Stellar Forge - 1st Playtest Edition

Everything below is based on years of ideas, years of gaming, and now—finally—a real printed game in hand.

About the Designer

I grew up on Nintendo and Lego. My daddy introduced me to chess (still play chess occasionally, my dad has no chance against me). Always had a thing for systems, strategy, and optimizing. I'm also deep into astronomy, sci-fi, physics, and the whole "how the universe works" rabbit hole. Big fan of the Alien franchise.

Influences

Certainly the main influence was Magic: The Gathering. But also games like Final Fantasy, Guild Wars, SimCity, Anno, RollerCoaster Tycoon, The Sims, Command & Conquer. Stuff that rewards smart planning and creative efficiency.

The Road to Stellar Forge

Over 20 years ago I started sketching game ideas. Space-themed, naturally. Exploration, stat balancing, resource logic—it was all in there. First it was meant to be a board game. Then I tried turning it into a browser game (way too ambitious solo). But the idea stuck, evolved, matured. And now I try for a TCG.

It's built around the core loop of exploration, tech upgrades, and ship-to-ship warfare—while keeping resource decisions tight and tactical. It's meant to feel vast, but still snappy to play.

1st Playtest Edition

April 2025. The first physical print is done. I'm currently traveling—design, layout, balancing, card generation—all done on the road. Artwork generated with Midjourney (yep). Printed in Phuket. Playtesting happening now in Khao Lak.

This is a playtest build. Some cards are still missing, some are placeholders, others will probably get nerfed or reworked. This page will hold the latest updates and patch notes for the 1st edition set.

The cards right now are clearly shaped by MTG—no secret there. That’s the game I know, so it made sense for designing and testing. Later on, they’ll get a full overhaul. Thinking full-art layout, more immersive, more distinct. Star cards will show real data—constellation, spectral class, maybe more. Also, color coding isn’t final. Current palette is just what felt right at the time.

Playtest Summary

Player 1 Player 2 Description Learnings Decisions
Deck Deck First Playtest using only Stars, Planets, Planetary Tech and Ships. No Ship Tech and Events included yet. Goal is to get a feeling for resources and their availability. Planets seem to provide too many slots, or planetary tech seem like they should use up more slots. Players tend to cram all tech onto one planet. We want the empire of the players to be more spread out. Played some games where planets were treated as having –2 slots. Worked as intended; players needed to spread tech on more planets. The Flagship received the ability “Modular Storage” where an empty tech slot may hold one Metal or Energy token. This helps to provide resources where needed, even if slots on planets are used up.

Card Distribution

Total: 289 Star: 22 Planet: 33 Ship: 66 Tech: 123 (Planetary: 48, Ship: 75) Event: 45

Files

Name Size Type Description
blanks.pdf 243.54 KB PDF Printable 5 pages proxies with one cardtype per page
flagship.pdf 7.39 MB PDF Flagships for 1st Playtest Edition, plus a few proxies
output.pdf 347.52 MB PDF Full Sized Editionsheet with all cards in highest resolution
output_300dpi.pdf 35.68 MB PDF Optimized Editionsheet with all cards in 300dpi resolution