PLAYTEST RULES · 7 NOV 2026

StarShot

In the distant future, pirate vessels sail the solar winds, seeking adventure and glory. Prove your skill as you navigate the solar system, raid vulnerable planets, and demolish your enemy's ships.

Each planet is vulnerable for one round only. Be there when its moment comes, and keep your ship in one piece while rivals shoot at you.

2–4 players6 rounds3 Actions a roundabout 1 hour

Goal of the game

Each player captains a pirate ship. Every round you secretly plan three Actions from a hand of cards, then all ships carry them out together, one player at a time. After six rounds, the player with the most victory points (VP) wins.

You score VP by:

  • Shooting enemy ships, with a bonus for destroying one.
  • Raiding planets while they are vulnerable. Only one planet is vulnerable each round, and the last one, at the centre, is worth the most.
  • Carrying Cargo to the end of the game.

A ship that is destroyed scores nothing at the end, so staying alive matters as much as shooting.

Components

  • The game board: a large hexagon of hexes with the planets and six starting seats marked (see Setup).
  • One ship mat per player, with spaces for the draw and discard piles, the shield, speed and VP, and the three Action stacks.
  • One ship standee per player, which shows position and facing on the board.
  • Tokens in six kinds: Red, Green, Blue, Yellow, Purple and Life Support.
  • Damage markers for destroyed tiles.
  • One 10-card base deck per player, in the player's colour.
  • Three cover cards per player, marked Overdrive on one side and Sealed on the other.
  • The shared Desperation deck (44 cards).
  • 17 Purple ability cards.
  • Two six-sided dice (2d6) for attacks and one twelve-sided die (d12) for damage.

Base deck (each player, 10 cards)

×CardEffect
2DriftMove 1. Drift may U-turn before it moves.
3CruiseMove 2
2Snap ShotAttack
3Careful ShotAttack, +1 Aim
Drift card: Move 1
DriftThe printed card does not show the U-turn yet.
Cruise card: Move 2, with a hex diagram showing straight, left and right
CruiseMove cards show where the ship can go. The dial is the speed it adds.
Snap Shot card: Attack
Snap ShotA plain attack.
Careful Shot card: Attack, Aim +1
Careful ShotAn attack with +1 Aim.
Cover card, Sealed 1 side: run stack once
Sealed 1Covers stack 1. Its cards run once.
Cover card, Overdrive 1 side: run stack twice, draw 1 fewer next round
Overdrive 1The other side. Stack 1's cards run twice.

Your ship

Ship mat: a ship of 15 hex tiles with damage lanes 1 to 12 around it, a VP track, Shield and Speed boxes, Draw and Discard spaces, and three Action spaces
A ship mat. The numbered pointers around the ship are the 12 damage lanes. The VP track runs along the top, the Shield and Speed boxes sit beside the ship, and your three stacks go in the Action spaces.

Your ship has 15 tiles. The Bridge is its core. A token on a tile switches on that tile's ability. Every token is also armor: the first damage to a tile with a token knocks the token off, and the tile survives.

TileToken ability
BridgeNever holds a token. If it is destroyed, your ship is destroyed.
Cannons (3)After you declare an attack, before the roll, flip any number of ready Reds: +1 to the roll each.
Engines (3)Flip at any point in your turn during an Action: move 1 hex straight forward.
Armor (2)Armor only.
Cargo (3)+1 VP at game end, if your ship survives.
Life Support (2)Armor only. If both Life Support tiles are destroyed, your ship is destroyed.
Kyber LabGives you one Purple ability. If the token is knocked off, the ability is gone.

A flipped token still counts as armor. Flipped tokens ready at the end of each round.

Tiles stay in play only while they connect to the Bridge through intact tiles. The lanes and tile connections are listed in Ship lanes.

Setup

  1. Reveal Purples

    Shuffle the 17 Purple cards and reveal 4 face up.
  2. Place tokens

    Each player places 5 tokens on their ship: at most one per tile, never on the Bridge. A token on the Kyber Lab takes one of the 4 revealed Purple abilities. Several players may take the same one.
  3. Decks

    Each player shuffles their 10-card base deck onto the draw space of their mat, takes their 3 cover cards and sets their shield to 1 charge and their speed to 0. Shuffle the Desperation deck and place it in reach.
  4. Seat the ships

    Place each ship on its starting seat, facing the way the seat points. With 4 players use seats 1–4, as shown below. With 3 or 2 players, use the seats the board marks for that player count.
  5. First player

    Choose a random start player. Turn order goes to the left (clockwise).

