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Star Realms: High Alert – Invasion

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

Star Realms: High Alert – Invasion Rulebook

Table of Contents

Table of Contents

  • Cards
    • Alpha Max
    • Arsenal
    • Cargo Raptor
    • Fusion Bot
    • Mech Fortress
    • Naval Yard
    • Swarm Cell
    • Voyager

Cards

Alpha Max

Blob Ship. Cost 7.

  • Gain 5 Combat.
  • Draw a card.
  • Blob Ally: Draw a card.
  • Double Blob Ally: Draw a card.

Quantity in the pack: 1.

Arsenal

Star Empire Base. Cost 5. Defense 5.

  • Gain 2 Combat.
  • Draw a card, then discard a card.

Quantity in the pack: 1.

Cargo Raptor

Star Empire Ship. Cost 2.

  • Gain 3 Trade.
  • Star Empire Ally: Gain 2 Combat.
  • Double Star Empire Ally: Target opponent discards a card.

Quantity in the pack: 2.

Fusion Bot

Machine Cult Ship. Cost 3.

  • Gain 5 Combat.
  • Machine Cult Ally: Scrap a card in your hand or discard pile.
  • Double Machine Cult Ally: Draw a card.

Quantity in the pack: 2.

Mech Fortress

Machine Cult Base. Cost 8. Defense 6. Outpost.

  • Draw a card.
  • You may scrap a card in your hand or discard pile.
  • Machine Cult Ally: Gain 5 Combat.

Quantity in the pack: 1.

Naval Yard

Trade Federation Base. Cost 6. Defense 6. Outpost.

  • Gain 3 Trade or gain 4 Authority.

Quantity in the pack: 1.

Swarm Cell

Blob Base. Cost 2. Defense 3.

  • Gain 2 Combat.
  • Blob Ally: Gain 2 Combat.

Quantity in the pack: 2.

Voyager

Trade Federation Ship. Cost 1.

  • Gain 2 Trade.
  • Trade Federation Ally: Gain 2 Combat.
  • Double Trade Federation Ally: Gain 4 Authority.

Quantity in the pack: 2.

Pack total: 12 cards (8 distinct).