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Star. Wars. Rebellion. F. F. G. O. M. G.
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Hipsters have helped gentrify crappy neighborhoods.
Help the spread of more quality coffee outlets that are not Starbucks.
Bring cutting edge foods like Korean tacos into the world, and hamburgers with Ketchup Leather and Bacon Jam.
Craft Beer.
Mixology bars.
Artisanal anything really.
I am not 100% sure but I think hipsters are down with board gaming.
Hipster dudes usually have tattoos, piercings, hair short on the sides long on top, facial hair styled uniquely (wax?), plaid shirt with top button buttoned, skinny jeans (suspenders?). I don't know what hipster women look like except they can be seen with hipster dudes.
There is a big backlash against hipster culture, and I am not sure what they did to deserve it. People seemed threatened by it for some reason. But are hipster truly as snobbish as is attributed to them?
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I will likely end up playing this a lot, as one of my main opponents loves starwars and is totally pumped for this. So i really hope it has some strategic or even narrative substance that persists over time.
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- Michael Barnes
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I put one of my friends on notice to read the rules before he comes over...when I do that he usually shows up with a highlighted/underlined printout. So I'm hoping we can suss it out together.
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- Cranberries
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- Don't give up.
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Michael Barnes wrote: My review copy from MM is on the way, but I dread going through the LtP manual and then flipping through the rule book all game.
I went back a page and couldn't identify LtP, so I went to Miniatures Market and looked at new releases but couldn't find it there either. Then I searched the forums and belatedly discovered it is a reference to Learn to Play.
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Michael Barnes wrote: My review copy from MM is on the way, but I dread going through the LtP manual and then flipping through the rule book all game.
I put one of my friends on notice to read the rules before he comes over...when I do that he usually shows up with a highlighted/underlined printout. So I'm hoping we can suss it out together.
I know at least one early review slagged the rules, and I'm on record as not being a fan of the Learn to Play/Rules Reference approach for non-minis games, and it's certainly true that things can seem to make sense when they don't in practice, but I got through the Learn to Play book for SW:R fairly quickly and easily. The combat section is a little snarly, but so is the combat, from what I can tell. At least on only a read-through, my only real beef was that they decided, for whatever reason, that the full use of Tactic [sic] cards was too complicated for a first-time game, so they have both a first-game-only and an "advanced" setup version of how to handle those cards. I can see why someone thought "one layer too far," but . . . really? (The front-of-the-manual setup also doesn't warn you that the Tactic deck setup is different than the "advanced" version, although the manual does note this for other things.) On the other hand, I did appreciate the fixed setup and the admonition not to place the Rebel Base adjoining Imperial space as good first-game allowances.
There are definitely games where I ask people to read the rules in advance if at all possible--TI3, middle- and heavyweight GMT games--but I feel like, with one more pass through the rules, I could teach this on the spot, at least well enough for a first time. It'd probably even be shorter than my infamous Age of Conan lecture.
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The game is really, really good. Very simple rules framework bolting together a giant pile of chrome. And it all works. I think I'd go ahead and jump to the advanced rules, however, but go ahead and use the basic first-time setup. You really need those Action cards.
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- Michael Barnes
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- It's not as complicated as you might think, the rulebook is fine- early reports were...misguided.
- it does feel long, I'm think 120 at a rock bottom minimum with two veteran players.
- It is as much a worker placement game as it is a DOAM, but the workers have unique skill sets and interact with certain missions/actions.
- War of the Ring comparisons are kind of dumb- that game feels really old fashioned compared to Rebellion.
- Blowing up Kashykk was pretty fun (I was Imperial).
- Blows Forbidden Stars out of the water.
- Undoubtedly the best thing Corey K has done since BSG and definitely a top tier FFG title.
- It is exactly the game you wanted it to be.
Hoping to get my friend over again Tuesday, wives willing. He was pretty psyched about it too:
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- san il defanso
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I hate all of you so much for making me want this.
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Our game took about 5 hours excluding assembly ( yah - no fucking dials, an FFG first for a big box game ! ) . But chalk that up to first time rules look up and learning the mechanics. It also went 10-11 turns, which is on the long side from what I've read - I had drained all but the last 3 Probe cards. The game ended with a successful Rebel Death Star strike. Had he failed, I would have won on the next impulse as I had zeroed in on the Rebel Base. I think 120 minutes will be out outlier, most games will probably go a bit longer, then once experience sets in I think both sides will be able to stretch the game out when necessary .
The game has depth that doesn't appear right away. For instance, I should have had more TIE fighters w/ the Death Star, as I wasn't able to wipe out his fighters with only 2 TIEs and some capital ships after the first round.
Two thumbs up.
Be interesting see how long the nerd ragers on BGG who got all butthurt over the Asmodeee pricing thing can hold out before they bow to the lure of the Dark side and get this. Its gonna be huge.
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In retrospect, I think we both focused too much on our missions, without using the leaders enough to activate systems to move things around. And because of that, I could have been spread out more to be in a better position to wipe out her base. I had two Death Stars in play, but they were ineffective without getting the laser project soon enough and without having moved them earlier in positions where they could better access worlds to blow up.
I thought it was very straightforward, as far as the rules, and flowed well. I think our total time playing was about 3.5 hours.
If I have a quibble, it's that it seems fun to get those new leaders and action cards for the first four turns, but then that stops, which felt like a bit of a bummer. And that also ramps up the potential AP and time per turn, as you pretty quickly have 8 leaders and 10 missions to consider what to do with. I'd have liked to see that spread out a bit more, so you might get a new leader later in the game who you may only have briefly, but who could help save the day.
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