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.

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

…in 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?

Your ship

Your hot rod

Choose a ship, set its disciplines and select your systems and forty-card deck. Build around quick attacks, durable defenses or a heavy weapon that rewards preparation.

HotwireInterceptor · Light

Cockpit and a prayer.

Hotwire

Hotwire turns a lean hand and empowered weapons into pressure.

Vanguard 500Lancer · Medium

The freighter that fights.

Vanguard 500

Vanguard builds an advantage around cloaked weapons and damage counters.

KH-3 JuggernautBastion · Heavy

Make the big shot count.

KH-3 Juggernaut

Juggernaut disrupts enemy weapons while preparing its next heavy attack.

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.

Five action points.
Make every one count.

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