Star Realms: Colony Wars
Star Realms: Colony Wars is a standalone two-player deckbuilder. Buy ships and bases, build Trade and Combat, and reduce your opponent’s Authority to zero.
Star Realms: Colony Wars supports 2 players; community best: 2 players; playing time: 20 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Star Realms: Colony Wars is a two-player space deckbuilding game from Wise Wizard Games. It is playable on its own or can be combined with the original Star Realms to add more players. Human and alien factions are competing for newly discovered frontier worlds rich in resources but not yet claimed. Players do not move ships across a map; they buy cards, trigger fleet abilities, and lower the opponent’s Authority to decide who controls a Star Realm.
Both players begin with the same personal starter deck and gradually buy ships and bases from the Trade Row. Cards usually provide Trade, Combat, or an ability: Trade acquires stronger cards, while Combat attacks the opponent or destroys a base. Ships and bases from the same faction can trigger Ally abilities when they are both in play, so card order shapes how much economy and damage a turn can produce.
Bases remain in play as ongoing defenses, and an Outpost forces the opponent to deal with it before attacking the player or other bases. At the end of a turn, unused Trade and Combat are lost; ships in play and cards left in hand go to the discard pile for later reshuffling. Players balance purchases, attacks, and base defense. The first player to reduce the opponent’s Authority to zero or less wins.
Core rules & scoring
Game identity and setup: Colony Wars is a complete two-player standalone box and does not require the original Star Realms set. Each player takes a 10-card starter deck of eight Scouts and two Vipers and begins with 50 Authority. Set aside ten Explorers as a public pile, shuffle the box’s 80-card Trade Deck, and reveal five cards as the Trade Row. Randomly choose the first player; the first player draws three cards and the second player draws five. Explorer counts differ between core sets, so do not copy the Frontiers or Box Set setup.
Three phases: Players alternate turns. Each turn has a Main Phase, Discard Phase, and Draw Phase. During the Main Phase, a player may play cards from hand, use abilities on bases already in play, trigger Ally or Scrap effects, spend Trade to acquire cards from the Trade Row or Explorer pile, and spend Combat to attack the opponent or their bases. Resources may be used in any order. A purchased card goes to the player’s discard pile and does not trigger its abilities merely because it was bought.
Playing ships and faction abilities: Ships are played from hand at no cost; resolve their primary ability, then leave them in play until the Discard Phase. An Ally ability can trigger when another card of the same faction is also in play. The order cards entered play does not change the faction condition, but each Ally ability may be used only once per turn. Scrap abilities require the card’s printed Scrap effect to be used; if another effect scraps a card, that does not also trigger the scrapped card’s own ability. Scrapped Explorers return to their public pile, while a scrapped Trade Row card is immediately replaced to restore five cards.
Buying and resources: Trade and Combat accumulate in separate pools during the current turn. Trade buys ships or bases from the Trade Row and may also buy an Explorer. Pay the cost and put the new card in the discard pile; immediately refill the Trade Row to five after buying from it. Purchasing is not playing a card. Some Colony Wars cards can put a purchased card directly into hand when their faction condition is met, but that is a card-specific effect, not the general purchase rule. Any unused Trade and Combat are lost in the Discard Phase and cannot be saved for a later turn.
Attacks and bases: Combat may be assigned to the opponent’s Authority or to one or more bases, and can be split among targets. A base is destroyed by paying Combat equal to its Defense; an attacked base that survives recovers at the end of the turn. A destroyed base goes to its owner’s discard pile. An Outpost is a special base: while the opponent controls any Outpost, the attacker cannot attack the player directly or target their non-Outpost bases. All Outposts must be destroyed first. A card that explicitly destroys a base follows its own text.
Discard and draw: At the end of the Main Phase, unused Trade and Combat are cleared. Put ships played that turn and unplayed cards remaining in hand into the owner’s discard pile; bases stay in play. During the Draw Phase, draw until holding five cards. If the draw pile runs out, shuffle the player’s discard pile to form a new draw pile and continue drawing. Card effects may increase Authority above the starting 50 with no upper limit; reducing the opponent to zero or less wins the game.
Version boundaries: Colony Wars uses standard Star Realms rules for Main Phase actions, Trade, Combat, bases, Outposts, Ally, and Scrap, together with the abilities printed on this box’s cards. Wise Wizard’s 2016 release note describes it as a standalone new Trade Deck and says it can be combined with the original set. Do not add Double Ally, Tech, Heroes, Missions, Events, challenge cards, automations, or other mechanics from later sets to the base game. No Colony Wars-specific official FAQ number was found; general rules answers should be identified as such.
