yOU ARE STAR fire: Galactic Architects

Official RULES

  • 2-6 players
    40-60 minutes

    Zones:

    • In Hand: Celestial Bodies + Star Fire

    • Stellar Nursery: Elements (face-up)

    • Solar Systems = Star Systems: Any number of built celestial body cards in sequence, starting with a star.

    Turn Actions:

    • Draw (1 card)

    • Build (1 body)

    • Play Star Fire

    • Discard (2 actions)

    Build Order:

    Stars → Planets → Moons

    Glossary

    • Celestial Body: A Star, Planet, or Moon

    • Stellar Nursery: Area for drawn Element cards

    • Solar System: Area of built cards (Stars, Planets, Moons)

    • Star Fire Card: Special card with effects; worth points

    • Binary/Tertiary System: Two or three Stars linked together

    • Transmutation: Converts Elements to wilds, provides protection

  • 2-6 players
    40-60 minutes

    79 Game Cards + 2 Rules Card + Game Box

    There are 3 game card type categories separated into 3 decks:

    1. Element Cards:

      ×7 Hydrogen (1 or 2 units per card)
      ×7 Helium (1 or 2 units per card)
      ×7 Carbon (1 or 2 units per card)
      ×7 Heavy Metal (1 or 2 units per card)
      ×5 Random Events (shuffled with elements)

    2. Celestial Body Cards: (The body type is denoted on the back of each card for quick reference).

      ×8 Stars
      ×11 Planets
      ×7 Moons

    3. STAR FIRE Cards:

      ×20 (Various effects)

  • Build powerful solar systems using Elements, Celestial Bodies, and Star Fire cards. Score points by constructing Stars, Planets, and Moons, using strategic combos and Star Fire actions. The player with the most points at the end wins.

    1. Deal 1 Star card to each player’s hand. Only this card may be placed prior to the game start, OR built for free during any turn as an action.

    2. Place remaining Stars into the Celestial Bodies deck.

    3. Shuffle and place the Celestial Bodies deck, Elements (with Cosmic Events) deck, and Star Fire deck face down in separate piles at the center.

    Each player sets up three play zones:

    1. IN HAND CARDS: These are in hand cards, which players hold. This hand includes Celestial Body and Star Fire cards.

    2. STELLAR NURSERY: It is made up of Element cards. These cards are aligned face up in front of each player.

    3. SOLAR SYTEMS: It is made up of built Celestial Body cards. These cards are aligned face up in front of the Stellar Nursery.
      Built in order Stars ➔ Planets ➔ Moons.

  • Turn Structure

    Each player takes turns clockwise. On your turn, perform any two actions, in any order. You may repeat actions.

    Actions

    1. DRAW Any 1 card:

      • Element → goes to Stellar Nursery (face-up).

      • Celestial Body or Star Fire → to your hand.

    2. BUILD 1 Celestial Body: Celestial bodies are built using elements and must be laid out in the following order:

      • Stars ➔ Planets ➔ Moons.

    3. PLAY 1 Star Fire card: Resolve its effect immediately.

    4. DISCARD 1 card: (Costs 2 Actions): Return 1 Star Fire or 1 Celestial Body, or 1 Stellar Nursery Element card to the bottom of its draw pile.

  • If you cannot take 2 actions, and it is not due to a Star Fire card, you are eliminated.

    • You may perform 1 action before elimination, if possible.

    • Your built Planets and remaining Elements stay in play until game end.

  • Stellar Nursery:
    When Element cards are drawn (as an action or otherwise), they are placed directly into your Stellar Nursery. The Nursery is laid out in front of the player for all to see.

    Spending Elements:

    • To build a Celestial Body, spend the required Elements (indicated on the body card) from your Nursery.

    • Discard used Element cards after building.

    • Double Element cards (e.g., a card with 2H) can be split between builds if two build actions are taken.

    • If surplus remains on the element cards (e.g., you spend 1 H from a card that shows 2 H), the remaining amount is still discarded.

    Reshuffling Elements:

    • When the Element deck is depleted the first time, reshuffle only spent Element cards once. (Omitting Cosmic Events)

    • When the Elements deck is depleted a second time, the spent Elements are out of play.

  • Celestial Bodies:

    Celestial body cards are held in hand until they are played. Use your Stellar Nursery elements in order to build Celestial Bodies. When a player builds a body, they are laid out in front of the nursery, forming player’s "Solar Systems”. Each Body is connected (+) to (-) as denoted on the cards. Once connected, they cannot be rearranged.

    Build Order: Celestial bodies MUST be built in the following order in your solar systems, unless otherwise denoted on the card:

    • Stars ➔ Planets ➔ Moons

      • Once a Star is built, you may then build planets and moons, provided you follow the cards requirements.

      • You may continue to add connected Stars, Planets and Moons in your system in any order.

    Take care to follow the element costs in order to build a body.

  • Solar Systems:

    Solar systems are laid out Left to right, Planets to the right of Stars. Moons attach to the top or bottom of Planet cards (based on players preference).
    Stars ➔ Planets ➔ Moons
    A Star is required first before a player may build additional bodies in a Solar System.

    Stars and Star Linking

    • The first star is free to build with an action or can be built prior to game start. All additional star construction must follow build costs.

    • Players may build multiple single Star Solar Systems, provided above conditions are followed.

    • All Stars may also become a Binary, and/or Tertiary (maximum 3) system at any time by connecting them to each other on the (-)(+).

    • Connected Stars share the build bonuses provided by the Celestial Bodies in the Solar System.

    • Once Stars are connected, they cannot be separated, or moved, unless a Star Fire card is used.

