Star Wars: Imperial Assault
Imperial Assault casts you and your friends into the climatic events following the Death Star’s destruction above Yavin 4, and offers two full game experiences within the Star Wars saga.
60m - 120m
2 - 5 Players
Ages 14+
adebisi
Thanks a lot FFG for yet another crappy rulebook. Sure, it is true that the system has been streamlined from previous generations of dungeon crawlers (Descent and Doom), but the way it is presented to the players is rubbish. The rulebook has an onion structure distributing all essential information of a rather simple game over tens of pages. Another weak point is the infinite levels of pain the setup induces. Sure the game is beautiful but the search for the right bits and pieces is a quest of abysmal frustration. Oh why could not you just make a pile of generic pieces instead of individual ones. In the end we got sick and tired of the setup and trying to find the information we needed. Without giving it further thought we covered the gaps in the rules with our own and quickly grabbed a bunch of troops and cards to play with. Once the game finally started, it shone like only a star could. Take my word with a grain of salt though. After all those brain burners, a fast paced dice fest always welcome to my table. I do not mind if the game does not offer the cleverest of mechanics as long as offers a retreat to another universe. If you fancy a game calling for deep thinking, skip this one. You will just ruin the experience with your analysis. But should you enjoy quick decisions based only on your intuition, you might find Star Wars Imperial assault a rather refreshing experience.
Addboilingwater
War Heavy Strategy (5) 2 Play Styles; Campaign Or Skirmish. Campaign (5): DM vs 4, Classic Dungeon Crawler With Guns. Uses Line Of Sight, Card Activation, Round Timed Missions & Events, Dice Rolled Fighting Skirmish (2): Has Mission Onjectives. Secondary To The Original Many Add Ons
12from1
Original rating: 4 - Dated: 2015-04-29 I should have known that games that require a dungeon master are not for me. Couple that with lots of fiddly rules and multiple aspects to keep track of with no real rhyme or reason, and you end up being one of the most dissapointing games I've played in awhile. I want to like this game, but its like the really cool looking bottle of wine or beer with a cool label, yet tastes terrible and leaves a bad taste in your mouth. What I did like: the maps and minis. Everything else in this game either requires learning too many rules that aren't intuitive or waiting through significant scenarios for meager rewards. It's not as deep as the Star Wars RPG's I grew up playing, and it's not as fun as battling with the Star Wars minis. I'm sure i'm in the minority, based on the BGG rating, but this game just isn't what I thought it could be, and wasn't all that fun. Updated Rating: 5 - Dated 2017-03-10 I am starting to soften on my stance with this game. Originally, I had rated this at a 2, but that was unfair. It was due mostly to having played the game (campaign) with two different groups, where in one, the DM was very unfair, leaving out explanations of rules, and not working very hard to correct obvious mistakes we made as Rebels, the other being a group where the two other players (one the DM, the other the Wookie) seemed content to have their own in-jokes, and own RPG-Lite going on, irregardless of me, or the campaign we were playing. That soured the game for me. I updated the rating to a 4, because it was unfair to judge the game on the players I played with. After having restarted the campaign (this time as the DM) with a group I enjoy playing with, the game is fun. But what I've already stated about fiddly rules are still true. The rule book comes out once a scenario, even after multiple plays. There are some things in the game that don't make intuitive sense, and in some cases, detract from the theme. I will, however, keep playing now that I've got a good group to play with. I'm also hopeful that the eventual app fixes some issues with how to build and maintain a campaign, and that the rules come a bit more naturally after multiple additional plays. EDIT: updated rating to a 6 after playing many skirmish missions. This seems to be the "best" mode of the game - although the rules issues still plague this version of the game as well. If I were to make this game over, I'd strip out half of the rules requirements. Battles should be seamless and easy (similar to Memoir '44, for example).