Star Rush

A game of no information. How do you play when you don't know what you have?

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Star Rush Overview

Star Rush

Party card game

2-8 Players • 15-20 Min

A high-energy card game of hidden information, sudden steals, and push-your-luck endgame timing.

Equipment:

120 Action Cards (Including Take, Swap, Spy, Reveal, and 20 EndGame cards)

60 Star Cards (Point values: 0, 5, 10, 15, 20, 25)

1 Custom Six-Sided Die (Faced 1, 1, 2, 2, 3, 3)

1 Rule Sheet

Game Images

Excitement Video

Video coming soon

Gameplay and Rules

Each player starts with 3 cards with 0-25 stars on each, but no one may look to see how many stars they have

On your turn, roll the die to see how many Action Cards you can draw. You must play at least one of them. Some effects of cards include looking at your or your opponents stars, moving or switching stars, or otherwise bending the rules of play.

Mixed into the deck are 20 EndGame cards. After 5 EndGame cards are played, anyone drawing an EndCard may choose to end the game right then and there. Once this happens, most stars wins!

Details:

In Star Rush, players race to hoard high-value Star Cards while spying on rivals, swapping hidden hands, and deciding when to pull the trigger to end the game before someone steals their lead.

Roll & Draw: Roll the custom 1–2–3 die to draw your allotment of Action Cards for the turn.

Execute Chaos: Play at least one card to view hidden stars, swap cards across the table, force discards, or bank powerful instant-reaction cards in your reserve. Unplayed cards from your roll are discarded.

Information War: Star Cards start face down. Once cards are exposed through actions, they remain face up forever—making revealed high-value stars prime targets for every thief at the table.

The EndGame Threshold: EndGame cards cannot be held! The first five have no effect. Starting with the 6th EndGame card, the player who draws it chooses: end the game right now if you think you're winning, or push your luck to keep building your score! (Hit the 15th card, and the game halts instantly.)

Player-Controlled Game Clock: The endgame isn't a fixed round limit or an empty deck; it’s an escalating player decision. The tension spikes sharply after the fifth EndGame as players calculate whether their hidden points can withstand a sudden stoppage.

Emergent Deduction & Targeted Stealing: Because stars remain face-up once exposed, the table state dynamically shifts from bluffing and deduction to cutthroat target-marking.

Zero Brain Burn, High Engagement: Fast dice-driven turns (roll 1–3 cards, resolve, pass) eliminate analysis paralysis and keep turns cycling in seconds, making it ideal for family-weight and party-weight catalogs.

Pure High-Margin Production: Entirely card-and-die driven with zero plastic minis or oversized boards, delivering low tooling costs and high retail profit margins.

Unique Features:

A minimalist map of a local city with a pin dropped on a modern building labeled 'MiloStar HQ', stylized in indigo and white.
A minimalist map of a local city with a pin dropped on a modern building labeled 'MiloStar HQ', stylized in indigo and white.

FAQ

Star Rush Questions and Answers

How many people can play?

As few as 2 for a strategic duel, or as many as 13 for a chaotic party. Best with 3-6 though (multiple targets, manageable memory)

PLAYER FEEDBACK

Help us make our games even better

We believe the best games are built with their players. Whether you've found a bug, have a rules question, or just want to tell us about your last session, we'd love to hear from you.