The best board games Star Wars
The best board games Star Wars
I still remember watching the original Star Wars movies for the first time. I was too young to see them in theaters, but my brother and I sat around our old clunker TV one Friday night after coming back from Blockbuster and were eating popcorn when we popped A New Hope into the VCR. The next weekend we came back with both Empire and Return of the Jedi. We have been hooked, building Lego starfighters and turning cardboard boxes into the Millennium Falcon ever since.
Luckily for all of us, the popularity of Star Wars has skyrocketed and there’s an impressive list of board games. I have to say they are some of the best Star Wars board games I have ever played.
Our Top Picks for Best Star Wars Board Games
Are you in a hurry? Check out our favorites below.
The best miniatures
The best duel
Best overall
# 1. Star Wars: The Imperial Attack
The death star has fallen, but the rebellion is far from over. Imperial outposts and fortresses still control the galaxy. It is up to you and your elite team to return the blow and take the fight to the Empire.
How It Works
Star Wars: The Imperial Attack has one of the coolest themed elements in one box. One player will control all the imperial forces. This could be the outpost of the attackers all the way to Darth Vader himself with a few ATSTs as a reserve.
All other players choose the hero who will make up your strike team. The central game offers you an exiled Jedi, a veteran soldier, a gnawing commander, a brave smuggler, a bounty hunter and of course a Wookiee warrior.
The strike team has an advantage in ability and movement, but it is greatly surpassed. Even storms can hit you if there are enough of them. In addition, they have access to big guns like ATST and Vader, and they have different criteria for victory than the rebel side. If Empire damages all of the player’s characters, then they still win. The strike team will have a range of goals that can vary from game to game, depending on the scenario they are playing.
Conditions for victory
According to the first scenario, the rebels have just destroyed the Death Star, but the empire is no more. The rebels took over the transmission from a hidden outpost and sent a strike group to eliminate the signal at any cost. The condition for Rebel's resistance is to destroy four transmitters in 6 turns. If it takes too long, the message is already sent and Empire wins. The task of the empire in this first scenario is simply to slow down the strike team of the rebels.
The first scenario
Without giving anything away, the first script had quite a few surprises. This is perfectly feasible, but Empire players aren’t just extras standing around waiting to be mowed down by blasterfires and lights. They have quite a few tricks up their sleeves.
Rebel characters are also unique in their abilities and weapons. Each character has a different loading and special equipment. Wookie, armed with a vibro-ax, can cause serious damage and has the ability to split, which can trigger a few more swings in one turn. The daring smuggler is good and sneaks in and out and has the ability to move faster across the board and even has the ability to “shoot first” when attacked. Smugglers always shoot first.
Characteristic abilities
As players progress through the campaign, the goals will be harder and more complex and are outstanding. In the central campaign, you will find some famous faces like Han Solo or Vader, and you will have to use all your skills to complete it. An Empire player will very often have an advantage in numbers or defensive position, and rebels have elite abilities (and are much stronger than others).
What's in the box?
There is a lot in the box. The game is basically two games in one - it has a huge campaign mode, which is completely filled with content and a competitive way of fighting, which puts the players in a tactical duel .
Advantages:
- Shut up and sit down to call him Star Wars in a box , "Which seems about right to me. This is probably the biggest compliment the game can get with such a vast universe as Star Wars has built over the decades.
- There are apps that track your progress, which makes everything easier. I'd rather have a Campaign Tracker for Imperial Assault on Android . (You can also track your collection in the app.)
- This game is addictive, themed, and feels like an RPG in many ways. It’s always fun to play and brings you back for even more.
Weaknesses:
- The cost of this game (and many extensions) is definitely a drawback. Fantasy Flight Games are not cheap , nor should they be the result of their consistently high quality, but the investment becomes large if you want to go beyond the core of Core.
- This game is a time commitment! Good luck doing the whole campaign in one meeting.
