Board game star wars. Board game "Star Wars" - new from Hobby World! Game phases in the Star Wars board game

As promised in the last review on, this time I will tell you about another game from the Star Wars series, which is published by the publisher hobby world .

I confess honestly that after commanders I did not feel much optimism before getting acquainted with the board game of another author - Pyotr Tyulenev. I expected that Path to hope turns out to be another simple filler for beginners, the mechanics of which will be slightly borrowed from some other game. Although in relation to Tyulenev, perhaps this cannot be said, because, knowing Peter, I can say that he does not strive for hack work. In particular, if we remember Settlers , there was no plagiarism in his games.

Game box format the same as in Generals of the empire . The box was visually designed in approximately the same style, so some bad thoughts still crept into my head. What game was it really?

Inside the box

The box of this game has a similar format with games Generals of the empire , Port Royal, Dungeon Walk etc., i.e. it is narrow and long. Inside it are cards and rules.

The cards felt good to the touch. The paint doesn't come off (yet! and I hope it doesn't come off over time), but it would still be nice to get protectors, because the cards are shuffled VERY often in this game.

In general, the impression of gaming components is very good.

How to hide blueprints

The game Path to hope related to the movie Rogue One . You probably already know that I am not very familiar with the Star Wars universe, so I can hardly spoil anything for you if you have not watched this movie (unless spoilers are built into the gameplay).

Board game star Wars: Path to Hope invites players to steal the blueprints for the infamous Death Star. We are given a team of brave guys to help us, with whom it is much easier to search for drawings than to do it alone.

This is a cooperative game where you have to rummage through the stacks of cards to find a blueprint card. The search takes place with the help of playing role cards, for example, as in love letter . The game lasts three rounds, after which the players count the number of stolen blueprints. If players collect a certain number of blueprints, then they can consider themselves winners. If there are not enough blueprints, then the game is lost. Now about all this in more detail.

Preparing for this game takes quite a lot of time, because first you need to prepare a general Empire deck by selecting desired cards, according to the table in the rules. Then you need to mix everything thoroughly, distribute the cards to the players for study (7 pieces each), then take them back, mix each pile separately ... In general, the process of preparing the game takes much more than one minute.

For a different number of players, a different number of cards are selected for the game. Players open the rules, look at a special table and start collecting the Empire deck. This deck includes the following cards: TIE Fighters, TIE Strikers, Death Troopers, Special Enemies, and Death Star Blueprints. For example, if you are playing with 4 players, then the Empire deck will include 9 TIE Fighters, 9 Strike TIEs, 4 Stormtroopers, 4 Special Enemies, and 2 Blueprints.

Special enemies are cards with special unique properties. For example, these are cards like Star Destroyer, AT-ST, Imperial Tank, AT-AST, etc.

All cards, except blueprints, are shuffled. Then the drawings are put in the middle of the deck, after which each player is dealt 7 cards. Players look at the cards received and try to remember them. The rules allow you to tell which cards came across to whom and who has the cherished drawing in their hands. Since the drawings are placed in the middle of the deck without mixing, they will definitely be in different players. So, if you play with four, then only two players will have the drawings. When the players remember the composition of their decks, they shuffle them and put them back on the table. Next, the players take turns swapping stacks (one swaps, while others sit with eyes closed, then another changes, etc.). As a result, the players will have several piles in front of them, and no one will know in which piles the cherished drawings lie.

Everything, now, finally, you can already play. At the start of their turn, all players choose one rebel card from their hand. You can consult who takes what, so that the moves are not chaotic, but thoughtful and logical. Then, in turn, starting with the first player, the players play the properties of their cards and turn them face down. Here's what players can play:

  • Bodhi Rook - look at the top two cards of any one pile and return them to the bottom of this pile in any order;
  • Jyn Erso - Reveal the top card of any pile. If it's a blueprint, take it for yourself. The revealed TID or ISID is returned back to the pile, if another card was revealed, its property is played;
  • Baze Malbus - Reveal the top card of any pile. If there is SID or ISID, then the card is discarded. If another card was revealed, its property is played;
  • Cassian Andor - Reveal the top card of any pile. If you opened the LED, then it is reset, after which you can open next card from this pile. If another card was revealed, its ability is played;
  • Chirrut Imwe - similar in property to Cassian Andor, only he discards not cards, not SID, but ISID;
  • K-250 - reveal the top cards of any two piles. If cards of the same type were opened, they are discarded. If the cards are different, then the player must resolve their abilities in any order.

