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Star Realms: High Alert – First Strike

Expansion for Star RealmsExpansion for Star Realms: Colony WarsExpansion for Star Realms: Frontiers

Star Realms: High Alert – First Strike Rulebook

Table of Contents

Table of Contents

  • Faction Cost Reduction
  • Cards
    • Arcadia
    • Battle Star
    • Blob Builder
    • Cargo Barge
    • Command Cruiser
    • Fighter Pod
    • Freight Hauler
    • Industrial Upgrade
    • Missile Launcher
    • Operations Center
    • Parks Station
    • Port Cutter
    • Sapphire City Base
    • Scavenger Bot
    • Scrap Factory
    • Spike Colony
    • Trading Colony
    • War Mech

Faction Cost Reduction

Several cards in this pack carry the same printed line:

Pay {1 Trade} less to acquire this card for each {faction} card you have in play.

The {faction} is named on each card (Trade Federation, Star Empire, Machine Cult or Blob). For each card of that faction you have in play, the card's acquisition cost is reduced by 1 Trade. Each card's own line names its faction.

Cards

Arcadia

Machine Cult Base. Cost 6. Defense 5. Outpost.

  • Scrap a card in your hand.
  • Machine Cult Ally: Scrap a card in your discard pile.
  • Double Machine Cult Ally: Gain 6 Combat.

Quantity in the pack: 1.

Battle Star

Star Empire Base. Cost 6. Defense 5. Outpost.

  • Gain 3 Combat.
  • Star Empire Ally: Gain 3 Combat.
  • Double Star Empire Ally: Target opponent discards a card.

Quantity in the pack: 1.

Blob Builder

Blob Ship. Cost 7.

  • Gain 5 Trade. You may scrap any number of cards currently in the trade row.
  • Blob Ally: Acquire a base for free and put it directly on top of your deck.
  • Pay 1 Trade less to acquire this card for each Blob card you have in play.

Quantity in the pack: 1.

Cargo Barge

Star Empire Ship. Cost 3.

  • Gain 3 Trade.
  • Star Empire Ally: Target opponent discards a card.
  • Scrap: Draw a card.
  • Pay 1 Trade less to acquire this card for each Star Empire card you have in play.

Quantity in the pack: 2.

Command Cruiser

Star Empire Ship. Cost 6.

  • Gain 8 Combat.
  • Star Empire Ally: Draw a card.
  • Double Star Empire Ally: Draw a card.

Quantity in the pack: 1.

Fighter Pod

Blob Ship. Cost 1.

  • Gain 3 Combat.
  • Blob Ally: Gain 2 Trade.
  • Double Blob Ally: Gain 3 Combat.

Quantity in the pack: 2.

Freight Hauler

Trade Federation Ship. Cost 5.

  • Gain 4 Trade.
  • Trade Federation Ally: Gain 4 Combat.
  • Double Trade Federation Ally: Put the next card you acquire this turn directly into your hand.

Quantity in the pack: 1.

Industrial Upgrade

Tech. Cost 5.

  • Pay 3 Trade: Draw a card.

Quantity in the pack: 1.

Missile Launcher

Tech. Cost 4.

  • Pay 3 Trade: Gain 3 Combat.

Quantity in the pack: 1.

Operations Center

Trade Federation Base. Cost 4. Defense 4.

  • Gain 2 Trade.
  • Trade Federation Ally: Gain 2 Authority.
  • Double Trade Federation Ally: Draw a card.

Quantity in the pack: 1.

Parks Station

Star Empire Base. Cost 4. Defense 4.

  • Gain 2 Trade.
  • Star Empire Ally: Gain 3 Combat.
  • Pay 1 Trade less to acquire this card for each Star Empire card you have in play.

Quantity in the pack: 1.

Port Cutter

Trade Federation Ship. Cost 2.

  • Gain 2 Trade. Gain 2 Combat.
  • Trade Federation Ally: Gain 3 Authority.
  • Pay 1 Trade less to acquire this card for each Trade Federation card you have in play.

Quantity in the pack: 2.

Sapphire City Base

Trade Federation Base. Cost 5. Defense 5. Outpost.

  • Gain 2 Combat. Gain 2 Authority.
  • Pay 1 Trade less to acquire this card for each Trade Federation card you have in play.

Quantity in the pack: 1.

Scavenger Bot

Machine Cult Ship. Cost 2.

  • Gain 1 Trade. You may scrap a card in your hand or discard pile.
  • Machine Cult Ally: Gain 3 Combat.
  • Double Machine Cult Ally: Draw a card.

Quantity in the pack: 2.

Scrap Factory

Machine Cult Base. Cost 7. Defense 7. Outpost.

  • Scrap a card in your hand or discard pile.
  • Pay 1 Trade less to acquire this card for each Machine Cult card you have in play.

Quantity in the pack: 1.

Spike Colony

Blob Base. Cost 5. Defense 5.

  • Gain 4 Combat.
  • Pay 1 Trade less to acquire this card for each Blob card you have in play.

Quantity in the pack: 1.

Trading Colony

Blob Base. Cost 6. Defense 5.

  • Gain 2 Trade.
  • Blob Ally: Gain 4 Combat.
  • Double Blob Ally: Acquire a ship for free and put it directly on top of your deck.

Quantity in the pack: 1.

War Mech

Machine Cult Ship. Cost 8.

  • Gain 10 Combat. Put up to two bases from your discard pile on top of your deck.

Transcription note: the printed card reads "bases". The starrealms.com card data misspells this word as "bsaes"; the printed text is followed here.

  • Combat: Draw a card.
  • Pay 1 Trade less to acquire this card for each Machine Cult card you have in play.

Quantity in the pack: 1.