In other words, one faction may have a multitude of effects from other factions on a single card which vastly enhances the diversity of options, technically making it somewhat easier. However, there are now more cards that will cost you less trade for higher effects. The Machine Cult also includes a lot more scrapping of cards so your chances at filtering out the lesser cards from clogging your deck has been greatly enhanced in this version compared to the base game. The fire power for the Star Empire is more powerful in Colony Wars. Everything has really been more enhanced. While other cards from the base game were considered good, the replacements in Colony Wars (in my opinion) significantly increases speed and playability. Whether you purchase the Gambit, Cosmic Gambit, or Crisis expansions, they’re all micro expansions which are definitely good at enhancing the gameplay for the base game, but what players really need are more cards in a single pack with a wider range of effects. Colony Wars delivers that for you. There are a lot more cards included in Colony Wars than my brief review provides, but if you’re a fairly big fan of Star Realms, you most likely already own it, but if you’re still curious about what all Star Realms has to offer for a fast-paced deck-building game, you should really consider Colony Wars into your collection if you don’t already own it.
Star Realms - Colony Wars
Overall Meeple Rating: 8/10
1) First standalone expansion
2) 80 new trade deck cards
Have any thoughts or questions? Leave a comment below.