- Sometimes it seems a bit unbalanced (in story mode). You never want to feel like you have to stay in the game to have fun…
- WARS UNIVERSE EPIC AGREEMENT GAME: The ...
- STRATEGIC GAME: This game of tactical combat and missions gives you ...
- Enjoy two perfect games: experience an exciting story ...
Imperial Assault wins for pure value at the core. It’s enough that one of the Star Wars fans has been able to satisfy for some time. There are huge extensions that add harder challenges, scenarios and new character players.
This is a bit disappointing for those of us who have a perfect personality ... you can never get all the extensions! I’ve heard criticism that this is a bit like microtransactions in board games. I'll leave you a judge.
# 2. Star Wars: Armada
The Armada reminds me of playing the Magic Knight playing miniatures when I was younger. It will quickly devour all the space on your table when you turn your dining table into an interstellar battlefield.
As with most games on this list, each player chooses their faction and will build their fleet with the iconic Star Wars ships.
- Tie Fighters vs. X-Wings
- Star Destroyers Vs. Mon Calamari cruisers
- Death Star Vs. Ventilation ducts
Well, maybe not the last one, but you get the idea. Each player will control an individual Miniature , each representing a different ship or company of fighters. They will maneuver along the playing field (no board) and attack another fleet. However, this is not so simple.
Fleet
Each ship or team has its own specific statistics that allow them to work better with specific ships. The bombers are really slow, but they deal a strong blow, especially against the larger main ships. Tie Fighters are basically made of glass, but fast. The rebellious blockade runner isn’t very strong, but it can explode through the blockade and lag behind major star destroyers to shoot at engines.
The game is very tactical and is probably closest to playing RTS (Real-Time Strategy) in the form of board games.
fight
The ship-to-ship combat is handled by determining the strength of your weapon according to the type of ship and the rolling of color codes. So there are still some epic moments when a small ship encounters a murder. If the dice gods are chasing you (like most of us), then you also have captain powers that can change a few dice to eliminate a bit of randomness.
Movement
The movement of a ship is determined by the speed of each ship using motion indicators, which are basically flexible rulers, to determine how far a ship can move and how fast it can turn. The system works very well and seems completely realistic. Large capital ships need time to maneuver and move, but squadrons and fast attack ships can maneuver and accelerate enemy lines.
Tactical damage
Another cool realism in the game are the model-based quadrants. Depending on which direction your model is facing, it can be heavily armored or fully exposed. Hitting the ship's engines is far more harmful than trying to pour all the fire straight.
The quadrants also show where your rifles are located. If your ship is not in position and faces the enemy, all of your rifles may be located on the harbor and starboard side, limiting how much damage you can do. On the other hand, if you try to fly with Star Destroyer, you open up to a devastating edge.
The Armada gives you control of the epic space battle.
Star Wars: Armada vs. X-Wing Miniature Game
Armada is a miniature game where players move around capital ships that are in an epic battle with each other. Unlike the X-Wing, which focuses on fast combat, Armada battles are deep, time-consuming, and highly strategic matters.
Because the Armada and the X-Wing are so similar, there is a lot of discussion about them.
- Which one should I get?
- Should I get both?
- Is one better than the other?
If you’ve never played any games before, at first glance it seems like it’s the same game. It is very easy to replace both if you have never looked at either of them. Both are manufactured by the same company, both are set in Star Wars space, and both focus on the battle between ships. So what's the difference?
The easiest way to explain the differences is with the question of scope. The Armada is like a naval admiral looking at the whole battle. The armada is much larger and combat sizes can include entire squadrons of fighters and various support and attack ships.
In X-Wing, the scale is much more focused. Your battles will be smaller and you can focus on individual pilots and ships. One is no better than the other in this respect, they only focus on different levels.
- TACTICAL FIGHTING GAME ON THE FLUTE: Experience the drama ...
- STRATEGIC GAME: Command the unsurpassed power of the Imperial Fleet ...
- ARMADA CORE SET: The initial set includes rules, article ...
