Table Games Calculator

Star Realms Colony Wars Calculator

🚀 Star Realms Colony Wars Calculator

Estimate a Colony Wars turn from authority totals, visible trade, visible combat, bases and outposts, faction ally triggers, scrap thinning, deck mix, and expected face damage.

🎯Colony Wars Presets

Each preset fills a recognizable Star Realms Colony Wars board state, then calculates authority pressure, base shields, buy strength, and next-turn damage estimate.

Turn Inputs
Use the authority value before this turn's new life gain or opponent combat.
Damage estimate compares this authority against combat that gets past bases.
Enter visible trade before optional scrap bonuses or conditional ally trade.
Enter visible combat before the calculator's ally and card-mix adjustment.
Outposts must be removed before face damage; non-outpost bases still absorb combat if you choose to attack them.
Count actual same-faction ally text that fired this turn, not just faction cards played.
Scrapped Scouts, Vipers, and spent cards improve future hand density.
This sets the calculator's expected next-turn damage and buy-quality modifier.
Face Damage
0
after base shield
Opponent Left
0
authority after hit
Buy Strength
0
trade quality score
Next Damage
0
estimated next turn
Visible combat and ally lift9 combat + 2 ally lift
Base and outpost shield0 shield
Authority pressure31 to 20
Trade and mix quality6 trade, balanced
Scrap density adjustment4 scrapped, +0.8
Lethal window readnot lethal
The calculator is ready. Choose a preset or edit the turn inputs to evaluate a Colony Wars board state.
🧩Colony Wars Spec Grid
50
Starting authority
10
Starter cards
5
Normal hand
4
Core factions
6
Base states
7
Deck mixes
10
Turn presets
4
Result cards
📋Colony Wars Reference Tables
Deck mixCalculator modifierTypical pressureBest input to watch
Balanced Colony WarsBaseline combat and tradeFlexible buy or attack turnsAlly triggers
Blob-heavy combatHigher next damageLarge swings after draw chainsVisible combat
Machine Cult scrapHigher density from scrapCleaner future handsScrap count
Trade League mixHigher buy score and authority cushionStrong market controlTrade and authority
Star Empire mixModerate damage plus draw pressureStable attrition turnsAlly triggers
Base-heavy mixLower face damage, better defenseOutpost or base lock statesBase shield
Starter-heavy mixLower expected next turnEarly game or unthinned decksScrap count
Faction emphasisAlly trigger effectTurn readCalculator handling
BlobCombat and draw spikesBest for sudden face damageAdds stronger next-damage lift
Machine CultScrap, combat, and deck cleanupBest for long density gainScrap count improves future hand estimate
Trade FederationAuthority and trade supportBest for stabilizing while buyingTrade mix boosts buy strength
Star EmpireDraw, discard, and combat pressureBest for control plus chip damageAlly count lifts combat and tempo
Board stateShield estimateFace damage pathAuthority note
Clear lane0 shieldAll combat can hit authorityCheck lethal directly
One base4 shieldOptional base removal firstFace damage drops quickly
Light outpost5 shieldOutpost must be clearedSmall attacks often stall
Double base8 shieldCombat may split across targetsWatch next-turn base lock
Heavy outpost12 shieldMost mid turns clear only shieldCombat burst needed
Fortress board16 shieldOnly big swings reach authorityTrade may be better than face push
Damage estimateAuthority leftPressure bandCalculator message
0 to 3 damage25 or moreLow pressureBuild, scrap, or set base defense
4 to 7 damage15 to 24Moderate pressureNext hand can become decisive
8 to 13 damage6 to 14High pressureTrack every ally trigger and base shield
14 or more damage5 or lessLethal pressureRecheck outposts before declaring lethal
💬Calculation Tips

Separate base damage from face damage

Enter the opponent board state before reading lethal. Outposts and chosen base attacks consume combat before the calculator subtracts damage from authority.

Use scrap as a future-turn signal

A high scrap count does not create combat by itself, but it raises expected hand quality by removing low-output starter cards from later shuffles.

“Should I attack, even though my opponent has two outposts on their board? Or should I wait, since I have some powerful combat cards?” Colony Wars makes you choose: How do you balance short-term urgency with long-term security? Enter your visible board state and total authority, and the calculator does all that math for you (so you don’t have to subtract shields, remember faction synergies in real time).

Colony Wars’ game dynamic centers around gathering resources against taking hits from authorities. Initially, you’ll have 50 authority points, so you won’t die immediately to damage. This buffer enables players to make mistakes, but it also tempts players into passive play when they should of aggressive. Players frequently accumulate too many trade cards early in the game without realizing their deck will become slow and unable to deal lethal damage.

Why You Should Use the Calculator

To help visualize this, the tool estimates how much face damage your cards account for after factoring in base shield. In a sense, it forces you to consider how much damage actualy hits an opponent’s life points instead of just the numbers in your hand.

Maybe the most misunderstood mechanic for newcomers, deck thinning by scrap is about investing in concentration. Scraping a card doesn’t feel good. You’ve lost something that could have been better, right? Wrong. Starter cards is filler. Scrapping them increases your odds of drawing something useful with each turn, be it a combat engine or key trigger. Feed those scraps to the system and watch it adjust its expectations for your next few turns based on what you input. Eight scrapped cards makes for a much smoother running deck than two scrapped cards; that’s just less noise. This density change creates difference between being stuck mid-game versus dominating late game.

Look at the reference table on the page to see how various faction mixes impact this path. See why that scrappy machine cult plays different than a blob heavy combat deck. Synergy between factions multiplies your moves instead of simply adding bonuses. Three cards from the same faction will unlock allies which can turn the tide of a battle in one shot. These unlocks is included in the calculator’s assessment of combat lift. It knows a chain reaction matter more than raw attack numbers. When you’re setting up a big draw-and-discard loop, you’ll want to count out how many allies has unlocked before swinging for the fences. A missed trigger leaves you vulnerable and your hand empty when someone else swings back.

Managing your base require a different way of thinking. Bases and outposts take hits that would otherwise chip down your enemy’s authority. Do you commit your combat points to break down their defenses early, or hold back until end game push? Breaking an overloaded outpost lock will cost you eight combat points. This could leave you exposed while they buy another shield or launch a retaliatory attack on your next turn. This is where the decision tree gets complicated. How strong are your hands relative to what they have left? What are the risks?

Colony Wars isn’t won by being good at taking colonies. It’s won by making the other player steadily lose control. Your objective is to compel them to make moves where buying and defending isn’t an option. That’s true whether you’re playing a combat burst strategy on a blob or a trade league build. You chip away at their choices until they no longer have any.

How do you know? The calculator tells you. It gives you a frame of reference to understand if you’re in the deadly window or merely nibbling. If you know exactly how close you are, you can play confidently instead of hoping. The question shifts from “can this hand break up these outposts?” to “are we going for the win now, or are we preparing for tomorrow?

Star Realms Colony Wars Calculator

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