Guide for aspiring Commanders (v0.9)

Cards & Types

In Stellar Forge, different card types drive exploration, combat, and strategy. Each type has unique roles, costs, and placement rules.

Star

Card #001 Card #016 Card #022

Provides orbit slots for planets. Orbits have temperature zones Hot, Temperate or Cold. Play by placing one during the Exploration Phase into an empty slot in your sector (obey zone limits).

Planet

Card #023 Card #046 Card #054

Provides Planetary Slots to construct planetary Tech. Play by placing it during your Exploration Phase into a compatible orbit on a star you control (a white icon indicates no restriction, while colored icons indicate that the planet must be placed in a matching planetary orbit).

Ship

Card #180 Card #206 Card #224

Mobile units for navigation and battle. Construct by paying its cost during Operation Phase at a planet with a Shipyard; enters play engaged at that planet. Ships can have Upgrade Slots for Tech and have 6 Stats:

Stat Name Description
Energy Attack EA Deals damage first. Deals all damage 1:1.
Physical Attack PA Deals damage after Energy Attack. Must deal 2 damage to shield to reduce a shield by 1 (2:1 ratio).
Shield SH Absorbs damage before armor or hull points. Regenerates between battle cycles.
Armor AR Absorbs damage before hull points. Does not regenerate between battle cycles.
Hull Points HP The ship's maximum health. When reduced to 0, the ship is destroyed and put into the junk pile. Any installed techs upon destruction of the ship remain at the current zone and orbit until end of turn (internal ship tech becomes revealed).
Speed SP Indicates how a ship can Navigate. See Navigation Phase for details.

Flagship

Card #288

Your unique command vessel. Placed face-up at Zone 1 start position; starts at first star’s position. Destruction ends the game.

Tech

Card #165 Card #136 Card #069 Card #064

Upgrades for ships or planets that provide resources, abilities, bonuses or stat enhancements. Install by paying its cost during Operation Phase on a valid target with enough empty slots; tech attaches and the corresponding slots become occupied ( -> for ships, -> for Planets). Place planetary Tech on the side of the planet. Place ship Tech under your ship. Internal ship Tech reveals only the card cost on the bottom of the card, while external ship Tech must reveal all stats. If your ship holding internal ship Tech gets scanned or enters a War Cycle, reveal all internal ship Tech.

Event

Card #250 Card #251 Card #256

One-time effects resolved immediately. Play by paying its cost during Operation Phase; resolve effect, then send the card to the Void.

Engage Actions

Cards can have abilities which need to be Activated. To do so, you must Engage Icon: engage the card. This is indicated by tapping... err; turning the card sideways.

Deck Construction

In the vast reaches of Stellar Forge, every commander builds their own destiny. The cards you choose represent the ships, worlds, and technologies under your command - your only hope to outwit your rival.

Game Setup

Across the cold void, fleets assemble and ancient destinies awaken. Before exploration begins, players prepare their flagships and stock up their arsenal.
  1. Flagship placement – put your Flagship face-up at the future position of the Zone 1 star in your sector.
  2. Shuffle decks – thoroughly shuffle your Destiny deck, then offer it to your opponent to cut.
  3. Starting hands – each player draws seven cards.
  4. Who goes first – flip a coin (or roll a die). In a match, the previous game’s loser begins the next game.

Zones & Sectors

The galaxy is carved into sectors and zones, each with a frontier to be conquered. As new stars and planets are discovered, new open routes for navigation and conflict open.
Stellar Forge playfield
Figure 1 – Stellar Forge playfield with sectors, zones, and card piles.

Turn Sequence

Each turn unfolds like the movement of cosmic gears: explore, navigate, command your forces, and fight for supremacy in the endless dark.
#PhaseActions
1DisengageDisengage all engaged cards.
2DrawDraw one card from Destiny.
3Exploration Discover one star or one planet. If you discover a star, you may immediately discover a planet into one of that star’s empty orbits. Stars are normally placed only in your sector; after all slots in your Zone 2 are filled, you may place stars in the enemy sector. The pyramid rule still applies on both sides of the Frontier.
4Operation 1See Operation Phase rules.
5Navigation Move ships according to speed and navigation rules. If ships/techs from opposing players share a location, battles may occur. See Navigation Phase for full details. A ship may cross the Frontier only if both players’ Zone 2 is full; on crossing, it may appear at any legal target in the opponent’s highest populated zone.
6BattleWhenever ships or techs from both players occupy the same star or planet, a battlefield is created there and all cards at that location join the battle. Only the current player may start the battle-cycle on the battlefield. Each battlefield is resolved separately. See Battle Phase rules for full details.
7Operation 2See Operation Phase rules.
8DiscardArsenal-size limit 7; discard extras to the junk-pile.