Advantages:
- Wonderful aesthetics, difficult strategic task, easy to pick up and play.
- True to the dark, deep and full of compelling stories.
- Quality components that are both functional and attractive (but slightly sensitive).
Weaknesses:
- Pretty expensive for what it is. The base game gets thinner quickly, so you’ll need to spend more money on extensions that really add up to keep the game fresh.
- It might be a good idea to invest in some more dice, as the central game doesn’t provide enough to be able to spin without being rolled by something.
The game has a few flaws, but overall it’s a nice example of a war game tactic that brought players back.
# 3. Star Wars: X-Wing Miniature Game
X-Wing revives space dog battles in an incredibly clean way. The game allows each side to gather their teams, and adds more customizable options with a map system.
For example, if you are flying on a ship that has a slot for an additional crew member or co-pilot, you can add an expert to give you a special ability or statistic over the base ship. If you’re in Tie Fighter or X-Wing, you can add different ship systems to make them more lethal or maneuverable. The system adds a ton of versatility to the game and the same ship with different loads changes the way each game is played.
How It Works
In the X-Wing, each ship will have a pilot score that determines when it will turn and advance in order. Lower numbers will be able to move faster, and higher ones will be able to shoot first. This adds a bit of balance to the game, allowing weaker but faster ships to maneuver rather than just launch them from the sky.
To move, each player will first plan moves for their ships, and then everyone will reveal and determine the order of shooting. In battle, attacking players throw Red Dice, which determines the number of hits. The player defending himself tries to avoid and eliminate the damage with green dice.
Advantages:
- Short rules make it easy to play and play.
- All movements are managed by Nav Computer and motion templates, so you don't have to keep a bunch of statistics in your head.
- Awesome Miniature of the famous Star Wars ships, well crafted in great detail.
- A quick and easy fight that only slows down the game (unlike many games like this).
Weaknesses:
- Low repeatability due to limited components in the Core Set.
- Buying extensions is very necessary after a few games and can be quite expensive. The Core Set is very insufficient for decent games (two hunters against one x-wing).
- Star Wars Tactical Space Fight Game for two ...
- Take control of the most advanced star hunters in the galaxy
- It contains three detailed, painted miniatures: one X wing and two ...
The game Miniature X-Wing pushes the definition of "miniature" to the limit. The Rebel Transport expansion brings a huge number of rebel ships to the table, along with several new scenarios and ways to play with the new transport ship as a star.
In this game, I really like how important everything seems to feel. I like individual ship adjustments and sending certain pilots. It has a much more personal and tactical feel, and yet there is so much extension and content that you can also feel the enormous space struggle.
# 4. Star Wars: Empire Vs. Emphasis
Empire Vs. Rebellion is a card game for two players where ... face empire or rebellion!
Seriously, though, it works like an advanced version of Blackjack (or Pazaak for you nerds) with some upgraded mechanics. It is played in several rounds and the player who scores 7 points first wins.
Start the game
Each player will choose a deck (Empire or Rebellion). Both decks are basically the same. The only differences are the hero cards, which add a bit of variety to each deck. In the beginning, each player chooses 4 heroes and shuffles them to their deck, and then you’re basically ready to go.
How to play
Each card on your deck will have two numbers printed; 2 on the top and 1 on the side. You will draw a number of cards in turn until you cross. Very similar to Blackjack. The goal is to get closer to the number printed on the event card without crossing it.
For now, the game plays exactly like Blackjack, but there are differences.
You then shuffle the event deck and draw the first event card. If you look at each card in your deck, the number at the top of the card counts towards the total, but there is also the text of the card and each card has different abilities.
You will see some skills:
- Force the character to discard the card in the game.
- Look at the cards above and you might throw them off the deck of any player.
- Force the character to exhaust the card.
If you choose to use the card's capability, you will drain it and follow the text on the card, then rotate it to display the number 2 on the page. The number 2 on the card side is now counted in the total.
Card training skills
- You draw Yodo and he goes into the game.
