Stellar Orphans

Stellar Orphans

Not enough ratings
Basic tips for newbies or those in trouble on basic difficulty
By Falcon
Since some people have hard times or misunderstanding with some mechanics.
This is a rudimentary guide to get you started with the basic crew and not fail needlessly.
No spoilers for scenarios, just general tips and some important cards description.
   
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Introduction
This guide assumes using the first crew, but general practices should translate to others. Just the capabilities and priorities may shift depending on what you are lacking and what your starting capabilities are.
Priorities
In general, you need to prioritise following:
Prevent crises from overwhelming you by filling all free ship spaces as the next one will end you.
Other than that, you need to keep basic ship states intact (>0):
  • Ship status
  • Oxygen
  • Stability
Then you need to fulfil objectives to propel you further in the scenario progression. This is however the least priority of all, so do not rush it before you are well prepared.
But before any of preceding becomes real problem, your highest priority is to build up your deck. It takes back seat to very critical situations to solve, but always comes before progression and balancing it is at your discretion.

Note: After patch, % of rarities of cards in shop are objective progression dependent, so the priority goes slightly up - but still first have the basic AP gen. cards to buy the higher rarity cards.
Building up the AP generation
In any case you need to build up Action Points (AP) generation ASAP.With the first crew you are in luck, it is relatively easy.

Captain Léon can generate 4 at cost of -5 stability. You can use it relatively freely as Jiao can regenerate it albeit at slower pace.

if you have either Léon or 4x consultation, you can buy immediately bronze 4 AP cost card from store. Or you can pass turn and get 1 AP per card in hand, usually leaving you with 5 AP for next round. Or if you have crew with support character (does not discard at end of turn and do not generate AP) 4 AP.

Alternatively, you can keep some cards in hand (right click, costs 1 AP and 1 Stability) to stack full hand to get 7 AP after next discard. You can also keep Léon or later any high yielding card while waiting for the right cards in store.

This makes relatively easy for going for silver cards from start, while super easy for bronze. With lucky hand, even gold is possible.

Now you have some AP so you are looking for following cards:

Bronze:
  • Decision Making +2AP - rudimentary AP generation, better than basic consultation.
  • Risky decision (50% +6/-3AP) - not reliable, but useful gamble early on. Use it after you deplete APs for only potential gain or gamble on getting some silver/gold in store.
  • Xeno Amphetamines Cloning, + 5 AP, +5 Stability -2 oxygen. - Use only strategically to obtain high priority cards or solve most critical issues. They are cloning, so if you abuse them, they will flood your deck. Then get rid of them when you have opportunity, optionally keep just one or two until you have better options.

Silver:
  • Battery +0 AP, gets +1 AP after play for 1 Ship status, max +7 AP after you play it 7 times
  • Teamwork +1AP, draw 1 card - good after upgrade, it becomes welcome AP generation + deck cycler - good update candidate as it doubles the value.
  • Negotiation +4 AP, discard random card. Keep in mind in what order to play this to minimise chances of disrupting your play by unlucky discard. Otherwise very good starter.

Notable omissions: Planning is possible with a discarding card, but unnecessary hassle with this crew. This is for crews with innate ability to discard and draw and no innate AP generation.

After getting the silver cards, you should have no issues going for golds and eventually the platinums.
Covering skills to resolve crises
Your starting crew has following capabilities:
  • Léon +4 AP, -5 Stability
  • Tina +4 Medical, draw card
  • Jiao +4 Psychology, +3 Stability
  • Jack +5 Combat
  • Kapil +6 Mechanics, discards a card next turn

This means that you are relatively well covered, except one crucial element:

Authority

With this deck, I go straight to Militia as you can recover the lost Stability with Jiao.
Other possibility is Balance of Power which needs discard - either Ration or Encouragement. But this work better with some other crews, this one innate ability to deal with stability, some others may have innate ability to discard.

After patch, you have already Bullying It's basically a better Militia. Your priority is to upgrade it on the first opportunity by solving a crisis with upgrade.

Other skills:

Optional: Once you manage to get authority covered, it is very nice to get silver Mercenaries as if you keep authority high they can generate all skills necessary to either solve simple crises on their own or to complement your native skills for high difficulty crises.
Note: Now after patch it is a gold and therefore a late game strategy


Next one you need covered is backup Medical. It may happen that Tina gets sick and you need other medical card to resolve it. Or use authority if you keep it high. Bronze Antibiotics with 1 Authority can get you covered, or if you find silver Medical Team, the better.
Note: After patch you have 100 days where Tina cannot get sick so you only need it for harder medical crises and therefore priority is lower.