    Planets and Moons

    • Each Planet has a Moon limit (icon on card).

    • Not all Moons require a host planet, denoted on the Moon cards (bottom left of the Moon card), but may connect to a planet if preferred.

    • Once a connection (-)(+) is made, you may not move that Celestial Body.

    Players may build as many Celestial Bodies in their Solar Systems as they can, provided above conditions are met.

  • Star Fire

    • The effects of the Star Fire cards are noted on each card.

    • Played and resolved as 1 action.

    • Each card resolves immediately and is discarded into your personal Star Fire pile (worth +1 point each).

    • You may stack Star Fire effects against another player if using multiple actions

    Star Fire Card Effects

    x5 Worm Hole:

    • Steal up to 3 Element units (face value) from any number of players' Stellar Nurseries.
      You may steal a maximum of 2 units from any one player per Wormhole card (also applies to 1v1 games).

    • Place stolen Elements directly into your Stellar Nursery.

    x3 Nuclear Fission:

    • Block 1 player from taking 2 actions on their next turn only.

    x4 Gamma Ray Burst:

    • Cost: 2 actions to destroy a Star or 1 action for Planets or Moons. (per Solar System)

    • Return any 1 player’s (built) lowest point value Celestial Body to the bottom of the draw deck.

    • Spend two actions to use on 1 Star, only if it is the lowest point value body in the given Star System.

    x4 Divine Intervention:

    • Cost: 2 actions to build a Star, 1 action for Planets or Moons.
      Build any 1 Celestial Body from your hand without spending Elements from your Stellar Nursery.

    x4 Transmutation

    • Convert up to 2 Element cards in your Nursery into wilds. Place the Transmutation card underneath them. These Element cards are immune to all other effects until spent or game ends.

  • Random Cosmic events are hidden/shuffled within the Elements cards. When drawn on a players turn, the card takes effect immediately. It is up to the player who drew the card to ensure the effects are followed and discard the card after use.

    When replenishing the elements draw deck, you must omit the used Cosmic Events cards. These cards can only be played one time each, per game.

    Card Values:

    x1 Nuclear Fusion:

    • For 1 round, players may take and extra action on their turn (3). Starting from the initial draw player.

      • If random event card is also drawn, it takes effect immediately.

    x1 Nebula Bloom:

    • All players draw 2 Elements cards immediately. Starting from the draw player.

      • If random event card is also drawn, discard it immediately and continue to draw.

    x1 Big Crunch:

    • All players must return ALL Element cards from their Stellar Nursery back to the draw deck.

    x1 Big Rip:

    • All players must return ALL in-hand Celestial Bodies back to the draw deck. (Including all Stars)

    x1 Big Freeze:

    • All players must return ALL in-hand Star Fire cards back to the draw deck.

  • Continue taking actions to:

    • Draw cards to your hand or into your nursery.

    • Build celestial bodies in your Solar Systems.

    • Use STAR FIRE cards to gain advantages or hinder opponents.

    • Discard cards to stay in the game.

    As the game progresses, there will be fewer opportunities to take 2 turns.

  • No More Actions:

    • When no players can take 2 actions (not due to card effects), the game ends.

    • If one player remains, they may continue playing until they also cannot take 2 actions.

  • When the game end conditions are met:

    Players tally their Celestial Body points and apply all the additional point modifier bonuses. The Player with the most points wins.

    Points for celestial bodies:

    • Stars = 5 points

    • Planets = 3 points

    • Moons = 1 point

    Bonus points:

    • Star System bonus: Complete the indicated builds for additional bonus.

    • Planets hosting Moons bonus: Complete the indicated moons for additional bonus.

    • Star Fire Card use: +1 point (per card).

    • Remaining Elements: +1 point (for every 1 card remaining at the end of the game).

    • Largest Solar System (most bodies in a single Solar System): +3 points (shared if tied).

    • Most Solar Systems (with at least 1 star +1 Planet each): +3 points

    • Largest Nebula (most Element points): +3 points

    Tiebreaker:

    • Most built Celestial Bodies

CARD ANATOMY

StrategIes

    • Why: It unlocks your ability to build Planets and Moons, which are the primary source of points.

    • It will reduce the likely hood of it being taken away by a random Cosmic Event card.

    • Tip: Don’t hold onto it waiting for the “perfect combo.” Building early lets you start scoring while others are still drawing.

  • Don’t get stuck with a full hand of Celestial Bodies or too many Elements with nothing to build.

    • Best Practice:

      • If you have too many Celestial Bodies in hand, focus on building.

      • If you have no Elements, draw to your Nursery.

    • Rule of Thumb: Try to build at least once every 2 turns.

  • Star Fire cards are powerful — but timing is everything.

    • Use early to slow opponents or gain momentum (e.g., Divine Intervention lets you build when you’re short on Elements).

    • Use late-game to score guaranteed points (+1 per used card) and disrupt others’ builds (e.g., Gamma Ray Burst).

    • Bonus: Using Star Fire cards contributes to your final score — they’re never wasted.

  • Creating multiple small Solar Systems can earn you the “Most Systems” bonus (+3 points) and spread out your risk.

    • Don’t just focus on one long chain — building a second or third star system (each with at least 1 Planet) adds flexibility.

    • Bonus points from “Most Systems” can be a tiebreaker in close games.

  • Star Fire is a game of timing — don’t wait too long to act.

    • Pay attention to how many actions players can take — the game ends when no one can take 2.

    • Keep an eye on bonus categories: If you're close to Largest System or Largest Nebula, a few more cards can swing the game.

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