Now let's see what properties Empire cards have:

  • TIE Fighter and shock ISID are returned to the deck if revealed by rebels who cannot discard cards of this type;
  • death stormtrooper causes players to turn another unplayed Rebel face down (i.e. that player will skip a turn) to discard it. If this is not done, then the attack aircraft will return back to the top of the deck;
  • Death Star drawing goes under the bottom of the deck, unless it was revealed by Jyn Erso;
  • everyone has it special enemy there is a unique property, which I will not write about in detail here (I will only give one card as an example - revealed AT-ST is discarded, with players turning all exposed Rebels face down, essentially ending their turn).

After the cards have been played, the players rotate their Rebel decks around, pass the first player card to the next player, and choose a character card again.

The round ends either when at least one player has no rebel cards left in their hand, or when the players themselves decide not to play the round to the end (for example, all the blueprints are found or there is no chance to find the remaining ones). After that, the players must prepare for the next round, which is similar to the first - they need to form the Empire deck again, divide it into piles, distribute them to the players so that they study the composition of the piles, and take them back. The only important difference is that in the next rounds, the rebel cards are not dealt again. Those. players are left with cards from their discard pile and the remaining cards in their hand (if any). Therefore, some players will not have enough of some rebels, but will have more of others.

Players must play 3 such rounds. At the end of the game, players count the number of blueprints found and compare the result according to the table. Outcome can be 4 types. Consider the option for four players:

  • 0-3 - defeat;
  • 4 - weak, but still a victory;
  • 5 - a confident victory;
  • 6 - enchanting victory!

Actually, that's all.

Are there drawings? What if I find it?

Overstated or understated requirements for the game - is it good or bad? In the first case, the player is very upset if the game was not as good as he thought. In the second case, the emotions from disappointment are not so strong, but still it is not very pleasant. I always try to be neutral about board games in absentia, although I still sometimes understand with some kind of sixth sense that the game may not work at all. For example, the game is not my theme. Well I didn't look star wars , for me all these names and surnames are alien, so I'm worried whether I will like the game and whether it is worth writing a review on it After reading the rules of the game Star Wars: Path to Hope , I didn't have much hope that the game would be first-class. I was especially embarrassed by the final table, in which the players were defeated only in one of four cases. It seemed to me then that such a game would most likely turn out to be easy if three of the four outcomes were victorious.

But the first game showed that I was wrong. For four of us, we barely scraped together 3 drawings, which were clearly not enough even for the most flimsy victory. But this was not the first tub of water poured on me by Pyotr Tyulenev. The very first discovery in the game that really cheered me up was the fact that players at the end of the round do not return all their rebels back. Those. in fact, the 2nd and 3rd rounds you play with completely different rebel decks. And it's cool! It wildly changes the strategies of the game. It may happen that you desperately need Jyn Erso, but you do not have it, because it is in the hands of another player. And you need to somehow get out of this situation. This is a very cool gaming solution.

In general, my feelings from the game were not at all what I expected to get. It was very interesting for me to play, because I had not seen anything similar before.

The game has 2 main mechanics - role selection and memory. All this is richly seasoned with good luck. The cool moment of the game is that all decisions are made by the players together. And you will not be waiting for the same boring dialogues in which one main player gives instructions to everyone, and everyone else must obey him. In this game, each player has a weight. You should try to remember and not forget the composition of the Empire deck that you received at the beginning of the round. Remembering all the decks of players is simply unrealistic. So you have to trust your teammates and listen to what they have to say. At the same moment, other players need to be insured, because each person can forget something that he remembered 5 minutes ago. Therefore, it is highly recommended to share information about your decks.

