Hi guys! Great play through, one critique though: the rebels can only use ONE objective card per combat and refresh phase as per the rules in learn to play rulebook pg. 11. Sam scored ~2 points at a few refresh phases I believe. It may be the reason the rebels keep winning, lol. Fantastic game though thanks so much for the video. PS loved the movie clips!!
This game was awesome! Star Wars in a box and even better with the expansion. Thank you guys for bringing an awesome game to the table and bringing many great moments and laughs along the way!
I like how Sam's units and leaders are all arrayed into neat rows while Tom's are just heaped about all over the place. Also, do another play-through! I know you guys are busy and do tons of videos every week, but I need more Rebellion!
Correct me if I'm wrong but I think Sam played the Infiltration mission card wrong the whole game... Card clearly states look at the top 2 cards and put one on top of the deck and one on the bottom... I think he always just took the card immediately which only would happen in the refresh fase...
At the 0:54 mark Sam clearly started with Rebel units in multiple locations on the board. The rules state on page 15 Section 8, III in the Rules Reference Guide for the advanced rules: The Rebel player may place units at his Rebel base in ONE Rebel or neutral system. Sam had Rebel units in 3 locations as well as his Rebel base. This also helps him get his first objective complete at 10:16. Even though we all agree that the Rebel base is not a system so he shouldn't have been able to turn that objective in anyway.
Sam is awful crusty about "luck" in the first few turns. Does he not know that the Empire is set up from the get-go to have a numerical advantage? He doesn't seem like he showed up in the right frame of mind to play the rebels. It seems like he wants to go toe-to-toe with the empire and win through strength of arms.
Infiltration does not allow the Rebel player to draw additional Objective Cards, only re-order the deck. I couldn't tell if Sam was actually retaining one of the two cards, but if he was that could potentially be a major advantage.
If someone made a alternite reality star wars movie the final scene would be like. Err... first the death star. Luke: Don't worry random pilot, I will use the force to help you! When they arive on Yavin. Mon Mothma:Look! Everyone is sending us supplies and troops! Han Solo: Does that mean? Luke:Almost every planet has joined the Allience! Then it shows the rebellion beating the Empire. And someone saves General ForgotHisName.
I LOVE these play throughs! I know you said you don't like all the bad comments on the live plays but recorded like this I think they're great! Even if you only showed the board the entire time with no editing, if you published a playthrough for each of the games review I think it would be awesome and draw a lot of views. I know I would watch all of them!
My first playtrough of this game was last weekend, and I was playing the Rebels, and I felt really trapped. I had no idea how to best use my leaders, I felt overwhelmed by the ammount of new units the Imperial Player was bringing every production round and I lost miserably. I need to play it again! I felt the urge to write this here when I heard Tom saying that they have never seen the Imperial player winning this game and I was like "whaaaat?"
06:59 - you threw the diplomacy die only for Tarkin, whereas you should for ALL leaders including the emperor. This is the upside of making mission "combos" in systems, where you already have a leader.
Been dying to see this game in action ever since I learned about it. Fantastic 2 hour vid, ty for posting this. March 31st can't possibly get here soon enough.
This was fun to watch. It looks like an amazing game. I hope to play it sometime soon. I get a little whiney when my strategy is undone by pure luck rather than strategy. In fact, I think most people are that way. Thanks for posting this. I would like to see Sam play the Imperials.
I wonder if extra dice will become available for purchase. Not that more dice are needed to play, but it would just be nice having a set of dice on each side of the table, so you don't have to pass them across the table all the time, especially during combats, where there is a lot of back-and-forth. When we played, we kept saying that more dice would be nice. It's almost like having two of those movement rulers in Star Wars: Armada... just makes it easier. :-)
That's fair though. if you decide on a particular way of interpreting a rule you find unclear, or any other house rules, you have to keep those rules consistent throughout all your games. Tom may not have been intentionally changing the rules to his favor, but calling it out when an agreed upon interpretation is changed is perfectly fair.
agreed .... Sam's a sore loser, specially DURING a game ... always whines, and he is always in that "feeling LOW" mood :) On the other hand, When he is winning he is also manipulating people (other players) that others are winning, to try to avoid being targeted by catch-up mechanics :D I am wondering how many of the games where he loses due to sheer luck or players targeting him, he actually enjoys :)
I think you're playing a rule wrong. As far as I have understood it from the preview of the rules, units cannot EXIT systems where a leader is placed, you can however activate (move units to) a system where there is a leader. From the FFG preview "Prepare for Ground Assault", under the section "Theaters of war": "If you have multiple leaders in the system, such as you might if you use one leader to activate a system where another leader had previously attempted a mission, you use only the highest space and ground tactic values. You do not add your leader's tactic values together." Which means that you can combine two leaders: One great admiral and one great general, to perform the perfect tactical attack.! But you can't move units out of a system where a leader is present, because units would be able to move twice if they could. I don't have the rulebook, so I don't know for sure. But it seems like this is the case in the preview.