- The first number on the top of the card is 1.
- There are a total of six in this round.
- You have decided to use his ability. "Get Impact Token 1."
- You will then rotate the card upwards with the second number (2).
- The total for this round is 1.
- You can now add or keep drawing maps.
So we have some basics, but what number are we trying to achieve? Not 21. To find out, we’ll look at event maps.
Each round has 1 event card. These will be various events from the Star Wars universe. You will see the number and number of black dots in the lower left corner of the card. The number is the goal you are trying to reach without moving, and pips is the number of cards you can use in this plant.
There are two numbers on the top right of the card. A higher number indicates the number of winning points the round is worth. The smaller red number is how many influence tokens a player will receive to win the round.
A round of exercises for influential tokens
- The Battle of Hoth event is being played.
- It is worth 3 winning points and 0 influence tokens.
- The target number is 17 and players will be able to play 5 cards.
- A player approaching 17 without going over will win the round.
The last thing we need to talk about are influence tokens. Impact tokens are used to “deplete” the card in front of you. So, for our previous example you used Yoda's ability and drained the card and it is now worth 1 instead of 6. The impact card will then turn Yodo right up and the value of the card will return to 6. The impact is very strong so don't forget to use it in its strategic advantage.
That's basically it. It sounds very simple, but character skills and influence tokens can make this a very strategic game and it has a surprising amount of two-player duel strategy.
- THE EXPERIENCE OF MAINTAINING THE GALACTIC CIVIL WAR: Take command ...
- STRATEGIC GAME: In each round you and your opponent match ...
- GAME SKILLS AND INTERESTS: Use general strategies to ...
Advantages:
- Relatively fast and easy to learn. The similarities with Blackjack help new players cope with the rules.
- Due to some elements of bluffing, it is a bit more interesting than just a standard duel.
- The game is pretty cheap for Star Wars.
Weaknesses:
- The game has very little to do with Star Wars. It’s basically a Blackjack with some special abilities. Hardcore Star Wars fans will be disappointed with the lack of a continuation of the themes.
- Drawing random cards gives a sense of happiness that plays a bigger role than skill.
- The box is really small and does not allow the use of card sleeves.
While not a deep, strategic, two-player card game , and certainly not themed in its gameplay, it’s a fun (and fast) two-person card game that has great artwork and won’t break the bank .
# 5. Star Wars: Rebellion
It reminds me of the Galactic Conquest mode on the Star Wars battlefields.
And Star Wars: Rebellion every player will decide whether it's Empire or Rebellion (shocking, I know). Empire has access to huge shipyards and infrastructure that basically start the game with a conquered galaxy halfway. Oh, and did I mention they have access to the Death Star, which can destroy entire planets?
How to play
This game is played in several rounds, each round consisting of the following phases:
- Allocation phase
- Command phase
- Color phase
- Refresh phase
Conditions for victory
The Imperial side wins if it finds and conquers the rebel base system. The rebel side wins if the Reputation and Timestamp are in the same space on the time path.
mechanics
It seems a bit unfair, but the game is called Rebellion. As such, the rebellion is certainly lurking. Rebels are not completely defenseless. They are waging a guerrilla war against an empire that is incredibly effective.
At the beginning of the game, while the Empire is spreading across the galaxy like a bureaucratic nightmare, the Rebels chose a single planet. This planet is a fortress of rebels and their last bastion. If at any point the Empire takes control of the rebel stronghold, then the Empire wins. The rebels simply have to overcome them.
Bluffing
It sounds pretty simple to both sides ... but it’s never anything. A rebel fortress can be literally something of a planet. It could be in the heart of an impending empire, in a completely isolated resource-free world like Hoth (who would do that?), Or in Naboou.
However, you will have to be careful because the Empire still has access to the Death Star, which is fully operational and can destroy entire planets. The choice is entirely up to you. Wear your face to poker because there’s an element of bluffing here.