Operation Phase

The engine of your empire: resources are generated, ships and technologies forged, and grand plans set into motion.

During each Operation Phase you generate resources, build ships and tech, and manage cargo.

1 • Generate resources

2 • Spend or store resources

3 • Build and install

ActionRequirementsResult
Construct Ship Planet with an operational Shipyard; pay the ship’s cost. Ship enters play at that planet (engaged).
Install Ship Tech Ship at an operational Shipyard; pay the tech’s cost. The ship must have enough empty slots for the tech’s slot cost. Tech attaches to the ship. The required slots become occupied and are no longer free.
Install Planetary Tech Pay the tech’s cost. The planet must have enough empty slots for the tech’s slot cost. No enemy planetary tech present. Tech attaches to the planet (engaged). The required slots become occupied and are no longer free.
Play Event Pay the event’s cost. Resolve the effect, then place the card in the void.

4 • Event-speed interaction

5 • End of phase (Resource Burn)

Navigation is the lifeblood of conquest. Send ships between systems, seize control of planets, and outmaneuver your opponent across the starfields.

The Navigation Phase consists of moving your ships according to their given speed.

Speed Icon Description
Orbital Speed 0 Cannot move by itself and is bound to its current orbit.
To move, a Speed 0 ship must be upgraded (e.g. with an engine or tech that grants speed) or be carried by a suitable carrier or support ship with an available slot.
Planetar Speed 1 May move only within the current star system (between the star and its planets).
Stellar Speed 2 May move diagonally to an adjacent star system.
Upon entering a new system, may target the star or any of its planets.
Interstellar Speed 3 May move diagonally or horizontally within the same zone to an adjacent star system.
Always targets the star or any planet in the destination system.
Warp Speed 4 May move diagonally, horizontally (same zone), or vertically (effectively skipping one zone) to an adjacent star system.
May target star or planets on arrival.

Battle Phase

When rival fleets converge, the stars themselves seem to tremble. Battles erupt at contested worlds, and only one commander will emerge victorious.

Once a battlefield is set, resolve battle-cycles as described below.

Battle-Cycle

  1. Attacker fires all ships’ attacks (Energy Attack, then Physical Attack, with each delivered as a single, indivisible “damage package”).
  2. Defender fires all ships’ attacks in response (EA, then PA).
  3. Damage Application:
  4. Shields Regenerate: At the end of each battle-cycle, all SH restore to full; AR and HP damage persists into future cycles.
  5. Continue or End Battle:

Important Battle Notes:

Repeat the above for each active battlefield on the board during the Battle Phase.

Goal

Victory in the Stellar Forge is hard-won: only by destroying your rival’s flagship can you claim dominion over the stars. All else is secondary.

Additional Gameplay Rules

Some secrets of the Forge defy easy explanation. These rules cover special cases and unique interactions that may tip the balance.

Glossary

Even the greatest admirals rely on clear terms. Consult this lexicon when the language of war and exploration grows strange.
ArsenalThe cards in your hand.
Arsenal LimitThe maximum number of cards you can hold in hand at the end of your turn (usually 7).
Battle-cycleA single round of attack and defense at a battlefield, including damage, regeneration, and the choice to continue fighting.
BattlefieldA location (star or planet) where cards from both players are present and attacks may occur.
DestinyYour face-down draw pile.
DiscoverPlaying a star and/or planet; they count as discovered until end of turn.
Engage / DisengageTurn a card sideways to use it (Engage Icon engaged), upright to ready it (disengaged).
EngagedA card that is turned sideways to indicate it has acted and cannot act again this turn.
EventA card that represents a one-time effect; played, resolved, and then sent to the void.
FlagshipEngage Icon Your unique, central ship; its destruction means defeat.
Floating ResourcesUnspent resources that vanish at the next Resource Burn.
FrontierThe line between your Home Sectors and the Enemy Sector.
JunkDiscard pile.
Modular StorageAbility on all Flagships and some specialized ships: an empty tech slot may hold one Metal or Energy token; if a Ship Tech is later installed there, discard the token.
Orbit Slot around a star where one planet can be placed. Orbits have temperature zones Hot, Temperate or Cold.
Resource The three basic resources: LabourLabour, MetalMetal, EnergyEnergy.
Resource BurnEnd of phase step where all unspent floating resources expire.
SectorThe areas of the board controlled by you (Home Sector) and your enemy (Enemy Sector); separated by the Frontier.
ShipyardA planet ability that allows construction or upgrading of ships and installation of ship tech.
Slot Empty slot which is used to install tech on a ship or planet .
TechA card representing equipment or upgrades, occupies empty slots on ships or planets for resource generation, stat enhancement or other special effects.
VoidCards removed from the game.
ZoneSubsections of a sector, indicating where stars may be placed (Zone 1, Zone 2, etc.).