Now you are covered for most crises - if you keep authority high to compliment your crew. But it is costly to use a lot of it so next you want to obtain some backup cards for your skills.
You can now prioritise basic Tools (if you have not already obtained them) to solve first objective/crisis.
Note: If you have started with tutorial, you have it already solved by end of it. If not, solving it will give you more % of higher rarity cards after patch.
Then you can focus on psychology backup in case you get some cards hostage. Psychological support is generally useful silver card which is optional for this crew as it is a bit worse Jiao.

Then upgrade gradually on what you have and focus on deck cycling (draw), and deck.manipulation (exclusion, recruitment, cloning, perks etc).
I will not describe ultimate late play tricks. I will let you discover it on your own.
Conclusion
This should get you going.
There is way more to it but with these basics you should be able to build on and expand your gameplay.
I may add to this based on feedback on particular pain points.
9 Comments
Falcon  [author] 8 Apr, 2024 @ 12:44am 
"Thank you for all your help! I'll have to stream the next game I play to see what went wrong."
In that case I might be able to comment on specifics.
Tiwaking! 56k NZ 7 Apr, 2024 @ 3:01am 
I went a whole game without seeing antibiotics once. I believe that was game 3. No authority cards either. Another game I never saw the repair kit. I think the patch has fixed the shop randomness now as lower level cards more frequently appear.
Oddly enough, alcoholism has never been a problem. After the patch, medical is a non-issue as the medical team always appears after day 20.
By "no good cards" I mean any card I cant/could never afford, and the cards "Overwork", "Planning", and "Risky Business". Planning was especially annoying earlier as the only discards that would appear would be emergency rations (not very often) or the Free Time event. Back then I was too afraid to play Leon because of stability but then would run out of oxygen.
Thank you for all your help! I'll have to stream the next game I play to see what went wrong.
Falcon  [author] 7 Apr, 2024 @ 3:01am 
Guide slightly updated according to latest patches.
Falcon  [author] 7 Apr, 2024 @ 2:47am 
The fact that you consider pre-patch Tina getting sick a lockout, points to lack of understanding what you can do in such case - e.g. antibiotics + 1 authority or saving up for better medical card. Use it on Sickness first and then you have +3 and +4 medical cards free to resolve the restore of medical crises.
If it is stuff like alcoholism, try to resolve it ASAP or try to keep 2AP at the end of round to prevent it flooding your deck.
Falcon  [author] 7 Apr, 2024 @ 2:47am 
There is no such thing as "no good cards in shop" over time. It certainly may be it's not the one or two you are looking for. You need to learn to work with substitutes to save yourself time to get the optimal ones.
I can hardly imagine running out of structure on dif <4 where you start with 30 structure and oxygen/stability does not re-generate slowly on every turn. It must be letting crises eat your ship for a long time. That is lacking in some skill or AP generation.
Running out of stability is either the above or playing Léon indiscriminately without playing Jiao or other stabilising card enough. A reason for over-playing Léon may be insufficent AP generation cards.
Tiwaking! 56k NZ 6 Apr, 2024 @ 5:03pm 
Thanks for the help Falcon!
Before the patch I would get:
No good cards in the store
Multiple rare crisis overlap
Complete game lockout - e.g Disease hitting Tina and then all crisis's are medical, multiple authority crisis's in a row, etc

In the first (and only game) after the patch - I ran out of everything (stability, structure) and lasted a long time which is much better than what happened before. Previously it was "No way to win" now it is "can definitely see when the chances to win became 0%".

Maybe the game just hates me? Haha
Falcon  [author] 6 Apr, 2024 @ 6:00am 
@Tiwaking! 56k NZ
It is hard to give specific advice as I do not know what is your specific reason of failures,
[*] Are you not covering specific skill weakness?
[*] Are you ending up not having AP to play the cards you need in turn?
[*] Is your deck overburdened with useless cards and you cannot draw the correct ones?
Running out of oxygen or stability?

Than invest more to solving the problem - think whether you want to accept new offered cards at all, get some cards that generate AP and let you draw new cards.
With stability, play destabilising cards only when necessary and get stability cards like Music or Psychological support.
For oxygen, slow down your pace (cards played per turn) and be on lookout for oxygen generating cards (especially the one 15 oxy for -5 ship status).
Falcon  [author] 6 Apr, 2024 @ 6:00am 
@Tiwaking! 56k NZ As you can see it got easier, so you no longer have to get authority card and you have a plenty of time to get backup medications.

This means the first upgrade you do on card is the bullying so that you get double amount per use. Then expand on your capabilities.
Tiwaking! 56k NZ 6 Apr, 2024 @ 2:03am 
Hi! The last patch gave the default beginner deck the bullying card. Do you have any other advice after this change?