How to play
Pip’s galaxy card game in 10 little steps.
Two players, two galaxy decks, one sky. Grow your creatures, power up their moves, and be the first to collect 3 Star Shards.
Pick your deck
Every galaxy has its own 60-card deck: creatures, Trainers and Energy. Pick yours from the galaxy map, then pick Pip’s.
Set up
Shuffle and draw 7 cards. No Basic creature in your hand? Shuffle and draw again. Put one Basic in front as your Active creature. A star toss picks who goes first.
Take a turn
Draw 1 card. Then, in any order:
- Put Basic creatures on your bench (up to 5).
- Give 1 Energy to one of your creatures (once per turn).
- Evolve creatures and play Trainers.
- Retreat your Active creature (once per turn).
Finish with an attack, or tap End turn. Attacking ends your turn. The player who goes first can’t attack on turn 1.
Energy powers moves
Each move shows its cost. A galaxy icon needs that galaxy’s Energy. Stardust can be paid with any Energy. Rainbow Energy counts as any one galaxy. Double Stardust gives 2 Stardust.
Example: Barrowl’s Hundred Billion Hoot costs and does 100 damage.
Evolve: Basic → Stage 1 → Stage 2
Play an evolution card on top of the creature it grows from. It keeps its Energy and damage, but gets more glow and bigger moves. A creature can’t evolve on the turn it came into play, and nobody evolves on their very first turn.
Barrowl 110→Barrhoot 150→Galaxowl 210
Attack!
Your Active creature hits the other Active creature for the number on the move. The words under a move are mostly story. One exception: Hide and Seek tosses a coin, and on heads that creature takes no damage on the next turn.
- Weakness: if the attacker’s galaxy matches the defender’s weakness, damage is ×2.
- Resistance: if it matches the resistance, damage is −20.
Barrowl is weak to Whirlpool and resists Small Magellanic Cloud.
Glow and Star Shards
Glow is a creature’s health. When its damage reaches its glow, it’s out of glow and goes home to rest, with everything attached to it. The other player earns a Star Shard, and the owner sends a bench creature up front.
Retreat
Swap your Active creature with one on your bench by discarding Energy equal to its retreat number. Once per turn.
Barrowl has retreat 1.
Trainers
- Lumi, Cloud Mom: Supporter: draw until you have 6 cards. Only 1 Supporter per turn.
- Starbook: Find a creature in your deck and add it to your hand.
- Lesson Notebook: Draw 2 cards.
- Sky Lesson Scroll: Find up to 2 basic Energy in your deck.
- Autumn-Leaf Quilt: Heal 30 damage from one creature.
- Nebula-Dust Blanket: Heal 20 damage from each of your creatures.
- Bundle of Kisses: Tool: the creature takes 10 less damage.
- lumibot.si Night Sky: Stadium: once each turn, each player may draw a card.
- Orion's Belt: Stadium: every creature gets +10 glow.
How to win
- Collect 3 Star Shards, or
- your opponent has no creatures left in play, or
- your opponent can’t draw a card at the start of their turn.
Pip’s own growing-up cards (Sparkle, Glimmer and the rest) wake up as she gets brighter. On lumibot.si a sleeping stage can’t be played until Pip reaches it.
New to the game? Start here ⭐
- Beginner: Pip plays gently and you get a little extra Stardust.
- Training Ground: practice battles just for learning. No Stardust, no pressure.
- Regular: Pip plays her best!
Pick one with the big buttons above the battle.
Put on Pip’s playlist while you play ♫Play it in the arena · Open in Spotify · Add a song ✨