
Siege Driver
:Attack.
:Add three +1 counters to this weapon.
Hollowstar is a competitive digital card game. You are the pilot in a dogfight, flying the starship you chose, with a loadout you fitted and a deck built for the way you fight. It is a game of tight maneuvers, bluffs and careful spending, played to outsmart the other pilot and live to fly again.

:Attack.
:Add three +1 counters to this weapon.
Light Ship — Interceptor—
Dodge an attack.
In Hollowstar, there are no resources to draw. Each player has five action points every round and alternates with the opponent when spending them, and the hardware in your bays stays face down until you bring it online.
Each player starts every round with five. Cards cost from zero to five action points each, and a weapon's shot has its own price. Nothing carries over, so no round is lost to a bad hand.

The four systems in your bays begin face down. The other player does not know what you brought. Bringing one online costs points and takes a turn, so a loadout comes online over several rounds, and the order is a decision.
Each round you take an action, then the other player does. When you are done for the round you disengage, and the first to disengage takes the token and gets to act first next round.
The ship frame is what you start every build with. It comes with a ship class and a weight class, sets your total HP, and decides the disciplines your deck can contain. What goes in the bays is up to you, and so is the deck.
Light Ship — Interceptor—

:Attack. You may add 1 heat counter to this weapon. If you do, its Critical chance + until the next Refresh.
Critical : +2

:Attack. You may discard a card for +2.

:Ready another system you control.

React:Shield 3.
Attack with a ready light weapon you control. That attack gets +3.
Dodge an attack of 3 or less.
This weapon gets +2.
Tactics · Reactions · Programs
Two players running the same ship could have different loadouts selected, and neither knows what the other brought until systems start coming online.
Some systems have a weight requirement, and every ship is classified as a certain weight. Set 01 has one ship class for each weight.

:Attack. You may add 1 heat counter to this weapon. If you do, its Critical chance + until the next Refresh.
Critical : +2
Cheap to play, cheap to activate. Not a lot of firepower in a single shot, but light guns can often be chained into several attacks in one round.
Mounted by the Interceptor.

:Attack.
A solid shot every round at a fair price. The middle of the road, and the widest choice of guns in the set.
Mounted by the Lancer.

:Attack.
:Add three +1 counters to this weapon.
Expensive to activate and slow to set up, but the biggest single hit in the game. A heavy round is built around one shot.
Mounted by the Bastion.
A discipline is a way of fighting. Cards carry disciplines, and a frame dictates the disciplines it takes to pilot it, so the ship you choose decides which cards you can bring.
The cards. Weapon boosts, heat a gun can push through, attacks that grow with every other attack this round, and Programs that make a gun bigger.
In play. Assault decks try to win before the other pilot finishes setting up. They spend on damage and dare the opponent to spend on defense.

:Attack. You may add 1 heat counter to this weapon. If you do, its Critical chance + until the next Refresh.
Critical : +2
Add two +1 counters to a weapon you control. Draw 1.
This weapon gets +4. Attacking with it or activating it costs 1 more.
A frame is built for a way of fighting, and that is fixed at the yard. A Hotwire is an Assault and Maneuver frame. A Juggernaut is Assault and Disruption. Choosing a frame is choosing how you are going to fight.
Some cards carry no discipline at all. They fit any frame, so every deck has room for a surprise, and no frame is locked out of the basics.
Colors are mainly a deckbuilding restriction. Your five action points have no color, so a card costs the same to play on any frame that can carry it. Some cards do care about the colors of other cards, so the mix still matters at the table.
Every pilot starts with three starter decks. Win challenges on the board and play online to earn packs and build out the collection, and you may find foil and borderless versions along the way.
Medium Ship — Lancer—

:Attack. You may add 1 heat counter to this weapon. If you do, its Critical chance + until the next Refresh.
Critical : +2
Add two +1 counters to a weapon you control. Draw 1.
The host has Cloak.
Take contracts against the computer on the Freeporter board, or play another pilot online. Both pay in cards.
The Freeporter board posts contracts against the computer. Some name the ship you fly. Others let you bring your own. The first time you clear one it pays in packs, clearing a whole ladder raises your standing, and a new challenge goes up each day.
Light Ship — Interceptor—
Heavy Ship — Bastion—
A game against another pilot, with your own loadout and your own versions of the cards. Online play has a ranking of its own, separate from the board, with rewards for climbing it.
A galaxy run by the corporations that build its ships, and flown by the Freeporters, pilots for hire who each own one ship and answer to nobody.
In Alpha Carinae, something nobody can explain has pulled a field of wreckage the size of a moon into reach. Every Freeporter in range has come running to claim it first, and the corporations pay well for whatever comes back. Salvage law says the wreck goes to whoever is still flying.
Medium Ship — Lancer—
Shut down target enemy system.
Pick a frame, fly the Proving Runs against the computer, then take the loadout online.