+Jonas Vestergård isn't that how they played? They only said you can attempt missions in a location with another leader. Other than that it follows TI3 rules as far as I know.
Tom definitely had the rule backwards. You can't move units OUT of a space containing a leader but you can put a leader in a space with another leader and then activate that space to move units into it. You could, for example, do a mission on a particular system with a good fighting leader. Then later on use another leader to move troops into that system and the first leader will use his or her command values to draw tactic cards. Or you could use one leader to invade a spot and then have another leader perform a capture mission to capture an enemy leader and ALL the leaders in the space contribute to the capture attempt.
+Hedgehobbit and in the case of missions you combine ALL the leader's (in the system) pertinent symbols when rolling for success. This is an often overlooked rule but can guarantee a successful mission attempt if you only assigned one person to a mission but sent them to a system containing two other leaders with the same symbols (from earlier attacks, missions, oppositions). In the case of combat though, yeah - you only draw space/ground tactics from the SINGLE highest values on your leaders present in the system. And yeah, no moving out of the system.
Sadly that move was against the rules.. that card states that you can use one of your ships' hitpoints but the deathstar is a space station. Maybe this rule is only in the newest edition of the game which I got last week.
2.5 hour playthrough is pretty good. I played for the first time last night and after explaining everything, playing, rule-checking, playing, rule-checking, etc. We would up at a healthy five hours. I still had fun though and I know it will be much shorter the next time around. Tons of reference book checking.
Been ages since they did this but, straight away, they made a mistake from the start with Sam having Rebel units on more than One System in setup (they can only deploy in the Rebel base and/or ONE Rebel Loyal or Neutral System). Thus the first Objective gained on turn 1 should not have happened. And he DEFINATELY shouldn't include the Rebel Base because its not a system - its a Space. I do love this game, but 10mins in and seeing the error made in the setup changes the rest of the game big time. Sorry Tom and Sam. Would love to see you guys redo this knowing the full rules (and if Sam could smile a bit more and be more happy and less somber :P ), but as is - can't go past the first 10mins of this 2 hour game.
As empire you need to spread out and take the entire galaxy. Never let the Rebels hold planets. Never put Star Destroyers or Assault Frigates with your Death Star because you only have so many ships that can move ground units as the empire. There were a few rules you got wrong but it was still fun to watch. Star Wars Rebellion is my number 1 game of all time.
When you attempt a mission with a leader of the same attribute, you add up the total. Early game with palpatine and grand moff for loyalty of correlia, you rolled only one die when the total you were supposed to roll was 4.
Wait, did you just say "you cannot move to a system that allready has a leader in it" ? As that is really not true. You cannot move units out of a system that has a leader *in* it. You can move units out of the same system several times, or move into the same system several times. This is the main thing rebels need to use, do your missions in the system where the imperial has his troops. If he blocks it, fine, but his troops stay there. That means a lot of your missions suddenly are not blocked or get an even better result, a non-moving imperial.
Lex Sietses didn't think of that tactic while playing as the rebels my first play through. I still won but I'm gonna try to win again as the rebels of course.
Also untrue. The rulebook states: "A player cannot move units out of a system that already contains one of his faction’s leaders". This is designed so that you cannot chain movement with your leaders across the entire game board in the same turn. The opposing leaders have nothing to do with your movement. Therefore the opposing faction cannot restrict their opponents unit movement by placing leaders into the opponents units.
@@SmokeRingHalo He's talking about getting the Imperial player to try to block a mission, thus putting an Imperial leader in the system. Then he can't move troops out of that system.
Yes, "the Empire can win," as you mention at the end. I did last night. It helped neither of us had played before, but I pulled it off. Turned Han Solo to the dark side, captured Mon Mothma, subjugated numerous planets and finally found the damn Rebel base. He was no match for my superior army and General Veers.
The problem is the number of possible planets to be explored in less than 14 turns (if the rebel player is good with objectives). Of course, if the Empire finds the base quickly then they win, but they won't often find it until 2-5 turns are left - not including extra victory points. Its hard for the Empire to win.
