Club Squirrel Board Game Reviews
Star Wars Rebellion
review by Matt Jackson
Vast armies clash in space and on the
battlefield while heroes fighting for their own
ideals try to sway the battles or the people their
way. This is the premise of the Star wars rebellion
board game by Fantasy flight games.
I was very excited when Fantasy
flight games announced their plans for a board game
set in the classic star wars period of episodes
IV-VI giving players the chance to recreate those
awesome stories or maybe even change the outcome of
the galactic civil war. Upon getting the game I was
slightly under whelmed at what was actually in the
box, now don't get me wrong everything is a very
high quality and it's what I've come to expect from
FFG but I thought that there could have been more
content for the near £70 retail price.
Inside the box are 2 big boards
depicting the part of the galaxy where our story
takes place with planets every star wars fan is
familiar with, from Coruscant to Hoth to Tatooine.
The artwork for each planet and the sector it's in
is very nice with plenty of space to put your
miniatures and heroes on. The miniatures depicting
the different units are all sculpted well and it's
obvious just by looking at them what each model
represents. As is usual with FFG there are lots of
cards ranging from shooting the death stars super
laser to sending Luke Skywalker to Dagobah to
complete his Jedi training, something I haven't
managed to do just yet.
The game plays very easily and
according to which side you choose to play as
decides your victory objective. If you play as the
empire then all you have to do is find the rebel
base and destroy it which is easier said than done
as the rebel player is fairly free to choose where
he puts the base. The objective for the rebel player
is to try to stall the imperial player until time
runs out and you have generated enough sympathy for
the rebellion. Each round the rebel and imperial
player gets to send their mighty heroes on missions
to help generate sympathy to try to capture an
opposing hero and if lucky enough, try to place them
into carbonite freezing. The heroes are also used to
attempt to foil your opponents plans and move your
fleets around the board, so if you send them all out
on missions it could mean that your space fleets are
very static.
When you take control of a star
system in certain rounds you get to build up your
forces to back up what you start with and as the
imperial player you get all the cool toys in the
form of super star destroyers and death stars
(there's 2 complete death stars and 1 under
construction death star in the box). As the rebel if
you can get and keep control of Mon Calamari then
you can build the Mon Calamari Mc 80 cruisers that
was made famous by Admiral Ackbar in return of the
Jedi.
So
onto my overall thinking about star wars rebellion.
It's a solid game and I'm glad that I brought a
copy. Even though I was disappointed with the
contents originally upon playing it I realised I had
made the correct decision in buying my copy. One of
the few gripes that I have heard from people is
about the battle mechanic, where you roll dice and
hope to get more symbols than your opponent. What
seems to be left out in the gripes are the space
tactics and ground assault tactics cards which help
sway the battle in your favour so I think it's an
easy but solid mechanic. The quality of miniatures
and cards in the game is top drawer and it's
standard fare for FFG and the two boards are very
robust.
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