There are a lot of things in this game to confuse players, make them forget where the blueprint was and where it then moved to. Let's say you got 1 Stormtrooper, 3 TIEs, 1 ISIS, 1 Blueprint, and 1 Special Enemy. You figure that Cassian Andor, who is easy to deal with LEDs, is profitable for this stack. But other players will also have piles with the same attack aircraft, TIEs, ISIDs, etc. in their hands. And it will be quite difficult to quickly find exactly that stack of yours with a drawing. Before the players will lie both good stacks with drawings, and empty ones as well. It’s a pity to waste characters on empty ones, but how else can you find blueprints?

First, like blind kittens, you poke one deck or another in order to quickly identify stacks with blueprints. But even when you find one or more of these stacks, it's still far from halfway, because you need to figure out how to get to the treasured blueprint.

You have an intended pile, it will contain about 4-7 cards, and somewhere there is a blueprint that only one rebel card can take. It is too risky to use Enso at random, because the blueprint can be either the first or the second, third or fourth card in the pile. But if you open the drawing with another character, then it goes to the bottom of the pile. In the game, you can discuss a variety of strategies and tactics. What characters are best used to get to the blueprint? Is it worth digging to the end of one pile when you can spend energy on two or three piles? Both strategy and randomness work great in this game.

I was very delusional about the fact that the game can be easily completed. I lost the first time, and the second, and the third ... And only for the fourth time I managed to collect the minimum 4 drawings, which were enough to consider myself a winner.

It's really good game Russian author. As that unbelieving Thomas, I thought that it could very well be that this game was remade from some other game (like ZV from Evgeny Nikitin). In terms of mechanics, I can’t say that there is a lot of stuff here - the game is quite simple, and it may well be that in the catalog of some Igroveda there is a similar game in which you also need to memorize cards and then look for them, but authored by a completely different person. I personally similar games don't know. And I was taken apart by interest - was there a game Path to hope copied-pasted from another game? I addressed this question to the author of the game, Petr Tyulenev. Peter answered the following - in his game you can find parallels with games with a choice of roles and card games in which monsters climb on the players; in spirit there may be some similarity with Warhammer Quest , since there, too, every turn you need to choose action cards and beat enemies, but in general Path to hope is a completely unique game.

I was very happy when I found out that this game cannot be classified as plagiarism. This is a unique development, and it's wonderful!

The game went great for me. I wildly enjoy arguing with players about where to go, what character to play. And here the dispute is not that cruel, to the point of personal insults, not at all. Everything happens on a positive adrenaline rush. You're just asking - are you sure that's exactly your stack that had the blueprint in it? Do you remember how many LEDs there were? Do not remember? Here is the sadness. But you still take the risk and go to this stack. And what storms of emotions arise during the game, when someone was sure that there was a drawing in the pile, but it turns out that it is not there. I like the surprise in this game, which occurs at the moment of removing the card from the pile. You cross your fingers and say “please, please, no super destroyer, no AT-ST”, and then bam, and just this ill-fated card falls out.

Mostly it's a memory game. The rules say that players are not allowed to make any notes in a notebook, and rightly so. If you write everything down, then it will be much easier to win. It is much more interesting to trust only your memory.

The mechanics of choosing roles formed the basis of the game perfectly. If you like something like love letter ‘ah, then the game you are reviewing should seem interesting to you. Only in Paths to Hope all decisions are made cooperatively, not individually. But I didn’t like the roles so much as the fact that in the second and third rounds the composition of the roles of the players will differ. This makes the task even more difficult. Plus, the roles are always passed in a circle, so you will have the opportunity to play the same character more than once or even twice. But keep in mind that in the next round you will have 2-3 identical characters in this case. If players were to rebuild their Rebel decks every new round, it would be boring.

