While I'm still waiting for more plays before I write a complete review or a Capsule Review, I can't wait to discuss my first impressions.
FFG should have subtitled this game "The Game of Leaders". For those who are worried that it's just another Star Wars Risk, you can let go of that concern.
It's as if the designers had said, what's the two biggest thematic drivers in Star Wars? And then decided it was galactic scope and heroic leaders. Then they designed a game around that.
Sure, there are lots of cool miniatures (150+) and combat rules complete with dice and cards. And yes, there are battles (though they do seem somehow anti-climactic for the most part). But the heart of the game are the leaders.
To succeed at this game is to know where, when, and how to apply your leaders. The game revolves around this.
Both sides start the game with 4 leaders (out of their stock of 12). During the game (Turns 1,3,4,5) they gain 1 more for a total of 8.
Leaders start in the "Leader Pool" and are used for all core mechanics.
There are 3 phases in the game, which I have renamed:
1) Assign your leaders.
2) Use your leaders.
3) Get your leaders back.
Leaders have several important uses:
a) Perform Missions
b) Oppose Missions
c) Activate Systems
d) Combat Tactics
Performing Missions. This is the heart of the game. Both players have a hand of Starting Missions that remain in their hand throughout the game and are common, critical goals for their side. Such as the Rebels' "Sabotage" or the Imperial "Gather Intel."
In addition to the Starting Missions, both players have a Mission deck that will feed them new missions at the end of each turn. Add to this a Project deck for the Imperials, which is just an extension of Missions and once gained (by successful missions) give powerful missions that can be performed.
In order to perform these missions successfully, during the first phase (Assignment Phase), both players decide which of their hand of missions (hand limit of 10) they will attempt this round. They place those missions facedown and assign 1 or 2 leaders to each one.
Missions have specific requirements in the form of Skill Icons (Diplomacy, Intel, Spec Ops, Logistics) that are matched by icons on Leaders. 629
So if the Empire wants to Gather Intel (requires 1 Intel icon), they place that card facedown and assign leaders, such as Emperor Palatine (with 2 Intel icons).
Then during the Command (Use your Leaders) phase, players alternate using their Leaders to do things like performing their chosen missions.
In the example above, "Gather Intel" requires I place the assigned Leader "in any Rebel system". So I pick one and place the Leader. Now the Rebels have a chance to respond and may place 1 of their Leaders in the same system to oppose my "Attempt".
If both sides have Leaders in the system, there is a dice contest to see if it succeeds. For example, Palatine with 2 Intel icons will roll 2 dice; if the Rebels assign <PERSON> with 2 Intel icons, they'd roll 2 dice too. Plus, ALL Leaders of both sides in the system with the appropriate icons add dice to the roll. The acting side must roll MORE successes than their opponent in order to succeed.
Succeeding at missions is the key to success for both sides, perhaps even more for the Rebels who are always behind in terms of military might and area control.
The other use of Leaders in your Pool is to Activate Systems which then allows you to move your units. Placing a leader in a system allows you to move all units (within transport limits) in adjacent systems into the leader's activated system.
If both sides have units in the system, Combat is resolved. Some Leaders have Tactic Values on them that allow you to draw Tactic Cards that can provide big benefits during the resolution of combat.
Leaders. The game is all about leaders.
You need to perform a mission! Which Leader(s) do you send?
You need to keep some in your Pool. How many missions do you attempt?
You need to move units. Which Leader do you use to Activate a system?
You're going to be in combat! Which Leader has the right Tactic Values (Space/Ground) to get the most benefit?
Your opponent performs a mission that is a game changer. Do you have any Leaders left in your Pool to oppose it?
These are the critical choices that drive the game.
It is NOT just a game of military units marching around the map. In fact, combat is seldom a major factor. 597