4-player seats and planets

The radius-10 board, 331 hexes. Coloured groups are planets, numbered by the round in which they are vulnerable. Black markers are the 4-player seats; the point shows the starting facing.

    Playing the game

    Round overview

    The game lasts 6 rounds. Each round has these steps, in order.

    1. Orders

      Everyone draws cards, then secretly builds 3 stacks, one for each Action. See Orders.
    2. Action 1

      Starting with the start player and going left, each player reveals and runs their stack 1.
    3. Action 2

      The same, with stack 2.
    4. Action 3

      The same, with stack 3.
    5. Planet raids

      Every ship on the planet that is vulnerable this round scores. See Raiding planets.
    6. Cleanup

      Discard played cards, ready tokens, and pass the start player to the left. See Cleanup.

    Orders

    Draw

    • Draw 5 cards, or 6 while your shield is down.
    • Draw 1 fewer for each Overdrive you made last round, Hyperdrive included.
    • If your deck runs out, draw what is left, shuffle your discard pile into a new deck, and finish drawing.

    Build three stacks

    • Build 3 stacks, one for each Action. Each stack holds 0, 1 or 2 cards, in the order they will run, top first.
    • Cover each stack with its cover card. Show Sealed for a stack that runs once, or Overdrive for a stack that runs twice. Any stack may be Overdriven, even a 1-card stack, and all 3 may be.
    • For each Desperation card, decide now which face you will play.
    • Cards you do not use are discarded.

    You do not pick attack targets now. You choose them when the attack happens.

    Overdrive

    An Overdriven stack runs twice, in the order A, B, A, B. The price is next round's hand: draw 1 fewer card for each Overdrive.

    • Moves happen each time.
    • Attacks still merge into one attack (see Actions), but every Aim and Power-Up bonus counts once per copy.
    • A Desperation card's chosen face applies to every copy.

    Hyperdrive is a Desperation card. Play it in place of your stack 3 cover: that stack's cards run three times, and you draw 1 fewer next round.

    Example: one round of orders

    You drew Cruise, Snap Shot, Careful Shot, Drift, and a Desperation card. You build three stacks. Each row shows the cover, then the stack's cards from top to bottom, then what happens on your turn in that Action.

    Sealed 1 cover
    Cover
    Cruise
    Top
    Snap Shot
    Bottom

    Action 1 · Sealed

    1. Move 2 (you may turn first).
    2. Attack at no bonus.

    Speed afterwards: 2.

    Overdrive 2 cover
    Cover
    Careful Shot
    Top
    Drift
    Bottom

    Action 2 · Overdrive

    1. One attack with +2 Aim (Careful Shot counts twice, but it is still one attack).
    2. Move 1.
    3. Move 1 again.

    Speed afterwards: 2. Next round you draw 1 fewer card.

    Sealed 3 cover
    Cover
    Multi-Task back face: Move 2, then Attack
    Only card

    Action 3 · Sealed

    1. Move 2 onto the vulnerable planet.
    2. Attack.

    The Desperation card is played on its back face, Multi-Task. Speed afterwards: 2.

    With Drift on top of stack 2 instead, it would play as Move 1, then the attack with +2 Aim, then Move 1. The attack happens where the first Attack card sits.

    Actions

    In each Action, every player takes a turn in order, starting with the start player. Everyone gets a turn, even with an empty stack.

    On your turn, turn over your cover and run your stack's cards from top to bottom.

    • All Attack cards in a stack merge into one attack, made where the first Attack card sits. It adds up every Aim and Power-Up bonus in the stack.
    • Aim and Power-Up cards do nothing unless the stack also has an Attack card.
    • You may flip Green tokens and use flip abilities at any point in your turn.
    • At the end of your turn, set your speed (see Speed).

    Movement

    • Your ship always faces one of the six hex sides.
    • A Move card may first turn one side left or right, or stay straight. Then the ship moves exactly that many hexes forward.
    • Drift may also make a U-turn before its 1-hex move.
    • A move that would leave the board stops at the edge. The rest of that move is lost.
    • Ships pass through each other and may share a hex. Nothing blocks movement or shots.

    Attacks

    There are no firing arcs and no line of sight: you can shoot any enemy ship on the board. Distance and speed make it harder.

    2d6 + Aim + flipped Reds ≥ range + target's speed
    • Range is the number of hexes to the target. A ship in the next hex is at range 1.
    • Speed is the number on the target's speed track.
    • A roll of 12 always hits.