I also absolutely love Super Enemies that are really scary when you find them in a deck. I didn’t find an answer in the rules to the question of whether you need to take new super enemies for each round, but I do this, which is why in each new round you don’t know what you can meet in the deck of the most evil cards.

The art is excellent in my opinion. This decoration game is much better game by ZV Evgeny Nikitin. Very cute pictures.

I feel compelled to compliment the game because I didn't expect it to be this good. But still, it cannot be called ideal (like any other board game, probably). What do I see as small weaknesses in the game? For example, in the fact that we are not very willing to use the K-250 robot. To my gaming company, he seemed to be the weakest character. It is not often possible to make two unnecessary cards lie on top of two decks. Yes, sometimes it happens, and it's very cool if these identical enemies in decks are stormtroopers.

I also doubt the high replay value a little, but for a simple cooperative filler, Paths to Hope replayability through the roof. I really want to complete the game with more blueprints than enough for a minimum playthrough. I have a goal and I want to achieve it. What will happen next - I do not know. But I am sure that from time to time the game will be taken off the shelf, because it is short and understandable for both geeks and beginners.

In order for you to finally understand my attitude towards this game, I will reveal to you little secret. Usually, when I'm preparing for a review, I play the board game 3-5 times to get a clear picture of the game in my head. After writing a review, this game is put on the shelf, and I proceed to review another game. Sometimes I remember old games, sometimes not. So when I had almost written this review and was ready to start studying new game from hobby world , then I did not immediately do it, but again returned to Paths to Hope , because I really wanted to play this game again and again. For me, this fact says a lot about the interestingness of the game.

Competition

I had 2 boxes with the game at home, one of which I want to give to someone who will answer the question that Peter Tyulenev came up with especially for my blog.

The question goes like this - What do clones have in common with fleas?". I will hint that the question is related to Star Wars and board games.

Leave your answers in the comments. I am ready to send the game to Belarus, Russia or Ukraine. The first person to answer the question correctly wins the game. Star Wars: Path to Hope as a gift. The box is open, but the decks are sealed. Good luck!

Thanks to all participants, the answer has been found! The prize was won by Volt.

Conclusion

Out of the blue board game Star Wars: Path to Hope turned out to be awesome. The theme fits perfectly into the mechanics of the game, there is something to think about, there was a place for emotions and feelings in the game. Pyotr Tyulenev has created a worthy inexpensive board game that can be easily shown at international exhibitions. Definitely recommend this board to fans cooperative games, in which you need not only to hope for luck, but also for your memory.

Bravo, Peter! Looking forward to new games from this interesting Russian author!

The Republic has been disbanded, and they are bringing a new order to all the worlds of a galaxy far, far away. The vertical of the new power is created and strengthened through terror, and all negotiations are conducted from the position of the Dark Side of the Force. Emperor Palpatine and General Darth Vader themselves are overseeing the completion of the terrifying Death Star, a weapon that could once and for all put an end to the question of military dominance in interstellar space. However, the Jedi Order was not completely destroyed during the treacherous coup, and now, having joined forces with the rebels, they seek to destroy the plans of the Sith ...

Rebel forces it will be necessary to complete three important but dangerous missions to thwart Imperial training directives Death Stars. However, empires, in addition to a powerful fleet, there is another advantage: before activating a destructive weapon, twelve stages are required to be completed and the first has already been completed ...

Block access to resources for imperial troops, attack key points and carry out sabotage as Jedi and rebels! Or hold the line, remain vigilant and carry out punishing raids and swift counterattacks while on the Dark Side of the Force!

"Star Wars" is a card board game, the essence of which is to collect the player's own deck and use it to take the side of Darkness or Light. In the game, the Jedi oppose the Sith, and the outcome of their battle is determined by the participants in the game. They will have to fight among themselves, using congenial factions. There are six in the game. The most powerful are:
* Jedi;
* Sith;
* rebellious Alliance;
* imperial fleet.

Participants collect their own deck, focusing on the game strategy they have invented. The deck consists of directive sets, each of which includes a set of cards corresponding to some kind of plot. The set must include the main card of the directive and five cards of any other kind. These can be development cards, cards of units, fate, events, factions.