This will be my first purchase this year. But what other game/s would you recommend that is due out in 2016 to keep an eye out for. We are a group that loves in depth thematic games with a Sci Fi or Horror flavour?
At 44:50 you have a red dice rolled with the 2 successes or special. You say it’s a miss. The blank is a miss right? Where does it say in the rules reference or learn to play that whilst resolving a combat that the special dice that allows you to use a tactic card is a miss?
23:00 You shouldn't have been able to use the interrogation droid as vader. It's three blue icons. The only Imperial leader who can do it is Colonel Yularen.
In that 24 minute mark, when Sam names 3 systems and Tom bursts in laughter. I thought Tom would say that 2 of those systes were the droid cards he drew already. And this could happen, right? Like the time me and my wife were playing Fury of Dracula (the 3rd edition) and in the second round she got an event in which she could name a city and I should reveal the card, and she named the exact city I was in.
If I remind correctly, in one of the Dice Tower Q&A, it was said that during the assembly of videos from contributors, the host had to check that no copyrighted music was used ... and you use extract from Star Wars movies for this play-through ??!! Have I missed/misunderstood something ?
+Xahendir Stras I have checked on it, and while UA-cam cracks down on music, short video clips seem to be okay. Notice I dimmed or cut out the music in those clips. :)
I have never seen the imperials win on any channel, played it 5 times so far and each time Rebels won. Very balanced game however I feel like the imperial player needs to be really switched on in order to win. Very addictive game though. Hoping to see an expansion in the future.
The problem is with the setup. The rules state that you place the starting units in the Rebel Base and/or one Rebel or neutral system. He had his units scattered on all his systems.
What's with Sam adding Rebel Loyalty to Ryloth when his base in uncovered there at 53:37?
9 років тому
If you meant officer uniforms Sam, white is for Military Intelligence officers. Tarkin is a Moff which is basically a regular military governor of a sector. Ironically, Tarkin was the one who designed the officer uniform for the new Empire. The only others that wore white unis were the Grand Admirals which in fact are considered a different design than the officer uniforms. Some posers who wanted to show a sign of power also wore the white unis even though they weren't Grand Admirals.
I know this is older than dirt but people may be watching. Rebels hidden base does not count as a total system count. I know because I had wanted to play that objective card (About 10 minutes in) time and time again.
Looks like Rapid Mobilization is very strong... are you sure the Establishing of a New Rebel Base is a Resolve? I'll play it 1-3 times before I decide, but there might need to be a House Rule saying 'attempt' instead of 'resolve.'
+Llamad Mow No the game wouldn't work without that being a resolve or make any thematic sense. However it's activated in the activation phase but you don't actually move the base until the cleanup phase. So the empire (who usually has more activations than the rebels and the rebels go first) will have a lot of chance to jump on the base. And moving a base burns you a location. Unless it's already revealed. In which case your base moves naked. And you can't move to places with imperial troops (or influence I think) meaning if the empire plays right they can keep rapid mobilization from working. If you want to stop the rebs from moving their base then do that.
David Umstattd Well, I said I was going to play it through a few times first, obviously. We'll get around to it shortly and then I'll determine whether it's needed or not.
+David Umstattd The New Rebel Base cannot go where there are Imperial troops or Imperial Loyalty markers. Any empty planet is okay, so if you can use a mission to eliminate a single troop on a subjugated planet, that can be used during the Establish New Base assignment. Did that last night and it worked great!
You guys should look at the rules again about how you pre-allocate hits to units, including over allocating hits on units before the non-rolling player plays their defensive cards. You had the dice to allocate 3 hits to each X-wing, preventing a single block two hits card from saving either one.
+Ben Rankin That was a mistake on his part, not a rule mistake. We didn't allocate hits improperly according to the rules. He had to assign all hits, then I have a chance to play a card (or cards). He had four black die hits, and since he used only those to go after the X-Wings, I was able to save one of them by playing the "Outmaneuver" card, which allows me to block up to 2 hits. He fixated on blowing up the Mon Calamari Cruiser, instead of making sure I didn't have any fighters left at the end of a round of battle...THAT'S where he messed up, not the rules.
+Sam Healey Agreed, I didn't mean to make it sound like a rules mistake as much as a mis-play. Great game on your part. 3 red crits plus the 4 black hits was plenty to spread around on the fighters.
