Thank you for this great video - kinda late reply but one question to clarify a rule: We play in a manner that the rebel player in phase 1 needs to assign leaders to all missions before the imperial player is doing this. In the rules I cannot follow, why you do this in turns. Or is it a house rule? It sais missionS... Thanks a lot again! (quote:'The Rebel player starts by assigning any of his leaders to missions. When he is finished, the Imperial player assigns any of his leaders to missions.')
Me and my son just got this game, and love it! Best 2 player game I ever played.🤘 Great how to play video as well!😃👍 Why do the assign phase in turns though? We do the assignments at the same time, then taking turns after that with the rebel player start resolving.
The opposing leaders do NOT need a matching skill in order to oppose. They simply won't roll any dice and the attempting leader must get 1 success or more
In the Assignment phase, the Rebel player and Imperial player do not take turns assigning a mission until a player passes doing so, the Rebel players assigns first and the Imperial player last. From the rulebook: The Rebel player starts by assigning any of his leaders to missions. When he is finished, the Imperial player assigns any of his leaders to missions. & After the Imperial player finishes assigning his leaders, players proceed to the Command Phase.
ปีที่แล้ว +9
This game is not that complicated but somehow I find it very hard to grasp, especially the flow of of turns. I've watched a bunch of rules videos and yours is the best by far! Clear, conscised and organized. And the all-in-one is so useful. Thanks :)
Just a heads up, opponents do not need to choose matching decks before the beginning of the game. Each chose whether they want to use the base game deck or expansion and then reveal simultaneously what they've chosen. So the Rebel player could potentially choose base while the Imperial player chooses expansion, or vice versa.
Thanks for amazing video. Helped me a lot to refresh memory on the rules. Have some points on the video: 5:30 - I haven't seen any rule saying that you have to play same set of missions (i.e. haven't seen it says either both play original or both have to play expansion missions). 14:23 - You CAN oppose mission even if you do not have matching icon. In such case player attempting mission has to roll at least 1 success. 19:08 - Units also cannot be deployed in sabotaged system.
I wasn't aware of the rule "you cant retreat if theres a death star at the location". So I looked it up and it's true but only applies to the imperials. I think interdictors prevent rebels from running if i remember correctly.
Great video, thank you! My brother and I hate having to sort out all the mission cards and "pick one" and one thing we have done since reading about it on BGG it to just use each unique card in both the Vader deck and the original deck, and just make that the permanent deck. It allows for great variety and makes setting up just a bit easier.
oh so there are no duplicate cards in your mission deck? Interesting that sounds neat.
ปีที่แล้ว +5
@@TheJodoCast yeah I've seen this houserule + instead of drawing 2 missions during refresh you draw 3 put 1 in the bottom, to cycle faster through the bigger deck
Base game combat is excellent as it includes unknown cards. The expansion is a tad more deterministic while also including more unit specific abilities
Oh boy. They're very different beasts. Outer Rim is definitely better with 3-4 players. Rebellion is best with 2, though you can toss in up to 4. I guess in my brain, each game exists on a spectrum: Strategy/Plotting/Braining Narrative/Fun/Goofiness They're both loaded with all of those things, it's just what the Ratio of those things are. Outer Rim is faster and tends to have more laughs than Rebellion, so it gets my pick of which one I favor, but that's only because YOU MADE ME CHOOSE!
@@TheJodoCast Thank you for your detailed response. Although I apologize for forcing my moral dilemma on you, I have no regrets. THE PEOPLE NEED TO KNOW!
We are having trouble understanding one of the tactic cards. The Draw their fire card: until the end of the combat, during space battles, you resolve your attacks after the imperial player. Does this mean i get to re-roll the dice for a second time? Thank you for explaining 😊
That is only good if you're the attacker, who normally rolls first. Because when going first, none of your units are wounded, which means any dice that roll the icon that lets you heal will be worthless. Rolling second gives you the chance to heal your troops.
Besides Corsucant and Cato being next to each other but not adjacent are there other planets like this? Is that because there are 2-3 lines between them?
I have a Death Star question. If the Imperials fleet including the Death Star activate a system which happens to be the Rebel Base, does the Combat Round commence immediately or do I have the opportunity to play a "Superlaser" mission card and blow the planet up? If the combat phase initiates, do I get the opportunity to play the Superlaser card at the end of 1 space and 1 ground round? When can I use the Superlaser mission card? In my most recent game the Rebel player ha the opportunity to use the Death Star Plans card after every Space battle round and I was under the impression that I couldn't use the superlaser until the combat was all resolved which was frustrating. Please Help
Activating a system with enemy units immediately starts combat. You can't play Super Laser until your next turn. So you start combat. Resolve combat. Opponent gets a turn. Then your turn, time to super some lasers. Can't blow up a planet mid-combat sorry. The advanced combat card from the expansion will let you wipe out an entire capital ship tho!