“No one would just follow the movies and put it on Yavin or Hotha Unless they thought I wasn't going to look there, but if they put him on a random planet, there's just as much chance he's in the middle of an empire, but they know he'll be very vulnerable there ... "
By that logic, we could run for hours and hours. Where it is, we cannot know except through some good old-fashioned galactic conquest.
Strategic conquest
The empire will browse the galaxy and search for a rebel base, but for real victory they must land on the planet and wipe out all rebellion. This also adds a lot of bluffing and analysis of opponents ’moves. Are they creating forces in anticipation of an attack on a hidden base or is a bluff a distraction from an unused planet?
It becomes an interesting dance while bluffing and pushing forward with goals. At the end of the game, I can assure you that you will sit down for a bit and talk about what you have read to each other.
Galactic hideaway
The rebels ’goal is to survive, but that doesn’t mean they just smooth over and wait for the game to end. They have a very active role to play if they want to win. There are two tokens on both ends of the turn tracker. The turn tracker token starts at 1 and counts down to indicate which turn the game is in. The rebel target token starts at the other end of line 16. For each goal they complete, it is reduced by a certain number.
When both chips meet, the game is over and the rebels win. You can completely ignore the goals, but remember that the Empire is stronger than the rebels. They can extinguish more ships and have much more firepower. The sooner the rebels are able to meet the targets, the sooner the game will end and the better the chances will be to hide their rebel base.
More than a cat and a mouse ...
Star Rebellion is a great war game in its own right, but the FFGs have also come out incredibly dark with the theme. All the events that come up are all from the movies and it’s a lot of fun to try them out. It is always a brutal blow to destroy the Death Star. Neither side felt too strong.
The empire had more shipbuilding, but that only added to the overall theme. If I played as a rebel, I felt like a real freedom fighter. The abilities and movement of the rebels also help encourage immersion. He could send a diplomat and turn the planet upside down while leading the Wild Goose Empire across the galaxy. On the other hand, the Empire, which played cat and mouse, decided to simply blow up the planet ... see? Balance.
- EXPERIENCE THE GALACTIC CIVIL WAR AS NEVER BEFORE: In Star Wars ...
- STRATEGY: Players secretly, carefully planning their turns ...
- THE GAME OF EPIC CONFLICTS: As a Rebel player, the leading daring strikes ...
Advantages:
- Incredibly thematic, not only in artwork and miniature design, but also in acting and goals.
- Strategic and thoughtful playing. Despite a bit of luck with dice fighting , this game is full of strategic thinking and trying to dominate your opponent (s).
Weaknesses:
- Both combat and mission success are basically based on lucky scrolls. If you have problems with dice (just like me), this can cause some problems.
- Although the game is not difficult, the details in the rules allow a lot of checking of the rules.
It’s kind of like a version of the galactic steroid risk criterion in almost every way. Unlike many other Star Wars games, this is a traditional board game that you can set up, play, pack, and complete in one session, with no add-ons required.
# 6. Star Wars: RPG System
One of the first Star Wars games I ever played was actually Star Wars RPG . I played the revised edition right after the prequels came out. My brother, of course, decided to play a Gungan character who threatened to stab everyone we came across. Typically.
Since then, the system has been revised and updated. from what I remembered, and if you haven’t looked in a while, it’s definitely worth a look again.
After the initial game in the new systems, you will be able to choose from three different themes to play:
- Star Wars: Power and Fate
- Star Wars: The Slave of Empire
- Star Wars: The Age of Resistance
Although each is shown as its own separate game, the systems of rules are almost the same. There is a huge basic rule for each system that basically covers the same things. The only difference is the small change in theme between the individual series.
The force is waking up: a game for beginners
If you know the basic statistics of Dungeons & Dragons then all this will be very well known. Typical skills (statistics) will ring many RPGs for those with gaming experience .
- Brawn
- Agility
- Intellect
- Zvit
- The power of will
- Presence
Each central attribute shows how well your character will perform certain tasks. Wookie will have a very high Brawn attribute and will be incredibly strong. The old dried Jedi would have a high intellect and will.
