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Hyperstar Run Expansion Collection (PREORDER: ESTIMATED SHIPPING DECEMBER 2025)

Hyperstar Run Expansion Collection (PREORDER: ESTIMATED SHIPPING DECEMBER 2025)

Regular price $ 12.00 USD
Regular price Sale price $ 12.00 USD
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Run and stun your way past alien enemies to escape the Hyperstar base alive!

Hyperstar Run Expansion Collection includes all 4 expansions for the game (Equipment Drop, Final Bosses, Salvage Mode and Trapped) packed together in a vinyl wallet.

Ages 8+
Players 1
Time 15
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About the game

Equipment Drop (4 Equipment Cards)

Need a power-up? Use these high-tech gadgets to boost your abilities as you make your way through the level.

This 4-card expansion adds new equipment to add variety to your starting equipment. With new combinations and wild buttons, you’ll have all-new ways to navigate the level and make it out of the space base.

Final Bosses (3 Boss Cards)

Just when you think you’ve got victory in hand, the screen shakes and you hear that daunting music: it’s the final boss fight!

Use this 3-card expansion to add one of the unique final bosses to your level. If you can get past the boss, you’ll immediately win, but it won’t be easy. Each two-stage boss has its own requirements and combos that must be completed to defeat first its starting form and then its final form to truly beat the game.

Salvage Mode (5 Salvage Cards)

Haste makes waste: pick up spent parts left behind from your failed runs and turn that trash into useful tech.

This 5-card expansion adds new salvage cards with potent effects. Add a salvage after each run, then press the corresponding level to activate it in a subsequent run. Use the wreckage from your past attempts to power your way out, but be careful: some salvage may not work as well as it used to!

Trapped (6 Trap Cards)

As if the Hyperstar base wasn’t already dangerous, the enemies have set traps throughout the level. Watch your step or you’ll end up in serious trouble!

This 6-card expansion features trap cards that complicate your path forward. Revealing one might extend your combo—or activate a trap that sets you back. Whenever you combo your way into a facedown level card, it might be a trap. Flip a trap card, and if it connects to your combo line, it replaces the next level card. This might extend your combo, or it might spring the card’s trap! If a trap has been triggered, it has an immediate negative effect as well as an enemy that must be defeated before you can continue moving.

Credits

  • Design: Scott Almes
  • Art: Mary Buzanowa
  • BGG: