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Star. Wars. Rebellion. F. F. G. O. M. G.
- Michael Barnes
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As for replay, I think if you play it twice a week for a month, you'll start to see that if you are Imperial and the Rebel player is sending out Mon Mothma and Leia across a system, they probably have the objective that gives them rep for having all of the systems in a region. But hey, maybe there's a bluff there, I haven't seen that yet.
But most folks aren't going to play it like that, it's very much an "event" title. But I also think that unlike a lot of those kinds of games, this one would be much easier to pick up and play after letting it alone for a couple of months or even a year.
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Total play time was 2 1/2 hours. It flows pretty well once you have the hang of things. I should be playing the 4p version on Saturday. Anyone tried that yet?
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- Michael Barnes
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Aside from certain characters usually being the best choice for certain missions, I still think the replay is fine and in fact, knowing the game and what can come up only strengthens the experience. My buddy didn't have a huge fleet around the Death Star, so knowing the Objective deck better this time, I had Leia do the Stolen Plans mission and sure enough, got the Objective for blowing up the Death Star. I would have done it, too, but the Empire stumbled upon my base and just so happened to have the Superlaser lined up and ready to go.
So I can definitely say I love this game. I see a few comparisons to other games, but there really isn't anything like it. Certainly something of a revelation in both the DOAM and worker placement genres, and is the first FFG game since I don't know what that is truly a _new_ design, not a reprint, re-theme, reimagining or streamlining of previous games.
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Don't use the tactics cards at all. Before you make your combat roll, each ship may contribute one extra die of the appropriate color, with a total of extra dice not exceeding your leader's tactic rating in the current theater (you have the choice as to which ships contribute extra dice if the decision needs to be made). "Lightsaber clash" die results count as a hit (but not a "direct hit) and can be rerolled (ala "exploding sixes") OR be used to block a hit. Aside from this, normal combat rules apply.
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Incidentally, is it just me, or does the Death Star under construction model not fit that snugly together? The other two came together fairly easily. I'm also a little annoyed at myself for chewing up some of the bases on the standees with the plastic stands when I should've known better having seen that happen with Arkham (and here the standards are transparent).
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Where I might have simplified is to say that light-saber rolls can be used to trigger card effects (as they do), or re-rolls (including re-rolling themselves). That might have been a simpler, cleaner way to do things. But along with that, I think some leaders could have permanent effects, as if you always have a certain battle card in play with that leader, so there's always something for a light-saber roll to trigger (assuming you have that leader in the battle).
Played 3p the other night. I like how the team game works, alternating between Rebel-Empire-Empire-Rebel turns in the Command Phase. We did play it wrong the first few turns, where we had each person play everything on their turn, instead of alternating one action at a time. That probably gave a pretty heavy advantage to the Rebels (me), and sure enough I won pretty easily. The game did include a Jedi Luke blowing up a Death Star, so, you know, fun times.
Play time was 2 hr, 20 min, plus about 20 minutes of 'splainin'. But I think I won in turn 7-8, so it would have been another 20-30, at least, if it hadn't been a relatively easy Rebel win.
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KingPut wrote: I may eventually use the War of the Ring combat system. Leaders just count as re-rolls. Simple straight forward quick.
That was my first thought but then remembered the "X" results. I suppose I could change my variant to just using it for re-rolls, keep the X results being hits or blocks, your choice. The tactics cards are pretty much just blocks, hits, two hits, or reroll 2 dice, right? Yeah, they're boring and unnecessary.
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- Michael Barnes
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I've decided the combat as written is stupid. The rest of the game is so great, and then there's this asinine mini-card game going on for the battles- which really aren't the focus of the design. They do this kind of shit to trick people into thinking that cards on top of dice give you more control. But all it needs is the die roll, two different levels of damage, and leadership to work. Not block cards.
Weirdly, it's kind of the same issue in We the People.
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A few updates if you please?
1. Is the combat REALLY that bad? I know it's off, but it also doesnt sound like an easy fix that anyone's come up with since its release.
2. How's 4 player? We're a group that I think would have fun with the team aspect and internal errors/self inflicted wounds. Adds to the authenticity of the chaos of war. Is there something otherwise really bad about it?
So excited for this one.
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3-4 player works slightly differently and the flow of the game can be a bit strange. You should be fine though.
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