Divine Right gives the Stars build its opening 3 Stars. The Forge build can spend that starting reserve too. The important limit is timing: this is a combat-start grant, not 3 more Stars at the start of every turn.
Divine Right’s starting Stars
Stars carry between turns within the combat. You can save the initial reserve when no worthwhile Star spender appears in the first hand. Unlike Energy, unspent Stars are not wasted simply because you end that turn. They also do not refill automatically on the next turn, so an expensive early card can leave later Star cards waiting for generation.
Venerate and Gather Light can support later spending. Count the generation you can actually draw and play, rather than assuming the starter relic will fund an entire boss fight. Check both costs on cards that require Energy and Stars; having enough of one resource does not satisfy the other.
Child of the Stars rewards spending Stars with Block. Gaining Stars is a separate action, so receiving Divine Right’s opening reserve is not itself a defensive trigger. Decide when to spend it by considering the current attack and the cards likely to arrive next. A Star-heavy reward needs a sustainable budget, even when its first play looks easy.



