Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
"*Star is an abstract strategy connection board game for two players, the end product of the evolution from Hex to Y to Poly-Y to Star to *Star." (from website) Whereas Hex and Y, the most popular of this line of games, are purely about connecting edges, *Star balances occupying...
Players
2
Time
?-?
Age
10+
Weight
2.7
Rating
7.62
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
The game *star has a high replayability score due to its great variability in gameplay, deep strategic possibilities, and adaptability to different player counts. The presence of expansions adds to its replay value, and while it may take some time to learn, the depth it offers makes it worth the investment.
The final luck score for *star is 7, indicating a moderate level of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
"*Star is an abstract strategy connection board game for two players, the end product of the evolution from Hex to Y to Poly-Y to Star to *Star." (from website) Whereas Hex and Y, the most popular of this line of games, are purely about connecting edges, *Star balances occupying edge spaces and connecting your groups together. Basically, occupied edge spaces score points, and you lose points for each separate group you have at the end of the game. The game appears to have a strategic depth similar in style to Go (trying to give groups bases along the edges while also trying to connect groups together in the center; whole-board strategy directing the tactics of each local fight), yet with the tactical elegance and simplicity of Hex. It also retains the mathematical elegance of Hex, which has nice implications such as the impossibility of draws, and the existence of seemingly very different scoring rules which are provably equivalent. Worth a look for fans of Hex and/or Go.
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