![]() However, be warned that this can come to a simple die roll in the final round of combat. It’s an epic conclusion to two hours of game play. If all that isn’t enough, then sure enough the game comes to it’s natural conclusion – a great success for the rebels – pushing the time marker down and ending the game early – or the rebel base is found and it’s one last stand! That last stand is a two phase battle – space and then land. Why?Well if the rebel player knew they were in danger they would jump to another planet! You only want to let that happen when the other planets are already under empire control. The rebel player wants to deceive the empire as to where they hid the base, whilst the empire is trying to deceive the rebel as to where they are looking. This is also an intriguing game because it requires players to use deception and and quick movement. These decisions are meaningful and relatively balanced – which is an impressive claim for a game with so much asymmetry. Risks that might discover the base, risks that might award you a better objective card or risks that might capture an opponent. These skirmishes, and big narrative decisions, all encourage both players to take risks. For the empire, it’s crushing forces that won’t be at the rebel base. For the rebel, it’s often more about delaying the empire than winning the battle. So your playing thematically and with huge narrative implications, but it’s also important to build up an army – the two sides will clash time and time again across this map in small skirmishes that give you the feeling that one key battle can swing the war, whilst most battles will in fact be irrelevant. For the empire, this importantly increase your ability to search whilst the rebel gains the ability to play more espionage cards or search the objective deck. That will be balanced by your opponents gains, but will also increase the things you can achieve in the game. ![]() Over the first few turns you will get more leaders and more ability to move. You start with only a few leaders, and therefore only a few actions you can play. The mechanics of the game force you to accurately reflect the behaviour of these two powers, while the leader driven decisions and movement mean that every action you take is driven by a character – increasing the narrative feel of the game. One of you is a rag tag band of rebels holding out for a heroic victory (of the clock ticking down), whilst the empire is the monolithic army expanding across the universe to find the rebels. So this is a massive asymmetric, area control game fought across the star wards universe. If the opponent finds you then it’s possible to hold them off, but you will be in for the a continuous assault until the game grinds to it’s conclusion. So you like hide and seek? Luckily for you hiding the rebel base and blowing up planets to find it, well that’s the most epic hide and seek ever! Star Wars Rebellion brings a new concept into board games – not hidden movement, but hidden base. Time to play: 90 – 120 minutes (Teaching: 20 – 25 minutes)
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