Yeah, blowing up the Death Star was worth 2 reputation points, which equates to 2 more rounds in the game (possibly)...so that is probably where he lost the game, in retrospect.
+Ben Rankin In his defense, though, there's no way he could've known that I had the "One in a Million" card in my hand. The chances of me rolling the correct die face were low, I'd imagine. I'd say he played in the Imperial mind-set well...;)
I think you guys misinterpreted the leader movement rules. You can deploy leaders to stop missions on planets. A different leader can move those units elsewhere, the rule is just that units cannot move more than once a turn.
BOOM! Blew up a deathstar.. nice one this. I gotta get it.. someday :D Thanks ever so much for the playthrough now I gotta go see the demo and rules intro, etc. Is it really that hard to play the Empire? PEW PEW PEW!! :D
I know this is very old. But I just got the game, so just watched. I couldn't in good conscience not put in a comment : the playing with dice and drumming on the table nearly drove me insane! Otherwise enjoyed watching a lot.
When he had Boba Fett and Vader on 2 missions, Boba Fett did the capture mission and Vader did the Interrogation Droid, but the interogation droid requires 3 blue EYEICONs, and vader does not have that does he?
Question to anyone who might know. When you activate a system to move your ships in, can you pull from more than one system while doing it? At 40 minutes Sam attacks with 3 ships. Could he also have pulled the one x-wing from Malastare into that attack?
I really like the play-through. Really well done and very entertaining. It goes somewhat to filling the void of not owning this game yet :P Planning on doing any more play-throughs for Rebellion or does your schedule not really allow it?
I may be late to the party here, and this may have been mentioned before, but around the 47 minute mark, when Tom succeeds in his mission, it should have made the Rebel controlled system neutral. Tom would need to play the mission again next turn in order to then make it loyal to the Empire.
I have a quick rules question: You say a few times that you can't move troops into a system that already contains one of your leaders. I know you can't move from a system that contains a friendly leader but I hadn't heard of that other restriction before. Is that how it works?
+3ThreeHeadedMonkey Funny. Other people think the other way around. That you aren't allowed to move into a system with a friendly leader but you're not able to move out of a system that contains a friendly leader. I imagine it follows TI3 rules. So neither moving in or out.
It's really tough to watch all the mistakes. You start on one system as Rebels. Rebel base isn't a system. You don't draw an objective from Infiltration. Leaders stop you from moving OUT of a system, not INTO a system. And that's just the first 20 minutes. Come on, guys. It's a complex game, but it's not THAT complex.
I'm here to find out if your opponent's leaders are used up, how do they respond to invasion? Ie how does someone persecute a war if they don't have a leader in the Leader pool, if you are attacked? Somehow I missed that rule.
If for whatever reason he already have leader there in the system he commands the troops. If none there and none in the pool (or you choose not to send) the troops fight alone:no extra cards (they can still roll special X usable to get a card ), and no possibility to retreat (that needs any leader present in the system). If leader there or sent from pool but have no tactics value then same as above, no extra cards.However retreat is possible. If more then 1 leader with tactics values there use the higher number to draw cards.
They had over 100 Squadrons of Tie fighters on the death star but Tarkin refused to release them as he believed the Dead Star was indestructible. Darth Vader took to the air with his personal squadron who Tarkin had no authority over. Hence the small ship vs ship battle.
If both players have land and space units, you need to do: - 1 round of space battle - 1 round of land battle - Destroy units - Retreat if you wish - Repeat
That card is a two-use card. The one half that he read had to deal with the "if the base is not revealed". The second half is about establishing a new rebel base. The more in-depth rulebook talks about this in more detail.
Does anyone know what happens when the Rebel player passes and then the Empire passes but both have missions they still want to play, how do we decide who as to play their last leader first? This is especially important for the card that allows them to change bases. Also I noticed that Sam could have put two ion cannons on Ryloth and the same for generators, it looks like there is no limit. Also on battles can you play all your cars available that don't have a crossed sabers display or is it one per turn?
The moment you pass, you cannot play missions anymore. "A player can pass at any time. After a player has passed, his turn is skipped for the rest of the Command Phase. After all players have passed, players proceed to the Refresh Phase" All you can still do is counter missions on the other players turns, but the moment both pass, the round is over. Indeed, there is no limit on number of buildings besides the number of miniatures the game has (three of each). And yes, in battles you can play all cards that do not require a tactic roll.
Pretty sure the Rebel Base does not count as a system by itself. You can have units on the planet where the Rebel base is, and that would count, but the rules say the Base is not a system.
