Stars
A second cost that waits for the turn you actually want to win.
Stars are Regent's second resource. They carry between turns, and a card with both an Energy and Star cost needs both. Saving Stars is normal; the skill is turning the bank into one decisive damage, Block or Energy turn.
Read the exact rules
Rules before recommendations
How Stars works
Stars do not reset at the end of the turn. If the current hand has no good target, keeping the resource is better than spending it just to make the number smaller.
A card that lists both Energy and Stars requires both payments. An effect that changes only the Energy cost to 0 does not remove the Star cost. A true free-to-play effect removes a normal Star cost as well.
X-Star cards such as Stardust spend the available Stars. Cost randomization such as Confused changes Energy, not the printed Star requirement.
Radiate counts the total Stars gained during the current turn. You may spend those Stars before playing Radiate; the earlier gain still counts.
The resource loop
What you are trying to convert
- 1
Use Venerate, Gather Light, Glow or another generator while still handling the current turn.
- 2
Carry unused Stars into the next turn instead of forcing a weak spend.
- 3
Reach the threshold for the payoff: Radiate, Black Hole, Child of the Stars, Comet or another Star card.
- 4
Convert the bank into damage, Block or Energy, then rebuild only as quickly as the deck can spend it.
The pieces that matter
Cards and relics that support Stars
Cards
VenerateThe starting, dependable Star generator.
Gather LightMakes Stars while contributing Block.
GlowProduces Stars and keeps the hand moving.
RadiateRepeats based on Stars gained this turn, even if they were spent.
Black HoleTurns Star generation into damage.
Child of the StarsGives the resource engine a defensive payoff.
Royal GambleRequires a 5-Star threshold, then returns a larger bank.
Relics
Divine Right / Divine DestinyStarts combat with a usable Star bank.
Lunar PastryAdds a Star at turn end for decks that can play patiently.
Galactic DustConverts accumulated Star spending into Block.
Mini RegentRewards the first Star spend each turn with Strength.
Execution
Play tips that save real HP
- Count Energy and Stars before playing the first card. A hand can afford each cost separately and still fail to afford both cards together.
- Do not spend Falling Star merely because it is available. Stars persist, and the next hand may contain the real payoff.
- Gain all available Stars before Radiate. Spending them first does not erase the gain count.
- Royal Gamble needs 5 Stars to start. Spending two of the opening three can leave ordinary Venerate unable to reach the threshold this turn.
- Start with one to three useful generators, then increase supply only when the deck's real Star spenders demand it.
Common mistakes
- Assuming Stars reset every turn. They are designed to be banked.
- Assuming an Energy reduction also removes the Star cost. The effect must make the whole card free.
- Taking Comet, Seven Stars and Reflect without enough generation to play them.
- Treating a large unused Star total as progress. The resource must eventually become damage, Block, cards or Energy.
Experimental branch
Beta v0.111.0 differences
The same carry-over and dual-cost logic applies on both branches.
The lower Star requirement makes this Regent payoff easier to fit into a burst turn.
The upgraded relic crosses more payoff thresholds immediately.
The card competes less aggressively with the rest of the burst turn.
Continue with Regent
See where this mechanic fits beside the character's other build packages, Act 1 picks and relic priorities.
Open the Regent guide