Star Wars: Power and Fate
This series is about the Force.
The great thing about pen and paper RPGs is that you don’t have to stick to one of these character archetypes. You can create a Wookie with incredibly high intellect and willpower, but very weak strength and agility. You can play the role of an older Wookiee whose fighting days are long gone but filled with the knowledge and experience of a long life.
Star Wars: The Slave of Empire
This series focuses on the fringes of the galaxy; smugglers, bounty hunters and the remains of the galaxy. All character classes will focus on being the most shadowy.
How the hell do I play?
Star Wars RPG plays like any other RPG with pen and paper. Players will use basic rules to create a character and class, and then the game will be controlled by Gamemaster (or Dungeonmaster). They will create a story and act as NPCs for the heroes and run the game in general. The most important role is GM. There is no story without them.
You can create it entirely on the spot and 100% original, or you can be inspired by your favorite Star Wars events. An RPG basically builds a system and a set of rules. What you do with it is up to you.
The best way to play is to find a friend who already knows what they are doing and let the game play with you. Unless you have a lot of naughty friends, this may not be possible. (Although it never hurts to ask you.) You never know who secretly hid their nerdy inclinations from the world. You may be surprised.
If no one shows up, there are usually meeting groups or local comic book stores that open their doors for RPG nights. Both are a great way to meet a group of players and make new friends.
Star Wars: The Age of Resistance
This series is about big battles and military battles.
There are also many good online RPG shows that stream your games and are a great resource. Watching someone else play can give you a feel for the game and show you how it will go.
The best way to learn the game (and how I learned it) is horrible trial and error. When I first started playing my friends and they would all take turns with one-day campaigns (Kendra calls them “one night”). Such a rotation at the first start allows everyone to get a feel for the rules, and develops a healthy fondness for GM. No one likes “that guy” in their game and if all GM men tend to weed out some of the bad habits of the players.
- GET READY FOR AN ADVENTURE IN THE STAR WARS GALAXY: The perfect entry ...
- FORCE WAKES UP: Events between the rule of the New Republic and ...
- Easy to learn: You don't need prior knowledge of ...
Why are there three basic rules?
The rules don’t really change and the only difference is the class characteristics and the initial changes to the story. Other than that, most of the information is the same among 3. Everyone is fine, but for me it screams “cash capture”.
The same problems with traditional RPGs arise here. It’s always hard to put everything together for regular sessions (stupid life always gets in the way of fantasy). It is usually difficult to find a player who is willing to DM a game. They need to be creative and know the rules well, or they can come up with them on the fly.
If you’re new to DM, there are some great bands on Reddit to help new players, and you can always try to run a pre-prepared script to get some experience. In fact, there are three, all released by Fantasy Flight Games: Edge of Empire, Force and Destiny, and Age of Rebellion are three different desktop RPGs, in the same direction as Dungeons & Dragons or Pathfinder.
# 7. Star Wars: A Card Game
Star Wars: The card game is one of the more interesting games on our list as it is its “live” system. In this live card game, there will be constant updates that work in tandem with the Star Wars universe. As new knowledge emerges on the big screen, new maps and extensions will be available to players.
Start the game
The game is similar to a deck-building game but players will create a set of their decks instead of putting together cards. To create a deck, each side will choose 10 targets. Each target will have 5 cards associated with it and will become your deck of 50 cards.
Each player is placed either on the light or on the dark side. Each page has 3 similar fractions.
Light side:
- Rebel Alliance
- Smugglers and spies
- Foods
Dark side:
- Imperial Navy
- Scum & Villainy
- Sith
Goals
Each player will start with three goals in the game. Targets may have special abilities that allow you to manipulate your deck and give you resources. The number at the bottom left also indicates how much health or damage they can cause.
The Light Side objective in the game is to destroy 3 Dark Side targets. The dark side has a different condition for winning: they simply have to survive 12 turns (marked with a Death Star counter).