    Order of an attack

    1. Declare

      Choose any enemy ship as the target. Flip any ready Red tokens, +1 each.
    2. Defend

      The target plays any defensive abilities.
    3. Roll

      Roll 2d6. On a hit, check the target's shield, then deal damage.
    Example

    You attack a ship 6 hexes away whose speed is 2, so you need 8. Your stack gives +1 Aim and you flip one Red for +1 more. You roll 6: 6 + 2 = 8, a hit.

    Speed

    Keep your speed in the Speed box on your mat, from 0 to 5 (up to 7 with the Redline Purple). Everyone starts at 0.

    • At the end of your turn in an Action, set it to how far your played effects moved you that turn, up to 5. Count what the effects say, not where the ship ends up.
    • Every move counts: Move cards, every Overdrive copy, Green tokens, Spin Gyro (1), and Desperation movement.
    • Evasive Shot adds 3, even though it moves nothing. Each Overdrive copy adds 3 again.
    • Turns and U-turns count 0. A move that stops at the board edge still counts in full. NightJammer counts 0. An empty stack sets speed 0.
    • Speed carries over from your last turn, across rounds, until you set it again.
    Example

    You flip a Green (1), play Crazy Ivan (U-turn, 0), then Drift (1): speed 2, even if you end where you started.

    Shields

    • Every ship starts with 1 shield charge. It never recharges.
    • When an attack hits you while you have the charge, spend it. That one attack is cancelled, however much damage it carried. Later attacks hit you normally.
    • The attacker still scores 1 VP, and you gain a Desperation card.
    • Once your shield is down, you draw 6 cards a round instead of 5 at Orders.

    Damage

    • A hit deals 1 damage, plus 1 per Power-Up.
    • Roll a d12 for each point to pick its lane (see the arrows on your mat and Ship lanes).
    • The outermost intact tile in that lane takes the point. If it has a token, the token is knocked off. If it has no token, the tile is destroyed.
    • Destroyed tiles are skipped; the point goes on inward. If every tile in the lane is gone, that point is lost.

    Cut-off tiles

    After damage, any tile that can no longer reach the Bridge through intact tiles is lost, with its token.

    Destroyed ships

    A ship is destroyed when its Bridge is destroyed, or when both Life Support tiles are. Remove it from the board. Its player scores 0 at the end, unless they hold Escape Pod.

    What a hit is worth

    • The attacker scores 1 VP per hit, shielded or not. An attack that destroys a ship scores 3 VP in total.
    • The target gains one Desperation card for each attack that hits its shield or damages it (knocks off a token or destroys a tile), unless that attack destroys it.
    • A hit where every point is lost on empty lanes scores nothing and gives no card.

    Raiding planets

    • A planet is 7 hexes: a centre hex and its 6 neighbours.
    • Planets are numbered 1 to 6. A planet is vulnerable only in the round that matches its number, and only a vulnerable planet can be raided. Ending a round on any other planet scores nothing.
    • Planets 1–5 each appear twice on the board. Either copy counts.
    • Planet 6 is the board centre and appears once.
    • After Action 3, every ship on the vulnerable planet scores 2 VP (rounds 1–5) or 6 VP (round 6), and gains a Desperation card. Several ships can raid the same planet.

    A raid feeds you a Desperation card for next round, but Overdriving to get there shrinks next round's hand. Plan ahead.

    Cleanup

    • Played cards go to your discard pile, Desperation cards included.
    • All flipped tokens ready.
    • Take back your cover cards.
    • The start player passes to the left.

    Game end

    After the round 6 planet raid, each surviving player adds up:

    • VP from hits, kills and planet raids,
    • +1 for each Cargo token still on their ship.

    Players whose ship was destroyed score 0, unless they had Escape Pod. The most VP wins.

    Ties: the player with the most tiles left wins, then the most tokens left. If still tied, the players share the place.

    Reference

    Desperation cards

    You gain a Desperation card when an attack damages your ship or hits your shield, and when you raid a planet. Take the top card of the Desperation deck and put it on top of your own deck, so you draw it next round. When the Desperation deck runs out, no more cards are gained.

    Every Desperation card has two faces. When you play it, choose one:

    • Front face: Move 2 (with the normal turn) or Power-Up (+1 damage, only with an Attack in the stack). Turn the card to show the half you play.
    • Back face: the stronger effect printed on it.

    Either way the card stays yours. It goes to your discard pile at Cleanup and comes round again when you reshuffle.