I am having trouble understanding how to defeat the Rebel base by blowing it up. After you activate the system with the Death Star and a Fleet, does the space combat need to be compete(no more rebel fleet) before I can use the super laser online project card, can I use it after 1 round of space combat and 1 round of ground combat?
Gotta be after combat. But the death star means you don't need to bother with boots on the ground. Just clean up the space arena and then blow the planet away later.
Hi! I'd like to ask: if the objective card I draw says "start of refresh phase" and I've already completed the objective, does this mean I can play it immediately or I have to wait until the next refresh phase? Like the "Inspire sympathy" card: if there are destroyed planets and I draw this card I can immeadiately use it?
Objective cards are played at the Start of the refresh phase. Objective cards are Drawn in step IV of the Refresh Phase, after the window to play them which is before Step I. So no you can never play an Objective card the turn you draw it as the window has already passed at that point.
@@TheJodoCastOh, I didn't think you'd answer, but I'm so glad you did! I recently played the game as the empire and was about to destroy the rebel base next round with the death star, but then my opponent got this card (I had already destroyed 2 planets, enough for the rebels to win) but still destroyed the base. We still had this doubt if it was valid tho. Thank you so much for making this clear!
I agree base combat rules are like risk, you can have numbers but blindly fight, hoping good cards and rolls. Expansion let's you strategise what to use, and guess what enemy might use. Still dice rolls but one good timed card can turn a battle to your favour. I also recommend expansion because of this, not only variety but different, enhanced combat.
Thank you for this great video - kinda late reply but one question to clarify a rule: We play in a manner that the rebel player in phase 1 needs to assign leaders to all missions before the imperial player is doing this. In the rules I cannot follow, why you do this in turns. Or is it a house rule? It sais missionS...
Thanks a lot again! (quote:'The Rebel player starts by assigning any of his leaders to missions. When he is finished, the Imperial player assigns any of his leaders to missions.')
You are correct! I did it wrong in the video! 😬
Good catch! I appreciate the correction
Me and my son just got this game, and love it! Best 2 player game I ever played.🤘
Great how to play video as well!😃👍
Why do the assign phase in turns though?
We do the assignments at the same time, then taking turns after that with the rebel player start resolving.
The opposing leaders do NOT need a matching skill in order to oppose. They simply won't roll any dice and the attempting leader must get 1 success or more
In the Assignment phase, the Rebel player and Imperial player do not take turns assigning a mission until a player passes doing so, the Rebel players assigns first and the Imperial player last.
From the rulebook: The Rebel player starts by assigning any of his leaders to
missions. When he is finished, the Imperial player assigns
any of his leaders to missions.
&
After the Imperial player finishes assigning his leaders,
players proceed to the Command Phase.
This game is not that complicated but somehow I find it very hard to grasp, especially the flow of of turns. I've watched a bunch of rules videos and yours is the best by far! Clear, conscised and organized. And the all-in-one is so useful. Thanks :)
Just a heads up, opponents do not need to choose matching decks before the beginning of the game. Each chose whether they want to use the base game deck or expansion and then reveal simultaneously what they've chosen.
So the Rebel player could potentially choose base while the Imperial player chooses expansion, or vice versa.
Thanks for amazing video. Helped me a lot to refresh memory on the rules. Have some points on the video:
5:30 - I haven't seen any rule saying that you have to play same set of missions (i.e. haven't seen it says either both play original or both have to play expansion missions).
14:23 - You CAN oppose mission even if you do not have matching icon. In such case player attempting mission has to roll at least 1 success.
19:08 - Units also cannot be deployed in sabotaged system.
great video, haven't played this in a few years and not with the expansion. Playing tomorrow night and this helped refresh me on the rules!
Thanks for this instructional video. Just picked up the game and the expansion, and it is very useful to see a how to play for those two combined.
I wasn't aware of the rule "you cant retreat if theres a death star at the location". So I looked it up and it's true but only applies to the imperials. I think interdictors prevent rebels from running if i remember correctly.
Great video, thank you! My brother and I hate having to sort out all the mission cards and "pick one" and one thing we have done since reading about it on BGG it to just use each unique card in both the Vader deck and the original deck, and just make that the permanent deck. It allows for great variety and makes setting up just a bit easier.
oh so there are no duplicate cards in your mission deck? Interesting that sounds neat.
@@TheJodoCast yeah I've seen this houserule + instead of drawing 2 missions during refresh you draw 3 put 1 in the bottom, to cycle faster through the bigger deck
Awesome video mate! We just got the game and expansion and you made it super easy to understand. Thanks!
