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Star Wars: Rebellion

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Star Wars: Rebellion

Game Information

Players
2 - 4
MSRP $
99.99
Year Published
Fantasy Flight Games

Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance for two to four players!

Experience the Galactic Civil War like never before. In Rebellion, you control the entire Galactic Empire or the fledgling Rebel Alliance.

You must command starships, account for troop movements, and rally systems to your cause. Featuring more than 150 plastic miniatures and two game boards that account for thirty-two of the Star Wars galaxy's most notable systems, Rebellion features a scope that is as large and sweeping as any Star Wars game before it.

Yet for all its grandiosity, Rebellion remains intensely personal, cinematic, and heroic. As much as your success depends upon the strength of your starships, vehicles, and troops, it depends upon the individual efforts of such notable characters as Leia Organa, Mon Mothma, Grand Moff Tarkin, and Emperor Palpatine. As civil war spreads throughout the galaxy, these leaders are invaluable to your efforts, and the secret missions they attempt will evoke many of the most inspiring moments from the classic trilogy. You might send Luke Skywalker to receive Jedi training on Dagobah or have Darth Vader spring a trap that freezes Han Solo in carbonite!

Contents include: 1 game board (split in 2 halves), 170 plastic miniatures, 25 leaders (with stands), 10 custom dice, Over 170 cards, 1 Learn to Play Booklet, 1 Rules Reference".


Editor reviews

1 reviews

Rating 
 
5.0
ES

User reviews

3 reviews

5 stars
 
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1 star
 
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Rating 
 
3.2
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Rating 
 
4.0
This is the Star Wars game I wanted. Very tense, plays smoothly. The only thing I dislike: it's only for two players.
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Rating 
 
4.5
I've only played it twice (both times with the Rogue One expansion). But both times left me wanting to play it again. Right now.
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1.0
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ChristopherMD's Avatar
ChristopherMD replied the topic: #305951 08 Jan 2020 20:28
Should I add Rise of the Empire on my first play or is it better to enjoy the core and add it later?
Josh Look's Avatar
Josh Look replied the topic: #305952 08 Jan 2020 21:01
Add it. The combat in both base game and expansion is the least fun part of the game, but it’s much better in Rise. There really are not any other significant rule changes otherwise. Either mission deck setup will be fine.
lj1983's Avatar
lj1983 replied the topic: #305959 09 Jan 2020 08:56
i'll second that. Rise doesn't change much to the core gameplay. it adds some characters and missions, but unless you really hate Rogue One, they all fit in nicely. The big change is combat, which is just better with the expansion.
Jackwraith's Avatar
Jackwraith replied the topic: #305960 09 Jan 2020 09:12
Just out of curiosity (I loooove War of the Ring, but have little room for a similar 2-player wargame on the shelf right now), can someone give some detail on the combat improvements made by the expansion? I'm always interested in obvious design corrections. Thanks.
Josh Look's Avatar
Josh Look replied the topic: #305961 09 Jan 2020 09:39
The base game used a shared deck of combat cards. You had to draw a number at the start of a battle based on your leader’s space or ground stat. You’d each pick cards and reveal them simultaneously and the results were pretty lame and inconsequential.

The new rule is that you have your own deck for each space and ground units. You can pick any card but can’t use it again until you run through the deck. Each card has 2 effects, one generic and one that goes off if a certain unit is in the battle. Leader stats are now used as re-rolls.

The combat is still terrible because it’s slow, disruptive to the pace, and still involves a lot of looking at your dice and asking what color armor does this unit have. Why we can’t just use standard 6 sided dice and hit target numbers is beyond me.
Shellhead's Avatar
Shellhead replied the topic: #305974 09 Jan 2020 10:50

Josh Look wrote: The base game used a shared deck of combat cards. You had to draw a number at the start of a battle based on your leader’s space or ground stat. You’d each pick cards and reveal them simultaneously and the results were pretty lame and inconsequential.

The new rule is that you have your own deck for each space and ground units. You can pick any card but can’t use it again until you run through the deck. Each card has 2 effects, one generic and one that goes off if a certain unit is in the battle. Leader stats are now used as re-rolls.

The combat is still terrible because it’s slow, disruptive to the pace, and still involves a lot of looking at your dice and asking what color armor does this unit have. Why we can’t just use standard 6 sided dice and hit target numbers is beyond me.


That's an unforced design error. I still have my copy of Freedom in the Galaxy, which was the unlicensed '70s version of Star Wars: Rebellion. It was a clunky design that was somewhat similar to the original version of War of the Ring (Howard Barasch helped design both games), but the combat resolution was relatively normal for a wargame of that time.
jpat's Avatar
jpat replied the topic: #305994 09 Jan 2020 15:11
Yeah, I kind of just wanted a basic dice-based approach, which is really what the rest of the design of the game seems to beg for, in terms of pace and weight--something like a d10 or d12 with varying to-hit numbers or dice of different sizes and the same basic to-hit number.