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The Meeple Guild: Button Shy set to launch intriguing new solo game

Definitely one to challenge through multiple plays too – huge for such a small package game.
hyperstar-run
Hyperstar Run comes with immediate pedigree. The game is designed by Scott Almes whose credits include Tiny Epic Galaxies – the first offering in a while series of ‘Tiny Epic’ games, and The Last Lighthouse, another solo offering through Button Shy.

YORKTON - Sometimes in reviewing games you have the opportunity to do something rather cool.

I find that is the case when we in The Meeple Guild get a look at a game before it hits general circulation, and so it was with the recent email containing print and play files for Hyperstar Run from Button Shy.

If not familiar with Button Shy they are certainly worth a look. They specialize in games which generally employ only 18-cards, and while that might seem a limiting factor, they prove it is not with a rather diverse range of games – most for two-players – although Hyperstar is actually a solo offering. The games won’t make a best-ever list, but as low cost offerings that are almost all generally fun Button Shy shines.

In the case of Hyperstar Run it comes with immediate pedigree. The game is designed by Scott Almes whose credits include Tiny Epic Galaxies – the first offering in a while series of ‘Tiny Epic’ games, and The Last Lighthouse, another solo offering through Button Shy.

I’ve played The Lighthouse and it is not easy to win. The game has a ‘Lovecraftian’ feel, and the dark moody nature is part of its charm.

With Hyperstar Run Almes has created a game with more of a ‘Netrunner’ theme.

Using mechanics which will remind of early video games, you as the player have four lives and you must run the gambit of cards laid out before they are all lost.

The game offers levels of challenge too, fewer cards to ‘defeat’ as you learn the game, with cards added as you wish to add to the difficulty – good luck with that (smile).

You do start with three cards in-hand that provide resources you will need, and two equipment cards help too, but it never seems quite enough.

And since cards start face down and turned only upon reaching them, there is limited planning, at least with the first couple of lives.

There is a nostalgia-feel to this one old school gamers will like, and at 18 cards Hyperstar Run is a coffee break perfect offering.

Definitely one to challenge through multiple plays too – huge for such a small package game.

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