Plasma
Burst damage and aggression. Overloads enemy Systems by cooking their batteries — at a cost to your own hull.
Can’t — Cannot heal or draw unconditionally. Lives on the front foot or not at all.
A fast, two-player dogfight where the only luck is your own. You bring a ship, a locked set of reactor cores, and a 40-card deck — then it comes down to reading the captain across from you.
Reduce the other ship’s Hull to zero, or run their deck dry. Every round runs the same four beats, and inside the Engagement you trade single actions until you both break off.
Both reactors return to full and Shields reset. The same energy as last round — no ramp, no waiting, no scaling.
Alternate single actions — fire, install a System, manoeuvre — answering each other shot for shot.
Out of turn, Reactions respond to the stack at instant speed. The exchange never stops moving — real timing windows you can read and bait.
When you both pass, the round ends. Reactors refresh, initiative shifts, and the next dogfight begins.
Hollowstar is built around a handful of ideas that make every single turn matter. Master these and you master the fight.
Your cores are locked the moment you build the ship, and the reactor delivers the same energy every round from turn one. No bad draws, no dead turns — you always have your full toolkit. The only question is how you spend it.
You act, they answer, you answer that. Reactions fire at instant speed on a shared stack, so a round is a continuous dogfight of feints, traps and counter-punches — never two players taking solo turns.
Any energy can become shields, instantly, on either captain’s turn. Every attack is thrown knowing the other ship can brace — so a duel is an exchange of skill, not a race to alpha-strike first.
Your Systems persist and power the ship; they can’t be shot down, only outplayed. And each core dismantles an opponent differently — overload, disable, drain, deny, or erase — so no two answers ever feel the same.
Add an off-core to your reactor and you trade away your primary core’s ceiling for reach. The cost is honest and the payoff is real — your reactor becomes a thesis about exactly how you want to fight.
You don’t wait turns for a big play — you wait for the moment inside the turn, when the captain across from you has tipped their hand or burned their energy. Reading that opening, and baiting it, is where mastery lives.
Pick a primary, splash with intent. Each core is as much about its weakness as its strength.
Burst damage and aggression. Overloads enemy Systems by cooking their batteries — at a cost to your own hull.
Can’t — Cannot heal or draw unconditionally. Lives on the front foot or not at all.
Foresight, disable, phase-prevention and rules-bending finishers. Rewards holding a full hand.
Can’t — Cannot repair hull or destroy Systems outright. Wins by control, not by force.
Recharge economy, hull repair, salvage from the trash, and disruption of enemy charge.
Can’t — Cannot void or hard-remove. Folds to permanent answers it cannot match.
Efficiency, initiative, card velocity and going wide with drones. The death of a thousand cuts.
Can’t — Cannot land a single big blow, and cannot heal. Wins on tempo or loses to the long game.
Discard, mill (a real deck-out win), clean unconditional removal, and void — exile that never returns.
Can’t — Builds no board and cannot answer a swarm. Must end the game on its own clock.
Lighter flies first and holds more cards; heavier carries more and survives longer.
Interceptor · Light 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.
Lancer · Medium 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.
Bastion · Heavy 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.
A Starship sets your chassis. Systems install into your Bays and stay. Tactics are one-shot plays you fire and forget.
Your next Weapon System activation this round deals +1 damage. Look at the top 2 cards of your deck; reorder them.
Older than the war. Still keeping watch.
Attack for 9 damage.
Fire it once and pray the hull holds. It won't, twice.
Attack for 8 damage.
The last word in the liturgy.
Choose a ship, lock the cores your reactor will run, and build at least forty cards — up to three of any one. Every off-core you add lowers your primary core’s ceiling, so the deck is a negotiation between reach and raw power. Then you fly it.
The words that come up most across the table.
No luck to blame. Just you, the energy, and the read.