Cockpit and a prayer.
Hotwire turns a lean hand and empowered weapons into pressure.
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.
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?
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.
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.
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.
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.
Two ships go out. One comes back with the cargo.