The base set of the game consists of four decks, which are distributed among the four main factions - the Imperial Navy, the Sith, the Rebel Alliance and the Jedi. These decks can be added with new sets.

The game begins with players choosing directive cards and adding six random cards from the command deck. Moves are passed from one player to another in turn. Each turn consists of six phases, allowing players to destroy enemy directives, subjugate their units, play their own unit and development cards, and so on.

Resources are required to play cards. They are produced by cards already on the table. Each player's turn increases his options, allowing him to play more and more cards.

The goals of the game and the path to victory depend on the role assigned to the player. If he is on the dark side, the Death Star must be completed to win. A member of the Light side needs to destroy three directives of his opponent. You can also win in the case when the opponent has run out of a deck of cards and they cannot be drawn.

The combat system in Star Wars is pretty simple. It is easy to figure it out in ten to fifteen minutes.

A localized add-on "Star Wars. Card game. On the verge of darkness" was released for this game.

Game Ingredients:
- 117 cards of the light side of the Force;
- 117 cards of the dark side of the Force;
- 6 Strength cards;
- Death Star counter;
- 42 damage tokens;
- 1 Power balance token;
- 10 shield tokens;
- 44 order tokens;
- rules of the game.

Almost 40 years ago, the fourth part of the Star Wars movie epic was released. At the time of release, no one suspected that the film would literally become a cult for several generations of viewers. The fact that interest in the film remains is also evidenced by the release in 2015 of the seventh part of the film. The game Star Wars: The Card Game (Star Wars LCG) was created based on the film and was released in 2012.

As the game progresses, you have to choose one of two sides - the side of the Forces of Light or Darkness. Depending on this, you will have different tasks and goals. You have to build the Death Star and destroy the Universe or destroy the plans of the dark forces. This epic battle will unfold on a large playing field.

The dynamics of the game is given by the limited time, because the Death Star is built with each move, and with successful actions of the Force of Darkness it even accelerates. Therefore, the Forces of Light need to hurry in order to destroy the enemy's three directives in time.

Saving the world depends only on you!

Who is this game for?

Game cards.

The game is designed for two people over the age of 10 years. Simple clear rules allow you to master them in just a few minutes (they will go to reading the rules). If one of the players has already played Star Wars LCG, then he will be able to explain the rules to the opponent even faster.

Rules of the game

The game begins even before the players sort the cards. It starts with the strategic planning of your moves. You have to think about what moves you will make in order to achieve your goals and destroy the plans of the enemy. There are several factions in the game - Sith, Jedi, Rebel Alliance, Imperial Navy. They will have to fight on opposite sides of the space barricades.

When the strategy is thought out, you can proceed to the choice of cards of directives. You need to add 6 cards from the command deck (randomly). One turn consists of 6 phases (balance, report, call, promotion, conflict, strength), in which you have the opportunity to use cards to develop, subjugate the enemy, destroy his directives, etc.

Deck cover.

It is important to remember that the more cards you have on the playing field, the more resources you will have to play more and more cards.

The game ends when the Forces of Light can neutralize the three directives of the Forces of Darkness or when the deck of dark Forces runs out of cards. The forces of darkness win when they can build the majestic and terrible Death Star (reaches 12 divisions on the Death Star counter) or when the deck of the Forces of Light runs out of cards.

The game is a great entertainment for friends and an opportunity to spend an interesting evening.

Video

Equipment

  • Light Side Cards 117
  • Dark Side Cards 117
  • Power cards 6
  • Death Star Counter
  • Damage Tokens 42
  • Strength Balance Token 1
  • Shield tokens 10
  • Order tokens 44

Extensions

There are expansions for the game that add additional sets of cards:

Star Wars game mechanics

Four unique factions in the Star Wars board game provide a variety of playstyles. Both sides of the conflict, Dark and Light, choose directives, which are strategies, ideologies and missions. Each directive card has 5 more cards associated with it. Together they form a directive set. From the directorial sets chosen by the player, his deck is formed, the characters, starships and events of which create an exciting atmosphere of an epic movie in the game.

