Category Archives: Full Reviews

A Star Wars Saga of your own making!

Star Wars: Imperial Assault. Fantasy Flight Games, 2014. $100. Designed by Justin Kemppainen, Corey Konieczka, and Jonathan Ying. A learn to play rulebook, a rules reference book, a campaign guide, and a skirmish guide; 34 figures, 59 double-sided map tiles, 11 custom dice, 250+ cards, 150+ tokens. Includes the Luke Skywalker Ally and the Darth Vader Villain Packs. 2-5 players. 90-180 minutes.

This game is actually two games in one. The Campaign game is played by 2-5 players with one player taking the role of the Empire versus all the other opponents playing rebel heroes working together in a series of linked missions that culminate in a campaign deciding finale. The Skirmish game is played by 2 opponents, one Empire, one Rebel, using the same basic rules in a head to head miniatures battle.

Those familiar with FFG’s Descent game will quickly recognize the similarities. Board tiles are used to create a tactical map. Players divide into one Imperial (think Overlord) and the rest (1-4) Rebel Heroes. Each Hero having its own special starting abilities as well as a Class deck which gives them new abilities as they gain experience. The Imperial player chooses a Class deck, on which he will spend experience to gain new cards, and builds an Agenda deck, on which he will spend Influence to gain cards to shape the game. Experience and Influence are gained based on how well the sides do during each mission.

Each Hero and “Deployment Group”, take turns activating. When activated each figure gets two actions from a set list that includes: Move, Attack, Interact, Rest, and Special. Only Heroes can use both actions to Attack. All these actions are very similar to those in Descent, but there are some very useful differences.

For example, gone is the X on the attacking die causing you to miss completely. Instead the white defensive die allows the defender to “dodge” which causes the attack to miss. Line of Sight has also changed. You now chose one corner of the attacker’s space and trace “two straight, uninterrupted lines to two different corners of the target’s space.”

The Campaign system starts with the Rebel players selecting Heroes from among the 6 provided and then creating a Side Mission deck from specific Hero focused missions, random missions, and some missions chosen by the Rebel players. This system allows for some randomization, some choice, and insures that only some missions will be played in each campaign which increases replay value.

The campaign begins with the Introductory story mission whose outcome will then determine the next Story mission to be put into play. The Campaign log then guides the players as to which type of mission to play next, Side or Story. The Rebels will have 2 Side missions from their shuffled deck and pick one to resolve whenever a Side Mission is called for. And certain Imperial Agenda cards will also force the players to confront Forced missions. While every few missions the Campaign log will direct you to play the next Story mission, whose outcome will then determine the next one. The Missions themselves are both tactical combat situations and stories that unfold from hidden information only known to the Imperial Player.

The many missions all include narrative to set the scene and information hidden from the Rebel Heroes as they explore the situation and find their way past surprises to victory. Depending on the outcome, the Heroes and the Imperial player gain abilities as they progress through the campaign to its finale. The winner of the final mission wins the campaign.

For those more interested using the range of Star Wars miniatures to create head to head battles, there is the Skirmish system. Each player takes one side and builds an army using Deployment cards and adds to this Command cards. Skirmish mission cards define the map and special rules and add setting and variety for these combats. The basic rules for resolving the fight remain the same as those used for missions in the Campaign, though there are differences (for example, figures cannot Rest).

The Campaign system is very rich. And with additional Villain and Ally packs on the horizon (the core set comes with the packs for Luke & Darth Vader) the possibilities will simply increase.

Of course I can criticize some elements, such as having 4 books (Learn to Play Guide, Rules Reference, Skirmish Guide, and the Campaign Guide) which is a LOT of information to read scattered across many pages of separate books or the fact that the miniatures are unpainted, the overall result is a system that is easy to play, fast paced, with lots of variety, two ways to play, and has the look and feel of the best of the movies.

While a campaign can take quite a few missions to complete, and every mission can take 2-3 hours, the end result is a Star Wars saga of your own making!

