Star wars the card game reviews


















Aso, Scum and Villainy adds in a capturing mechanic, with the Smugglers and Spies provide a card that can rescue captured units. You can mix and match different objective sets from these factions to create a specific strategy geared towards your desired playing style.

One limitation that will shape your decks is resources. When playing cards that have a specific affiliation, one of the resources you use must be from the same affiliation. Therefore, selecting your affiliation card is important. If you created a deck with 8 Jedi objective sets and only 2 Rebel sets, you are going to want to give your deck the Rebel affiliation.

This guarantees you one Rebel resource from your affiliation card in the inevitable event that all of your objectives in play are Jedi. There is an entire line up of expansion packs Force Packs. The Hoth Cycle was released last year, with one Force pack each month for 6 months. Last year also saw the release of two deluxe expansions, Edge of Darkness and Balance of the Force, with the latter introducing game modes that allow for more than 2 players.

The Echoes of the Force cycle is planned for release this year. The only expansion I have had a chance to play with is the Edge of Darkness deluxe expansion, but between that and various media outlets, I know that with each new expansion pack the strategy of the game can change dramatically and new cards can make decks much stronger. This game is constantly evolving. This is the first, and so far only, LCG I have become hooked on. It sucked me in from the very beginning and early on I was constantly building and re-building decks and thinking about how cards can work together.

I love the asynchronous nature of the game, which essentially allows for 2 games in 1. Besides this, the game is genuinely fun to play and well worth the investment. If you have enjoyed card games in the past, I consider this a must have, especially for Star Wars fans.

While this game plays a little more traditionally, by my standards, in terms of two-players battling it out with attackers and defenders, there are still a number of unique mechanics that really set this game apart.

It adds a layer of depth to the game that allows you to control the field without having to be in direct conflict with your opponent. Rather than having complete freedom to build a deck, you are require to navigate the hardships of combining card groups into a cohesive set. This makes deck-building a task in cost-effectiveness. And finally, of particular note: the Edge Battle. Edges Battles are kind of weird; to a new player they are either treated as something totally worthless or something you have to win every time.

With more experience, you begin to learn that neither case is correct and that knowing when and when not to fight hard for an Edge Battle can make or break a game. The game is a blast to play, but it is not without its pitfalls. Out of the box, the game is not remotely balanced, as the Dark Side is particularly powerful with an experienced player at the helm. When evenly matched, the game still remains extremely swingy with large, one-turn, game winning combos floating around.

Also, the game is a bit of a beast to learn. There are an inordinate number of symbols found on a single card, with key-words and timing structures that can be difficult to keep track of. Finally, regarding problems, you are only provided with cards for four of the primary factions, leaving you with two unplayable affiliations. This is also coupled with the standard of FFG LCGs — you need two Core Sets to have a full set of cards or in this case, a full set of 4 out of 6 factions.

I love delving into the universe through this card game and derive a lot of enjoyment from both 1 attempting to master the deck-building and 2 attempting to master the gameplay. If you enjoy Star Wars, are willing to pay upfront for two Core Sets, and are prepared for working through the rulebook, this game will really provide something special. Here we go - the finale of the Nonsensical Yearbook, culminating in our Game of the Year award! Game Reviews.

March 19, No Comments. Game Reviews , Review. Designer: Eric M. The Light Side is composed of: 7 Jedi faction objective sets 7 Rebel Alliance faction objective sets 1 Smugglers and Spies faction objective set 4 Neutral objective set 1 Affiliation card for each faction 3 Light Side Force cards The Dark Side is composed of: 7 Sith faction objective sets 7 Imperial Navy faction objective sets 1 Scum and Villainy faction objective set 4 Neutral objective sets 1 Affiliation card for each faction 3 Dark Side Force cards The remaining components include the Death Star dial, a 2-sided balance of the Force token, and damage, shield, and Focus tokens.

Refresh The Refresh Phase begins by removing one focus token from each card in their play area. They are used to indicate exhausted cards cards that may not be used. Anytime a card has a focus token, it cannot be used.

Or is the Attack negated because there is no longer a target. Please help! This is going to be the hardest thing for new players to deal with There is one last thing that makes the Star Wars LCG hard on new players. It has multiple battlegrounds. Players must balance their resources between edge battles, the force struggle, and deploying cards and attacking objectives with them.

It can be quite difficult to accomplish this as an experienced player, but for a new player, they tend to completely neglect some aspect of the game. They then proceed to get clobbered by whatever it is they forgot.

What could have been done better? The one thing the Star Wars LCG has going for it that is friendly towards new players is the deck building.

It's much harder for experienced played to build unstoppable decks of duplicate hand picked cards. Deck building works by picking 10 objectives. Each objective has 5 command cards that go along with it.

Usually if an objective has an outrageously good card, like Luke Skywalker, the rest of the cards won't be so great. This helps the game maintain a more level playing field from the deck building perspective. The drawback however, is that in the core set, the deck building opportunities are very limited. Ideally you want to include 2 copies of 5 different objectives in your deck.

Thankfully, the immersive artwork, flavor text and logical card abilities facilitate tying up thematically loose ends, if you must. Lord of the Rings hovers around 8, sitting at a not too shabby second place. But Warhammer? Maybe a 3. And Cthulhu is probably a -9 on the same scale. Well, just wait until December…. I have lots of kids. Board games help me connect with them, while still retaining my sanity Your Name required.

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Learn how your comment data is processed. Home Featured. Well, just wait until December… Share this:. Like this: Like Loading Tags: Android Netrunner board game call of cthulhu card game Collectible Card Game deck building Eric Lang fantasy flight games Game of Thrones hobby gaming intellectual property interaction living card game Star Wars: The Card Game thematic game Top 10 two player game use the force warhammer 40k.

Jason Meyers I have lots of kids. Previous Article Review: Clockwork Wars. Next Article Review: Icarus. Discussion 2 Comments I completely agree. This is a fantastically fun game. Loading Comments



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