Oh god, thx alot. ive finally understood how to do combat
Base game combat is excellent as it includes unknown cards. The expansion is a tad more deterministic while also including more unit specific abilities
Great how to video! I just picked this game up so it's exactly what I needed. Do you have a preference between this game and Outer Rim?
Oh boy. They're very different beasts.
Outer Rim is definitely better with 3-4 players. Rebellion is best with 2, though you can toss in up to 4.
I guess in my brain, each game exists on a spectrum:
Strategy/Plotting/Braining Narrative/Fun/Goofiness
They're both loaded with all of those things, it's just what the Ratio of those things are.
Outer Rim is faster and tends to have more laughs than Rebellion, so it gets my pick of which one I favor, but that's only because YOU MADE ME CHOOSE!
@@TheJodoCast Thank you for your detailed response. Although I apologize for forcing my moral dilemma on you, I have no regrets. THE PEOPLE NEED TO KNOW!
Excellent how to play video
Great job, this tutorial is clear and easy to follow. Thank you!
That’s an excellent and instructive video
We are having trouble understanding one of the tactic cards. The Draw their fire card: until the end of the combat, during space battles, you resolve your attacks after the imperial player. Does this mean i get to re-roll the dice for a second time? Thank you for explaining 😊
That is only good if you're the attacker, who normally rolls first. Because when going first, none of your units are wounded, which means any dice that roll the icon that lets you heal will be worthless.
Rolling second gives you the chance to heal your troops.
Besides Corsucant and Cato being next to each other but not adjacent are there other planets like this? Is that because there are 2-3 lines between them?
Cato Neimoidia and Coruscant seem to be the only two planets that are close but not adjacent in that way
Quick combat question: so does the attacker benefit much less from healing because they haven’t been attacked yet?
Correct. That's why there's combat cards that say "until the end of combat you get to go second" or something like that
Is there any way to use the base game cards and units and use the rules of the expansion without owning?
Without the Expansion you won't be able to use the Cinematic Combat cards which IMO is the biggest benefit of the expansion
I have a Death Star question. If the Imperials fleet including the Death Star activate a system which happens to be the Rebel Base, does the Combat Round commence immediately or do I have the opportunity to play a "Superlaser" mission card and blow the planet up? If the combat phase initiates, do I get the opportunity to play the Superlaser card at the end of 1 space and 1 ground round? When can I use the Superlaser mission card? In my most recent game the Rebel player ha the opportunity to use the Death Star Plans card after every Space battle round and I was under the impression that I couldn't use the superlaser until the combat was all resolved which was frustrating. Please Help
Activating a system with enemy units immediately starts combat. You can't play Super Laser until your next turn. So you start combat. Resolve combat. Opponent gets a turn. Then your turn, time to super some lasers.
Can't blow up a planet mid-combat sorry. The advanced combat card from the expansion will let you wipe out an entire capital ship tho!
I am having trouble understanding how to defeat the Rebel base by blowing it up. After you activate the system with the Death Star and a Fleet, does the space combat need to be compete(no more rebel fleet) before I can use the super laser online project card, can I use it after 1 round of space combat and 1 round of ground combat?
Gotta be after combat. But the death star means you don't need to bother with boots on the ground. Just clean up the space arena and then blow the planet away later.
Hi! I'd like to ask: if the objective card I draw says "start of refresh phase" and I've already completed the objective, does this mean I can play it immediately or I have to wait until the next refresh phase? Like the "Inspire sympathy" card: if there are destroyed planets and I draw this card I can immeadiately use it?
Objective cards are played at the Start of the refresh phase.
Objective cards are Drawn in step IV of the Refresh Phase, after the window to play them which is before Step I.
So no you can never play an Objective card the turn you draw it as the window has already passed at that point.
@@TheJodoCastOh, I didn't think you'd answer, but I'm so glad you did! I recently played the game as the empire and was about to destroy the rebel base next round with the death star, but then my opponent got this card (I had already destroyed 2 planets, enough for the rebels to win) but still destroyed the base. We still had this doubt if it was valid tho. Thank you so much for making this clear!
For first play...would you recommend the expansion or base version?
I recommend the expansion because it really changes up combat for the better.
I agree base combat rules are like risk, you can have numbers but blindly fight, hoping good cards and rolls. Expansion let's you strategise what to use, and guess what enemy might use. Still dice rolls but one good timed card can turn a battle to your favour.
I also recommend expansion because of this, not only variety but different, enhanced combat.
Combat is way different in the base game.
Shame you throw your politics into the mix before the first minute runs out. Downvoted.
hate to break it to you but the empire are the bad guys
starwars.fandom.com/wiki/Fascism
😂