    Desperation front face: Move 2 at the top, Power-Up upside down at the bottom
    Front faceMove 2 one way up, Power-Up the other.
    Multi-Task back: Move 2, then Attack
    Multi-TaskA move and an attack on one card.
    Deadly Aim back: Power-Up, Aim +2, requires Attack
    Deadly AimNeeds an Attack in the same stack.
    Oblique Aim back: Aim +2, choose left or right lanes, requires Attack
    Oblique AimPick the side of the ship you hit.
    Reconfigure back: Attack; you may discard one of your tokens for a Power-Up
    ReconfigureTrade a token for +1 damage.
    Hyperdrive back: play as the cover of stack 3, its cards run 3 times
    HyperdriveReplaces the stack 3 cover.

    Back faces (44 cards)

    ×CardBack face
    3Precise ShotAttack, +2 Aim
    1Star ShotAttack, +8 Aim
    1Crazy IvanU-turn, then Attack
    1Scatter ShotAttack every ship in a 120° cone whose point is the hex in front of you. One roll, compared to each target's own number.
    3Evasive ShotAttack. Adds 3 to your speed count this turn.
    1Vampiric ShotAttack, +2 Aim. If this attack removes any tokens from enemies, gain 1 token of a removed type (see below).
    3Multi-TaskMove 2 (with the normal turn), then Attack.
    3ReconfigureAttack. You may discard one of your tokens; if you do, Power-Up (+1 damage).
    3Brutal AimPower-Up, +1 Aim
    3Deadly AimPower-Up, +2 Aim
    3Steady Aim+2 Aim, and the attack ignores the target's speed.
    3Oblique Aim+2 Aim. On a hit, choose the target's left or right side: every damage point rolls an attack die (d6) for a lane on that side (see below).
    3SideslipMove 4 hexes in the direction 60° left or right of your facing. Your facing does not change.
    3Drift KingMove 4 straight, then turn two sides left or two sides right (you must turn).
    3AfterburnersMove 3, with the normal turn
    3Leaf on the WindMove 1, then Move 1: two normal moves, each with the normal turn.
    1Turbo IonsMove 8 straight, no turn
    1NightJammerChoose an enemy ship as you play it. Warp to the hex directly behind it, facing the way it faces. If that hex is off the board, use a hex beside it that is next to the target. If neither is on the board, nothing happens. Counts 0 for speed.
    1Hull RepairRepair one destroyed tile. It comes back without a token. Cut-off tiles cannot be repaired.
    1HyperdrivePlay it as the cover of stack 3 (it takes no card slot): the stack's cards run three times. Draw 1 fewer next round.

    Card rulings

    Multi-Task. If an earlier card in the stack is already an Attack, the merged attack happens there, before the move. Overdrive doubles the move; there is still one attack.

    Reconfigure. You may discard any of your own tokens, ready or flipped. Decide when you declare the attack, before you flip Reds. A discard is not damage: nobody scores VP and nobody gains a card. With Overdrive, each copy may pay its own token, so up to +2 damage (+3 with Hyperdrive). If there is no target, you do not discard.

    Oblique Aim. Choose the side once, after the hit. For each damage point, roll one of the attack's six-sided dice in place of the d12. Left is lanes 1–6 (the d6 as rolled), right is lanes 7–12 (the d6 + 6). Every damage point of the attack, Power-Ups and Overdrive included, rolls on that side. Each side reaches only its own Life Support, so one Oblique attack cannot destroy both. With Scatter Shot, choose a side for each target.

    Vampiric Shot. Any token the attack removes from an enemy counts, including tokens lost when tiles are cut off. You gain at most 1 token per attack. Place it ready on an empty, intact tile of a removed type on your own ship (never the Bridge). If you have no such tile, you gain nothing.

    Purple abilities

    Four of these 17 cards are revealed each game. A token on your Kyber Lab gives you one of them. There are two kinds:

    • Flip Flip the token to use it. It readies each round and still counts as armor.
    • Passive Always on while the token is on the tile.
    Escape Pod Purple card, Passive
    Escape PodA Passive ability.
    Spin Gyro Purple card, Flip: do a U-turn, then Move 1
    Spin GyroA Flip ability.
    CardKindEffect
    Escape PodPassiveIf your ship is destroyed while this token is on it, you keep your earned VP and your Cargo still scores. The attacker still scores the kill.
    LongshotPassiveWhen you attack, treat the range as at most 8. Speed is added after.
    Phase CloakPassiveWhen enemies attack you, treat the range as at least 2. Speed is added after.
    Lead the TargetPassiveIgnore the target's speed if it is 3 or less.
    Shield PiercerPassiveYour hits on an enemy's shield remove the charge and still deal full damage. The target gains one Desperation card, not two.
    Reinforced HullPassiveIf an attack would deal 2 or more damage to you, it deals 1 less.
    ExoskeletonPassiveWhile this token remains, cut-off tiles still work normally.
    Interchangeable PartsPassiveIf a token would be knocked off by damage, you may instead remove a token from another tile of your ship.
    RedlinePassiveYour speed track goes up to 7 instead of 5.
    SalvagePassiveWhen you raid a planet, instead of 2 VP you may gain 1 VP and place a new token on your ship.
    Vault TecPassiveYou may raid planets from 2 hexes away from the centre, but then you gain only 1 VP (5 VP on the round 6 planet). At 0 or 1 hexes away you score normally.
    Beta VersionPassiveYou gain a 4th Action after the first 3. Its stack holds 1 card and can't be Overdriven.
    Bone RoomPassiveAt Orders, draw 1 extra card. You can't Overdrive.
    Hull BreacherFlipWhen you roll a damage lane for your hit, you may reroll it. You must keep the second roll.
    Explosive RoundsFlipAfter your attack knocks a token off an enemy ship, flip to also destroy the tile it was on.
    Power ConduitFlipReady one of your other flipped tokens.
    Spin GyroFlipU-turn, then Move 1. Use it at any point in your turn, even before your stack runs.

    Ship lanes

    Each damage point rolls a d12 to pick a lane. The lanes are numbered clockwise around the ship, starting at the tail, as the arrows on your mat show. The first tile listed is the outermost.

    d12OuterMiddleInner
    1Tail EngineTail CargoBridge
    2Left EngineLeft Life SupportBridge
    3Left ArmorKyber LabRight Cargo
    4Left CannonLeft ArmorBridge
    5Left CargoKyber LabRight Armor
    6Left CargoLeft ArmorLeft Life Support
    7Forward CannonKyber LabBridge
    8Right CargoRight ArmorRight Life Support
    9Right CargoKyber LabLeft Armor
    10Right CannonRight ArmorBridge
    11Right ArmorKyber LabLeft Cargo
    12Right EngineRight Life SupportBridge

    Six lanes end at the Bridge. Lanes 3, 5, 9 and 11 run through the Kyber Lab and out the far side, so a hit there can cut a whole section of the ship loose.

    Tile connections

    The right side mirrors the left.

    TileConnects to
    BridgeKyber Lab, Tail Cargo, Left Armor, Right Armor, Left Life Support, Right Life Support
    Kyber LabBridge, Forward Cannon, Left Armor, Right Armor, Left Cargo, Right Cargo
    Forward CannonKyber Lab, Left Cargo, Right Cargo
    Left ArmorKyber Lab, Bridge, Left Cargo, Left Life Support, Left Cannon
    Left CargoForward Cannon, Kyber Lab, Left Armor, Left Cannon
    Left CannonLeft Armor, Left Cargo
    Left Life SupportBridge, Tail Cargo, Left Armor, Left Engine
    Tail CargoBridge, Tail Engine, Left Life Support, Right Life Support
    Left / Right / Tail EngineLeft Life Support / Right Life Support / Tail Cargo

    Quick reference

    Round

    • Orders, Action 1, 2, 3, planet raid, Cleanup
    • 6 rounds; start player passes left

    Orders

    • Draw 5 (6 if shield down), −1 per Overdrive last round
    • 3 stacks of 0–2 cards
    • Cover each: Sealed (once) or Overdrive (twice)

    Attack

    • Choose target when you attack
    • 2d6 + Aim + Reds ≥ range + speed
    • 12 always hits
    • 1 VP per hit; 3 VP for a kill

    Speed

    • Set at end of your turn: distance moved, max 5
    • Evasive Shot +3; turns 0; NightJammer 0
    • Carries over until set again

    Damage

    • 1 + Power-Ups; d12 lane per point
    • Outermost tile: token off, else tile destroyed
    • Tiles cut off from the Bridge are lost
    • Bridge or both Life Supports gone: ship destroyed

    Shield

    • 1 charge, never recharges
    • Cancels one whole attack
    • Attacker scores 1 VP; you gain a Desperation card

    Desperation

    • Gain one per damaging or shielded attack and per raid
    • Goes on top of your deck
    • Front: Move 2 or +1 damage; back: stronger effect
    • Played cards stay yours

    Scoring

    • Planets 1–5: 2 VP; planet 6 (centre): 6 VP
    • Cargo token: +1 if you survive
    • Tie: most tiles, then most tokens