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+
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).
Albatrocity
My first play of this, unitizing the tutorial from the new app, was an unpleasant experience. I’m hoping that future plays with a human overlord improve my experience.
adamken47
The only game that I have painted the miniatures for. That should show how much I enjoy it. The joy of Star Wars distilled in a box. Many adventure games and dungeon crawlers can become over-full of book-keeping and die-modifications, to the point in which it can feel exhausting. Some players greatly enjoy this aspect of gaming. However, it just wouldn't feel right to have a Star Wars game with the same sort of barrier to entrance. I think Fantasy Flight has done a wonderful job of streamlining the dungeon experience and creating a game that heavily suggests the feeling of a Star Wars skirmish. The amount of gameplay and longevity is also incredible, supporting a campaign mode with enough story and progression to feel depth, as well as a fast-paced skirmish mode that is great for little one-offs. The support for the main game, through miniature expansions, is also admirable and the amount of content you receive in cards and skirmish scenarios justify the price and show that Fantasy Flight is creating win-win situations for the company and for fans.