I saw a story online once about this. No idea on how accurate or true it is, so more research is needed but here it goes in a quick summary. Basically the entire group that designed the game got canned shortly after the expansion released. The designers took all their play test / designer notes with them. So when FFG rolled around to wanting to do another expansion, they were unable to do so due to the extreme accuracy and attention to detail the designers went through to balance it. Eventually FFG just kind of gave up and was unable to get those notes back from the design group thus making the game "complete." Would love to hear the "whole story" and know if anything about this one is remotely accurate.
Love Star Wars Rebellion. It's my top game I wish to play but rarely can because of lack of partner. On the other hand, I do have lots of compatible expansions and accessories for it on Board Game Geek ;) Oh, it's TIE Striker and not a TIE Reaper
Just a quick clarification on building and deploying because I made this mistake for a long time and I hope this helps some people out. The build icon on the board is only refering to the building of units and placing them on the build track, however they are supposed to slide down 1 space on the build track EVERY refresh phase and if the units fall off they then get deployed. Meaning you do get to deploy units on non-build icon turns. This makes a huge difference to the overall course of the game. If anyone is curious the rule is the 5th bullet point of the building section on pg 3 of the original rules reference.
I have a Death Star question. If the Imperials fleet including the Death Star activate a system which happens to be the Rebel Base, does the Combat Round commence immediately or do I have the opportunity to play a "Superlaser" mission card and blow the planet up? If the combat phase initiates, do I get the opportunity to play the Superlaser card at the end of 1 space and 1 ground round? When can I use the Superlaser mission card? In my most recent game the Rebel player ha the opportunity to use the Death Star Plans card after every Space battle round and I was under the impression that I couldn't use the superlaser until the combat was all resolved which was frustrating. Please Help
"Activating a system" means placing a leader into that system - then being able to pull adjacent ships (and possibly ground units depending on carrying capacity) into the system, determining if the system is the rebel base or not, and having combat if there are rebels there. If you want to play a superlaser, you simply play the card. Now if you think a system that's adjacent to the Death Star is the Rebel Base - you'll first have to move units to that system by activating the target system. You can then pull the Death Star, and whatever else you have capacity to bring, into that system. If it is the rebel base, the player will have to reveal it if you've brought ground units. If you did NOT bring ground units, the rebel player does NOT have to reveal the base. However - if they have alot of fighters at the rebel base space, they certainly might want to reveal - because they always have the OPTION to. This matters because they MAY have a "Death Star Plans" card. So if the rebel has a bunch of fighters on the rebel base space, beware - and always bring some TIE Fighters with the Death Star to help take down those fighters! If you survive the combat, you can then on your NEXT activation, play the Superlaser card and destroy the planet.
Thanks for the updated how to play!! Much better!
Got this game for my 40th, and really enjoying it.
great game, surprised we haven't seen some sort of another expansion for this one considering its popularity.
A Rebels Expansion would be amazing
I saw a story online once about this. No idea on how accurate or true it is, so more research is needed but here it goes in a quick summary. Basically the entire group that designed the game got canned shortly after the expansion released. The designers took all their play test / designer notes with them. So when FFG rolled around to wanting to do another expansion, they were unable to do so due to the extreme accuracy and attention to detail the designers went through to balance it. Eventually FFG just kind of gave up and was unable to get those notes back from the design group thus making the game "complete."
Would love to hear the "whole story" and know if anything about this one is remotely accurate.
@@tylerschmitz1092 Meh I rather have Clone Wars
My favorite two player game of all time. Top 10 or better.
Love Star Wars Rebellion. It's my top game I wish to play but rarely can because of lack of partner.
On the other hand, I do have lots of compatible expansions and accessories for it on Board Game Geek ;)
Oh, it's TIE Striker and not a TIE Reaper
Ha good catch!
Btw great videos, I needed a refresh so i can teach it to my dad and brothers 😊
Would it be possible for a video of you playing the game with someone?
Just a quick clarification on building and deploying because I made this mistake for a long time and I hope this helps some people out.
The build icon on the board is only refering to the building of units and placing them on the build track, however they are supposed to slide down 1 space on the build track EVERY refresh phase and if the units fall off they then get deployed. Meaning you do get to deploy units on non-build icon turns. This makes a huge difference to the overall course of the game.
If anyone is curious the rule is the 5th bullet point of the building section on pg 3 of the original rules reference.
I learned a few new things, thank you! I need to play this again with what I learned
I have a Death Star question. If the Imperials fleet including the Death Star activate a system which happens to be the Rebel Base, does the Combat Round commence immediately or do I have the opportunity to play a "Superlaser" mission card and blow the planet up? If the combat phase initiates, do I get the opportunity to play the Superlaser card at the end of 1 space and 1 ground round? When can I use the Superlaser mission card? In my most recent game the Rebel player ha the opportunity to use the Death Star Plans card after every Space battle round and I was under the impression that I couldn't use the superlaser until the combat was all resolved which was frustrating. Please Help
"Activating a system" means placing a leader into that system - then being able to pull adjacent ships (and possibly ground units depending on carrying capacity) into the system, determining if the system is the rebel base or not, and having combat if there are rebels there.
If you want to play a superlaser, you simply play the card.
Now if you think a system that's adjacent to the Death Star is the Rebel Base - you'll first have to move units to that system by activating the target system. You can then pull the Death Star, and whatever else you have capacity to bring, into that system. If it is the rebel base, the player will have to reveal it if you've brought ground units.
If you did NOT bring ground units, the rebel player does NOT have to reveal the base. However - if they have alot of fighters at the rebel base space, they certainly might want to reveal - because they always have the OPTION to. This matters because they MAY have a "Death Star Plans" card. So if the rebel has a bunch of fighters on the rebel base space, beware - and always bring some TIE Fighters with the Death Star to help take down those fighters!
If you survive the combat, you can then on your NEXT activation, play the Superlaser card and destroy the planet.
Thank you for making this video, but I need to wash my socks before I play this game 😅
You can do it!
My finger is hovering over the place order button......You're convincing me!