Hollowstar

Hollowstar — A 1-on-1 starship dueling card game

  • SURVEY LOG · NRC-9: Fourth pass. Same result.
  • 00:14:22: Active scan returns nothing… Not an error. Nothing.
  • 00:14:51: Doss swears something is there.
  • FINAL ENTRY: We need to pick up our payload and get out of here before someone else shows up.
Enter the galaxy
The Pitch

You are a Freeport captain.

You’ve got your contracts to fulfill, and you aim to — while the money is good. Unfortunately others feel the same way. That’s why you’ve built your starship the way you have. You won’t be beat.

The duel

A fast action space duel

Hollowstar is a card game set in Tau Averni, a lucrative but unforgiving galaxy. At its heart is a fast, two-player duel — a trade of fire and counter-fire that starts at full strength from turn one.

Every action on every turn is a puzzle: how do you push your custom starship’s reactor to its absolute limit this turn, and out-manoeuvre the pilot across from you?

A salvaged warship banking hard through enemy fire in an evasive maneuver
Your ship

Your hot rod

Choose a starship class, modify the reactor cores that power it, then select the systems and tactics that make it your own. Fly light and lethal or heavy and unkillable — the ship you build is the way you fight.

A salvaged interceptor banking through a debris field, engines glowing Interceptor · Light

Cockpit and a prayer.

Biggest hand · First strike · Fragile

A blur in a dogfight — low on armor, drowning you in options. The lone ace: ~10–15 metres, one or two souls aboard. End it fast, or not at all.

A freighter-turned-warship with engines flaring, a famous silhouette Lancer · Medium

The freighter that fights.

Balanced · Flexible · A famous silhouette

No glaring weakness and a tool for every fight — the freighter-turned-warship, ~25–50 metres and three to six crew. Steady through the duel, lethal in good hands.

A heavy gunship the size of a small building, lit by red running lights Bastion · Heavy

Big enough to have departments.

Most hull · Most power · Slowest

Slow to wake and impossible to finish — the gunship, ~80–150 metres and fifteen to forty crew. Survive the opening storm and the late game is yours.

See how it flies

Set 01 · Alpha Carinae

A boom town where the war is over scrap.

A debris field the size of a moon drifts into a forgotten system, and every freelancer in the sector comes running. The salvage is good, fast, and lucrative.

Then the pieces start coming back wrong — mass that won’t settle, a clock that runs slow, fragments that match no human foundry. And out past the marked zone sits the thing none of the instruments can read.

NRC-9 · the exclusion zone

Every probe pointed at it comes back null. Not noise. Not error. Just nothing — as if the instrument never looked.

The ships that ignore the marking don’t come back.

Same energy. Same odds.
The better pilot wins.

Two ships go out. One comes back with the cargo.