just begging to be mined for correlations to win rate for both the individual player and the entire player community.

Unfortunately, currently the only way to get this kind of data is to keep track of it yourself using a spreadsheet or other tool, which can be quite laborious and difficult to keep error free over a large games .  Nevertheless, my thirst for some kind of empirical data to sink my teeth into drove me to look for an opportunity to collect some meaningful real world data.  Luckily, I was recently a proud participant of the Star Realms Pan-Galactic League s#1 and #2, founded by Remy aka Aweberman and generously run by Brendan aka Carnie. Given the league’s closed player pool, locked league format, and relatively large number of games, what better opportunity would I have to gather some data? 

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The Pace of the Game, Part 2: The Tortoise, the Hare and the Missile Bot

 by Scott Heise aka HomerJr

Star Realms is a race.  To win the race, you need to  build a deck that can reduce your opponent’s authority down to 0 in fewer turns than your opponent can yours.  It doesn’t mean building the biggest, baddest deck.  Nor does mean collecting all of the cards of one faction.  It means finding the quickest way to accumulate 50 damage to your opponent’s authority (the finish line), while also slowing down his rate of damage accumulation if necessary.

In Part 1, “A Game of Four and a Half Decks”, we explored how the average “race” lasts for 25-turns (13 player hands) and the concept of “decks”.  Now we’ll dive deeper into the different ways you can run the race… specifically, is it better to be the Tortoise or the Hare or something in between?  Which strategy accumulates combat in the fewest number of turns?  I assert that both the Tortoise and the Hare are capable of winning races, so knowing how they run a race is important to knowing which will be the winning strategy in a given game.

First, let’s define what I mean by “Tortoise” and “Hare” strategies in Star Realms.  Then, we’ll try running a couple races and see who wins. 🙂

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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…

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