Rules & gameplay questions
Do I need the original Star Realms set to play Colony Wars?
No. Wise Wizard describes Colony Wars as a complete standalone two-player game with its own starter decks, Explorers, and Trade Deck. It can also be combined with the original Star Realms set to add players, but that is an optional combined game. The standard Colony Wars match can be played from this box alone without borrowing cards or rules from another set.
Can Trade or Combat be saved for the next turn?
No. Both resources are available only during the current Main Phase; any unused Trade and Combat are cleared in the Discard Phase. Players may play cards, buy cards, use base abilities, and assign attacks in any order during the Main Phase, so planning before ending the turn matters. You cannot accumulate leftover resources and wait for a later turn to afford a more expensive card.
Does a card activate its ability as soon as I buy it?
Usually not. Buying is a Trade action, not playing a card from hand, so a newly purchased card goes to the discard pile and is used only after it returns to the hand. Some Colony Wars cards explicitly let a purchase go directly into hand when a faction condition is satisfied; that is a card-specific effect and does not make all purchases immediately playable.
Do bases and Outposts defend in the same way?
Not exactly. Ordinary bases remain in play until destroyed. An Outpost also blocks the opponent’s attack path: while any Outpost remains, the attacker cannot target the player’s Authority or non-Outpost bases. Destroy every Outpost first. A base is destroyed by paying Combat equal to its Defense; if it survives the attack, it recovers at the end of the turn.
Does an Ally ability depend on which faction card was played first?
Usually no. The Ally condition is met when another card of the same faction is in play, regardless of the order in which they were played. Each Ally ability can be used only once per turn. Scrap is separate: if another effect scraps a card, that does not trigger the card’s own Scrap ability unless the specific effect says otherwise.
How many cards are in the Colony Wars box?
Wise Wizard’s official materials use conflicting totals: the product page and Sell Sheet have both shown 128 and 114 cards. The stable gameplay components are two starter decks, ten Explorers, and the new 80-card Trade Deck. Prepare the game using those components and the actual card markings rather than treating the conflicting promotional total as a rules fact or copying another core set’s Explorer count.
Does a scrapped Explorer go to the Scrap Heap?
No. A scrapped Explorer is returned face up to the public Explorer pile so it can be bought again. A card scrapped from the Trade Row is immediately replaced to bring the row back to five cards. Also distinguish using a card’s own Scrap ability from another effect scrapping it: the second case does not trigger the scrapped card’s own ability.
Does Colony Wars include Frontiers’ Double Ally or challenge rules?
Do not apply those later-set rules to Colony Wars. Frontiers and other products add mechanics and challenges of their own; Colony Wars uses the standard Star Realms two-player rules with abilities from this box’s cards. The official rules research found general Star Realms FAQ answers but no Colony Wars-specific FAQ entry or downloadable Colony Wars rules revision, so a general rules clarification should not be presented as a set-specific FAQ.
Rules & introduction sources
- Edition
- The Star Realms: Colony Wars two-player base box (BGG 182631), based on Wise Wizard product and Sell Sheet, release notes, and general Star Realms rules. Uses this box’s 80-card Trade Deck and 10 Explorers; excludes mechanics from later expansions and core sets.
- Rule references
- Wise Wizard Games — Colony Wars official product page
- Wise Wizard Games — Colony Wars Sell Sheet
- Wise Wizard Games — Star Realms Colony Wars arriving in stores (2016 release note)
- Wise Wizard Games — Star Realms Frontiers Rulebook 2 (general rules reference only)
- Wise Wizard Games — Star Realms general FAQ
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #267 |
| Complexity Weight | 1.87 / 5 |
| Best player count (community) | 2 |
| Player range | 2 |
| Playing time (minutes) | 20 |
| Core mechanisms | Deck, Bag, and Pool Building · Delayed Purchase · Hand Management · Open Drafting · Take That |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2015 |
| Suggested age | 12+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Star Realms: Colony Wars, and can I play online?
Star Realms: Colony Wars supports 2 players; community best: 2 players; playing time: 20 minutes. A WANGO browser trial has not been confirmed.
How complex is Star Realms: Colony Wars, and which mechanisms does it use?
Weight: 1.87 / 5. Mechanisms: Deck, Bag, and Pool Building · Delayed Purchase · Hand Management · Open Drafting · Take That. Chinese publication: Unconfirmed.
Where can I learn Star Realms: Colony Wars?
No rule guide, strategy article or WANGO trial has been confirmed for this record.