The goals are very different and force opposing factions towards very different strategies.
Each card will have a game cost in the upper left corner of each card, and some will also have special faction costs. Resources come from your objective maps and other abilities from the maps played.
How to play
Once the players have prepared and played the cards, one player decides to attack and declares which cards he is sending in his attack. The other player will then state which cards he will defend.
Before the fight, there will be an initial battle in which players will drop the “Edge” battle cards. It plays somewhat like a blind war arm. Each player will play cards in a separate stack in the set. When finished, each player will count down the white force points on the left side of the card. The player with the most points wins the "Edge" battle and gains an advantage in the upcoming battle.
Players will then use their damage and special abilities on the cards, and the player who wins the "Edge" battle can use white-colored abilities in addition to their usual abilities. A player who has lost a priority battle can only use black abilities.
When the round is over, players can try to influence the game by force. If the Dark Side controls the force, they will gain a special ability, such as moving the Death Star counter twice in one turn instead of once.
A game of live cards
One of the more interesting aspects of this game is that it is a live card game. Just as the Star Wars universe is a living universe and is constantly being added (or destroyed, sorry Mara Jade), so the card game is constantly being updated to take into account the new Star Wars canon. For those who really want extensions, there will always be new extensions and Star Wars world areas to go to.
- A duel for duels for the fate of the galaxy
- Command the most legendary heroes, villains and starships from ...
- Unique deck construction rules streamline deck construction
Advantages:
- A very powerful Star Wars theme: with great artwork, characters and locations, it is immersed in the Star Wars universe.
- Created from fans only options allow for fun deck construction without an aggressive competitive element.
- Quality components.
Weaknesses:
- Initial reports hinted that the Star Wars LCG would be similar to the Lord of the Rings LCG, especially the cooperative aspect. This turned out to be wrong and disappointed many players. This game is very much not a cooperative.
The umbrella aspect of this game is very simple. By carefully analyzing your goals, you can become very tactful, but you can also thematically choose where you can choose based on what you think would be cool mixing.
# 8. Star Wars: Risk
Risk: Star Wars Edition gets a lot of flaws because it’s called Risk. It is similar, but not necessarily a traditional risk game. The game is not so much a traditional risk game as the board game Battle of Endor.
How It Works
Instead of holding territory and expanding, you are fighting an ongoing war on three different fronts. The main battlefield will be on the central panel, where Death Death, Executor Star Destroyer and the crowd of Tie Fighters vs. The Millennium Falcon and the entire rebellion fleet.
The Rebel Fleet will have several transport ships off board, where you will be able to create fighters to attack Tie Fighters and Executor. The Death Star will be invulnerable until ground troops on Endor take over the shield generator (sounds familiar?).
The role of the executor
The Executor will be able to create Tie Fighters and is a stand-alone powerful ship that gives it the most offensive power on board (the other is only for the Death Star). However, if the rebels manage to kill the Executor, the Empire will be cut off from reinforcements. The Executor is the only way to create more Tie Fighters, so you will have to satisfy the ships that are already in the game the second time it is destroyed. There is no other way to create more Tie Fighters.
Trouble of resistance
Even the Rebel supply line is always in danger. The Death Star can destroy the entire Bearer and all the ships in it and quickly deplete the reserve forces. Once all the carriers have been erased, Death Star can then fire at the sections on the main board and delete all ships in that space.
While the battle is raging in the sky, your strike team moves to Endor. The rebellion will have to complete a series of increasingly difficult rolls to move their forces along the track toward the shield generator. The empire, meanwhile, will deploy forces, making the dice even stronger and slowing the resistance. The longer it takes for the shield generator to go down, the more time the Death Star must wreak havoc on the battlefield.
Epic duels
The last fight going on at the same time is a duel between Darth Vader and Luke Skywalker. The fight will be shown on a similar path as a shield generator showing the health of Luke Skywalker and Darth Vader. Whichever side wins will gain the advantage by receiving 3 bonus cards.
