Assault
Burst attacks, heat and weapon boosts put the opponent under pressure.
Tradeoff — Spending everything on damage leaves fewer AP for defense.
A two-player starship duel. Bring a ship, a system loadout and a 40-card deck. Spend five action points each round to build your position, attack and defend.
Reduce the enemy frame to zero, or force a draw from an empty deck. Trade single actions until both captains disengage, then Refresh together.
Power a system, fire a ready weapon or play a card. Then the other captain acts.
An attack opens a defense window. Use ready Reactive systems and Reactions, or take the damage.
The first captain to disengage takes initiative next round. The other may keep acting; both can still defend.
After both disengage, refill AP, ready online systems unless suppressed, and draw 1 up to the hand limit.
Hollowstar is built around a handful of ideas that make every single turn matter. Master these and you master the fight.
Both captains have 5 AP each round. Powering hardware, shielding and firing compete for the same budget.
Trade actions and read what your opponent keeps ready. Attacks open a defense window before damage lands.
A ready screen and AP can stop a shot. Multiple small attacks can exhaust defenses before the strongest attack arrives.
Your loadout starts offline. Power it into play, install Programs and protect the investment from shutdown.
Assault, Maneuver, Intel, Endurance and Disruption shape your deck. Their commitments determine which cards you can bring.
Boost a shot, ready a weapon for another attack or disrupt a defense. Every AP saved or spent changes the next decision.
Discipline commitments shape your deck; all cards use the same action-point budget.
Burst attacks, heat and weapon boosts put the opponent under pressure.
Tradeoff — Spending everything on damage leaves fewer AP for defense.
Ready weapons, repeat attacks and exploit openings after the opponent disengages.
Tradeoff — A ready weapon still needs a way to pay for its next shot.
Draw, Cloak and Programs reward planning your hand and hardware together.
Tradeoff — Setup consumes time and AP before it pays off.
Shield, repair and reclaim resources to keep your ship fighting.
Tradeoff — Defending too much can delay your own finishing attack.
Exhaust, suppress and shut down systems to interrupt the opponent’s plan.
Tradeoff — Disruption needs timing: exhausting a defense after your last attack may gain nothing.
Your ship sets its frame HP, weapon weight and signature ability.
Hotwire turns a lean hand and empowered weapons into pressure.
Vanguard builds an advantage around cloaked weapons and damage counters.
Juggernaut disrupts enemy weapons while preparing its next heavy attack.
Your ship defines the loadout. Systems begin in its bays, offline. The forty-card deck holds Tactics, Reactions and Programs.
Meridian systems you control have +1 damage. When a Meridian system you control is exhausted, you may ready a non-weapon Meridian system.
Attack 3 damage.
This weapon gets +4 damage. Attacking with it or activating it costs 1 more.
Choose a ship and legal loadout, allocate its discipline commitments, and build exactly forty cards. You can normally bring up to three copies; printed limits and restrictions still apply. The deck builder checks legality before you fly.
The words that come up most across the table.