Though I believe this review to be fair and objective, I feel obligated to provide the following information. This review was written using a Beta test copy of the game provided by Fantasy Flight Games. I was a beta play tester for FFG on this game. I have a long standing relationship with Fantasy Flight Games as a freelance contractor. No compensation for this review was involved.

c2014 by Richard A. Edwards

A Casual Board Gamer’s Review of Doomtown Reloaded

I admit to being a fan of Pinnacle’s Deadlands weird wild west setting. How can you not like outlaws, lawmen, miners, railroads, and gunslingers thrown in with mad scientists, mystical shamans and sorcerous hucksters? I was a fan of the original Doomtown collectible card game back in the day too, though I never got into collecting it all.

When I heard about the reboot of Doomtown as an ECG (Expandable Card Game), I knew I wanted to get it. But these days I’m mostly a board game fan. I enjoy playing with a couple of friends having a casual friendly game. So reading the forum discussions about tournament deck building and buying multiple base sets and the sorts of things caused me to wonder if Doomtown Reloaded was really a good match for my current interests.

The answer, thankfully, is YES! Doomtown Reloaded is a great game just as it comes in one copy of the base set. Inside is hours of enjoyable western action in the weirdest way for 2-4 players with no collecting or even deck building required.

The base set comes with a rule book and a “Gettin’ to Know Gomorra” guide along with 286 cards, tokens and a town square board. The cards are divided into four suits that provide the things you need to build (and take control of) a western town: Diamonds are deeds (like the saloon), Spades are Dudes (like the Sheriff), Hearts are Goods (like your pistol, or horse), and Clubs are Action cards that do the unexpected.

The guide book even uses two preset decks to walk new players through a day in the town (better known as one turn). I found the rule book to be well written with just the right mix of narrative setting and direct, clear rules laid out in a logical, well organized format that was easy to understand, if a bit complex at times.

For us casual non-deck building gamers, one of the best things that the guide book provides is a deck list and suggested strategies for each of the four outfits that come in the base set.

The outfits! You and your pardners get to choose from the Sloane Gang (very nasty bandits), the Law Dogs (the town Sheriff and his deputies and help), the Morgan Cattle Company (who also employ mad scientists and their gadgets), and the Fourth Ring (a mystical circus full of strangeness).

We’ve used just the decks from the lists for more than a dozen games and have not yet felt the need to change them, though of course there are additional cards both in the base set and in future expansions that will allow you to build your outfit however you wish.

The game play itself is fast and furious.

Each “day” (turn) in Gomorra starts with Gamblin’ as players ante in for lowball 5 card stud which is then followed by Upkeep as you gain your income and pay wages to keep your Dudes on your side.

The heart of the game is the High Noon phase. During Noon, players alternate making a play back and forth until they all pass. You can choose between Shoppin’ (paying costs to put cards into play), Tradin’ (moving Goods from one Dude to another), Movin’ (moving Dudes around town), Actin’ (using a card’s Noon ability, which can include pullin’ jobs), and Callin’ Out (yep, reach for the sky or iron, pardner).

Shootouts erupt quite often in Gomorra. And the game has a great mechanic for gunfights, a hand of poker. Of course this being the weird west, there’s lots of things that can affect your poker hand that you wouldn’t normally think of, like having the right Dudes to allow you to draw extra cards.

Once everyone passes it’s Sundown and, if no one has won by controlling more of the town than any other player has influence to stop them, then you reset and prepare (draw cards) for another day.

A turn of Doomtown Reloaded often seems to play out a story not unlike a weird western full of town building, odd folks, gadgets, gunfights, mines, hucksters, outlaws, and lawmen.

As a casual board, non-deck building gamer, I consider Doomtown Reloaded to be a great game that will see a lot of play time with my friends before we even think about creating our own decks.

Though I believe this review to be fair and objective, I feel obligated to provide the following information. This review was written using a print and play copy of the game provided by Alderac Entertainment Group. I was a alpha play tester for AEG on expansions for this game. I was not a play tester on this core set. I have been a member of AEG’s demo team, “Vanguards”. No compensation for this review was involved.

c2014 by Richard A. Edwards