Squad cards are heroes, creatures, droids, vehicles, and starships that the player uses to attack enemy troops.

Meanwhile, development cards, skills, weapons, and buildings increase the effectiveness of units, while event cards provide special talents and tactical options that, when used in a board game, catch a careless enemy by surprise.

But you can't escape fate. Doom cards are responsible for unpredictable accidents that violate the brilliant plans of staff strategists. So whether you're helping Luke on his journey to Dagobah or squeezing a hold on the heart of the empire, each new set of cards will bring you more and more responsible decisions to make.

How to play

In the struggle for intergalactic dominance, each side in the card game selects supporters, equips them with weapons, provides tactical support, and throws them into battle with the goal of destroying enemy directives. In order to return peace and freedom to the Galaxy, the forces of Light need to destroy the three directives of the Dark Side, but time does not work for them. With each new round, the Death Star counter heralds the approach of victory for the dark side.

Of course, this addictive game also works great with the standard decks in the base set. is a living card game that allows you to build unique game decks according to special innovative rules. The cornerstone of the deckbuilding system is the principle of directive sets.

A directive set consists of a directive and five associated cards that are permanent for that set. When creating a deck, the player chooses a faction and at least 10 directives that he needs in the upcoming game. With each directive, 5 more cards from the corresponding set are added to his deck. The player receives a 1-card directive deck and a 50-card command deck, which is basically all he needs to play.

To change the game deck, the player continues to operate with directive sets, deleting irrelevant ones and introducing new ones. The directive is gone - remove from the deck and its associated 5 cards. If you want to add a directive, don't forget that 5 new cards will come from it. Remember that cards of the white and dark sides that differ in backs cannot coexist in the same deck. Within these simple rules, players can do whatever they want with their decks.

The fate of the galaxy is in your hands

Force is a powerful ally, and both sides of the conflict are trying to put it at their service. Do you want to restore the freedoms of this republic, or do you prefer to extinguish the last pockets of free-thinking? Card game your way to answer these questions and decide the fate of the galaxy.

The Star Wars card game is a serious tabletop duel in which you will have to fight in the name of the chosen side. It is perfect for fans of card board games, lovers good strategies and of course, fans of the great universe, which won the hearts of millions of people in different parts of the world. Lead the Empire and conquer the entire universe, or join the resistance and destroy the tyrants, it's all up to you game table in a board game.

Preparing for the game

Inside the box with the board game Start Wars rules, two large stacks of cards and various tokens. At present basic set Includes four ready-to-play decks: Imperial Navy and Sith on one side, Rebels and Jedi on the other. After choosing a side, the player places three matching power cards in front of him. Players now choose and build a deck to play with. For beginners, ready-to-play card lists are provided.

Players reveal their faction cards. The entire set of cards is divided into two piles, Directive cards and the Command deck. They are mixed separately. The balance of power token is placed light side up and the Death Star counter is set to zero.

Players receive the top four directive cards each, choose three of them and place them in the play area in a closed area. The remaining card is placed at the bottom of the directive deck. From the command deck, everyone receives 6 cards, and then all the directives are revealed, first the dark side, and then the light side.

Beginning of the game

Preparation is complete and you can play. Players take turns starting from the dark side, and each turn, according to the rules of the card game, is divided into 6 phases.

Game phases in the Star Wars board game

Phase of Balance

Phase of Balance The Dark Side begins by moving the Death Star's meter forward one notch, then if the balance is on the dark side, the meter advances again. If the balance is on the side of the world in the balance phase light side, this player can inflict a unit of damage on any of the opponent's current directive units.

Report Phase

AT Report phase the active player removes one command token from each of his cards and all shield tokens. If the active player has less than three directives left, they unlock a new directive that can immediately add a special effect to the game.