Risk, but not risk
Risk: Star Wars Edition is a war game , but I don’t necessarily feel that way Risk . The central idea of risk is to attack, hold territory, and press your luck to advance your troops into enemy territory. Not so here. Yes, we will advance towards the shield generator and the ships will maneuver towards the Death Star, but the battle is much more fluid.
There is no point in trying with all our might to strangle a point if the Death Star is just going to blow everything to pieces, so a different strategy is needed.
FTW strategy
It is also a war on three fronts. Are you pushing everything you have against shield generators and hoping the Death Star won’t destroy too many of your ships? Do you risk ignoring the duel between Luka and Vader in favor of more direct military action? Many options are included and one strategy may work in one game, but the next game will take you into a lot of warm water.
Risk: Star Wars Edition is a fantastic game. Due to the tension of the three different fronts and the balance that should be successful on all fronts, this is very interesting.
- The TIE fighter game board has 3 fight theaters
- 2 game modes: 2 players or 2 teams
- Players choose to play as a light or dark side
Advantages:
- Great game without the flaws of too strong a component of luck.
- A fun and strategic duel for two players, full of themed elements of Star Wars that we all know and love.
- Fairly Cheap Star Wars theme game.
Weaknesses:
- The name is a bit misleading. The game doesn’t work like a traditional risk game, but it was probably titled as such to appeal to a wider audience. Mechanically, Star Wars Risk is much more similar to Episode I, Queen's Gambit, released by Avalon Hill back in the days of I.
- The components look nice, but they feel a bit cheap.
As a big fan of risk, I think it’s similar only in genre, but the game is fantastic and is one of the few rare examples of a two-player game done correctly.
# 9. Star Wars: The Outer Edge
"Hockey religions and ancient weapons can't match a good blaster, boy."
No Jedi would save you. This is the outer edge. The Wild West of the Galaxy. And it’s time to cut your way through the darkness.
Star Wars: The outer edge throws players into distant parts of the galaxy at the outer edge. These are lawless areas where smugglers, mercenaries and soldiers create wealth.
Get started
Each player starts with an iconic Star Wars hero and a starter boat. From there, it is entirely up to the player how he will interact with each other and gain (or lose) fame and disgrace among the factions in space. There are 3 main routes to fame, fortune, special works and cargo delivery.
Get a Job
The works have the most themed touch in the game and require players to pass a series of skill tests to get the job done successfully. Prizes require players to find a target and remove it. Finally, cargo delivery is exactly as it sounds. The first two are players where players will find the most exciting aspects of the game, but cargo delivery is a safer consistent approach to points.
Outer Rome takes the beloved War Hunter bounty hunter theme and puts it in a pretty cool package we rarely see outside of a desktop RPG .
Advantages:
- Great theme.
- The card artwork is fantastic and meets Fantasy Flight standards.
- Easy to learn and lift.
Weaknesses:
- The quality of the components is in a bad place.
- It can burn quickly. Extensions will be needed to keep it fresh.
- SPRING THE STARS AND BECOME A LIVING LEGEND: In this game ...
- SURVIVING OUTER EDGE: Warring galaxy groups walk ...
- STRATEGIC GAME: The goal of Outer Rome is to be the first player to ...
Wrap-Up
There are tons of Star Wars games and there will be more with the revival of the genre's popularity. You can become part of an elite strike team ratifying the Imperial base, an elite fighter pilot, or even the general puppetry of an entire army.
There is also a traditional game with pens and papers where you can do whatever you want. There’s usually a lack of sci-fi gaming and experience in the board game community inside, but Star Wars can fit in well with a niche and an itchy scratch.
We hope you enjoyed our list of the best Star Wars board games. This list is by no means exhaustive. There are still a lot of games, but we were especially interested and enjoyed by them.
Leave a comment below and let us know your favorites, what you liked and what we missed. And as always, may the Force be with you.
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