Overview
Released in 2016, 2-4 players, 180-240 minutes
Designer(s)
Corey Konieczka
Why We Love It
A long time ago in a galaxy far, far away...
Princess Leia was convinced to join the Dark Side. Chewbacca was held prisoner and forced to watch the Death Star blow up Kashyyyk. And the Rebels blew up the Death Star after launching a daring attack from their secret base on Geonosis. You're right in saying none of those things ever happened in the movies. It has, however, happened in Star Wars: Rebellion!
Rebellion places you in the setting of the original trilogy where players take a side in the war of the Empire versus the Rebellion. At the start, the Rebellion has just a handful of ships and troops, a secret base that they choose from a deck of location cards, and a dream. On the other side of the table, the Empire has control of several planets, an overwhelming number of units including the Death Star, and the burning desire to squash the budding Rebellion.
On the surface, the objective for either side is fairly basic. The Empire wins by destroying the Rebel base. Finding the base can be tricky as there are so many planets they can be hiding on, though your overwhelming numbers make it easy to spread out and search and sending our probe droids every turn lets you slowly narrow down the possibilities. The Rebels win by gaining enough support. The Rebels do this by fulfilling the various objective cards they draw. Once this marker meets the round marker, the Rebels gain enough support and win. This puts a real time pressure on both players with the Empire being stronger at the beginning but slowly losing their grip on power as the game progresses. The Rebel's objectives often require them to make bold hit-and-run type moves and risk their precious few resources.
Each round, players secretly choose the actions they want to perform from their hand and assign their very limited number of leaders to these actions. These actions range from fairly common things like trying to gain control of a planet (which lets you eventually produce and deploy units), sabotage Imperial facilities, capture Rebel heroes, and rescue captured Rebels, to more extreme actions like relocate the Rebel base, begin construction on a second Death Star, or even destroy a planet with the Death Star's Superlaser.
Using all of your leaders to perform these actions is never wise, however, as you can use these unallocated leaders to oppose an opponent's attempts or move your units from one system to another, either to start a battle or march them towards the suspected hiding location. While you start with only 4 leaders, this pool does slowly grow to 8 over the course of the game which opens up the option for performing more missions or moving more units.
Combat begins when units from both sides share a planet and are divided into space and ground theatres. Combat is fairly abstract and is largely determined by rolling dice of 2 colours, with each unit getting a number and colour of dice based on its type. Their type also determines what colour their health is, with units only being damaged by dice of their matching colour, or potentially those of the other colour that roll a direct hit symbol. This lets plucky X-wings score the occasional hit against Star Destroyers or Rebel Troops have a slim hope against an AT-AT. Your leader dictate how many tactics cards you get to draw each round which can affect the results of the various die rolls.
Overall, Star Wars: Rebellion feels like Star Wars in a box. You can play with all of the toys from the original trilogy and tell a different version of a familiar story.
The Rise of the Empire expansion shifts the start of the game to Rogue One, just slightly before the start of A New Hope. The Empire no longer starts with a Death Star in play but is instead nearing completion. Each side gets new leaders from both the trilogy and Rogue One, along with a few new units. The biggest change the expansion throws in is the optional 'cinematic combat'' system which provides some welcome re-working of the combat system. Tactics cards are now replaced by cards that you can play based on the type of units you have in the combat. This makes the decision of which units you send into a fight or protect more interesting as each has their own ability that can be triggered by playing their card. Which leader you send in to take command of the battle is also a little more important now as their values determine how many dice you'll get to reroll each round which helps reduce the luck factor slightly.
Calling all component geeks: Do you know what game our letter 'S' component is from? You can head over to
our post on Facebook to take a guess and let us know what your favour 'S' game is!