Summon Phase

At the beginning Summon phases the player is given the option to discard one card from their hand, and then causes the number of cards in hand to equal the faction's reserve value. This may require both drawing and discarding cards.

Advance Phase

AT nomination phase The player plays unit or development cards from his hand, paying for each number of resources indicated on it. Squads represent the character's troops, and development cards are a variety of upgrades.

Conflict Phase

Now comes Conflict phase . The active player attempts to destroy enemy directives by attacking them. It is possible to attack several directives, but in turn. Each directive in the card game can only be attacked once per turn. To begin with, a target is selected and its fresh, that is, without order tokens, units that will attack. The defender then chooses his fresh units to defend. The attacking player now has the right to play one Doom card face down from their hand. The defender can then do the same, or pass.

This will happen in turn until both pass and then both piles are revealed. Now, in ascending order of primacy (upper right corner), all Doom cards are played, and finally all players count the number of signs of power on their cards. The player with the majority is the winner of the skirmish. Starting from it, the opponents alternately give all their fresh cards order to strike.

How damage is determined

Damage to enemy units is determined by the number of blaster tokens. Tactics tokens determine how many order tokens a player can place on enemy units when attacking. Critical damage allows you to deal damage directly to the directive, bypassing the protection. In this case, black signs are always used, and white only when winning a skirmish.

Each point of damage in a card game is denoted by a corresponding token, and if the same amount of damage or more than the card's durability is received, it will be destroyed.

If at least one attacker and more than one defender survive the encounter, the attacker deals bonus damage per rout to the directive involved.

Winning the game

Destroyed enemy directives go into the player's victory pile. If the dark ones destroy the light directive, the construction of the Death Star will advance as many steps forward as there are cards in the dark victory pile. If the counter reaches 12, then according to the rules of the board game, the dark ones win. The Light ones need to destroy any three dark directives to win.

Strength phase

At the end of all conflicts, in comes Power phase. The active player can force up to three of his ready cards. Such units will be able to participate in the struggle for dominance, but at the same time they get more tired when participating in a normal battle. Next, each player totals all of their power tokens on all of their freshly subordinated units. The balance of power token is placed with the majority side up.

Now the player passes the right to move to his opponent and everything starts again. And the winner of the game is the one who first fulfills the winning conditions of his side, or the one whose opponent cannot draw a card when necessary.

The battle for the galaxy continues!

Game box.

The Republic has been disbanded, and Imperial forces are bringing a new order to every world in a galaxy far, far away. The vertical of the new power is created and strengthened through terror, and all negotiations are conducted from the position of the Dark Side of the Force.

Emperor Palpatine and General Darth Vader themselves are overseeing the completion of the terrifying Death Star, a weapon that could once and for all put an end to the question of military dominance in interstellar space. However, the Jedi Order was not completely destroyed during the treacherous coup, and now, having joined forces with the rebels, they seek to destroy the plans of the Sith...

Hooray! Card game based on Star Wars! I dreamed of this. The price, however, bites, but for the sake of such cool game- fine.

If you recognize the Imperial March from the very first notes, answer tricky questions I "m your father Luke, and discuss complex topics only in the language of Master Yoda - your collection is a must desktop the game star Wars: The Clone Wars.

How to play?


Game cards.

The Rebel forces will need to complete three important but dangerous missions to thwart Imperial directives for the preparation of the Death Star. However, the Empire, in addition to a powerful fleet, has another advantage: before activating a destructive weapon, twelve stages must be completed and the first has already been completed...

Block off Imperial troops' access to resources, attack key points and carry out sabotage as Jedi and Rebels! Or hold the line, remain vigilant and carry out punishing raids and swift counterattacks while on the Dark Side of the Force!

The game set includes: 240 cards (120 light side and dark side cards each), Death Star counter, 42 damage tokens, Power balance token, 10 shield tokens, 44 command tokens, and game rules in Russian. Cardboard and plastic, the box with the game weighs more than a kilogram.

Card size: 6.5 cm x 9 cm. Number of players: 2 people. Average game length: 30-60 minutes.