I thought that one can only play one objective card for each battle and only one at each start of the refresh phase? I did this wrong during my first play. I enjoyed the playthrough nevertheless. The overall rules are not to hard, but I think the devil lies within the detail in every Fantasy Flight game.
forgot to deploy the imperial units last turn...which is why sam didn't choose hoth cause its right beside a subjugated system ...anyway terrific game I bought it because of this video
Oh not sure if anyone said this but Tom is wrong when he tells Sam he cant retreat from the Death Star, which he can the Empire Death Star cannot but other units can.
This is incorrect. The imperial cannot retreat from a system that has a death star in it. Rules say " If the Imperial player has a Death Star in the combat, he cannot retreat any of his units." (page 15 of the rulebook)
So is using leaders to daisy chain moves into different sectors not legal in this game? edit: so I guess the rule is that a unit can't move more than once a turn? that seems like it could be a huge pain in the butt to keep track of.
+retromancer It's very simple as far as I can tell. Units can't move into or out of a system containing a friendly leader. We'll have to wait for the rules pdf to be sure.
Hi guys! Great play through, one critique though: the rebels can only use ONE objective card per combat and refresh phase as per the rules in learn to play rulebook pg. 11. Sam scored ~2 points at a few refresh phases I believe. It may be the reason the rebels keep winning, lol. Fantastic game though thanks so much for the video. PS loved the movie clips!!
This game was awesome! Star Wars in a box and even better with the expansion. Thank you guys for bringing an awesome game to the table and bringing many great moments and laughs along the way!
I like how Sam's units and leaders are all arrayed into neat rows while Tom's are just heaped about all over the place.
Also, do another play-through! I know you guys are busy and do tons of videos every week, but I need more Rebellion!
That was a great game guys! Thank you for taking the time to do a complete play through for us.
BIG THX guys for doing this !!! This will probably soon become one of my most expensive games in my collection. Your fault:-)
is that THX1138 ?
@@DreadnoughtAdventure hahah cool reference! 😂
Correct me if I'm wrong but I think Sam played the Infiltration mission card wrong the whole game... Card clearly states look at the top 2 cards and put one on top of the deck and one on the bottom... I think he always just took the card immediately which only would happen in the refresh fase...
yup
At the 0:54 mark Sam clearly started with Rebel units in multiple locations on the board. The rules state on page 15 Section 8, III in the Rules Reference Guide for the advanced rules: The Rebel player may place units at his Rebel base in ONE Rebel or neutral system. Sam had Rebel units in 3 locations as well as his Rebel base. This also helps him get his first objective complete at 10:16. Even though we all agree that the Rebel base is not a system so he shouldn't have been able to turn that objective in anyway.
The Rebel base has to be on a system or the game cannot be played, ie the hidden card on the board is a system card.👀
yea there were a few mistakes but they had fun that's what counts
@@Gaming-Legends007 according to the rule book it doesn't count as an owned system
Sam is awful crusty about "luck" in the first few turns. Does he not know that the Empire is set up from the get-go to have a numerical advantage? He doesn't seem like he showed up in the right frame of mind to play the rebels. It seems like he wants to go toe-to-toe with the empire and win through strength of arms.
Infiltration does not allow the Rebel player to draw additional Objective Cards, only re-order the deck. I couldn't tell if Sam was actually retaining one of the two cards, but if he was that could potentially be a major advantage.
This is correct, and as far as I can tell Mr. Healy was taking one of the two objective cards which gave him an enormous advantage.
I like the cinema cutaways....and the amazing precision of the Death Star's primary cannon upon that poor rebel trooper.
+JChalant It's the only way to be sure...
+David Umstattd Isn't that Aliens?
If someone made a alternite reality star wars movie the final scene would be like. Err... first the death star. Luke: Don't worry random pilot, I will use the force to help you! When they arive on Yavin. Mon Mothma:Look! Everyone is sending us supplies and troops! Han Solo: Does that mean? Luke:Almost every planet has joined the Allience! Then it shows the rebellion beating the Empire. And someone saves General ForgotHisName.
I LOVE these play throughs! I know you said you don't like all the bad comments on the live plays but recorded like this I think they're great! Even if you only showed the board the entire time with no editing, if you published a playthrough for each of the games review I think it would be awesome and draw a lot of views. I know I would watch all of them!
My first playtrough of this game was last weekend, and I was playing the Rebels, and I felt really trapped. I had no idea how to best use my leaders, I felt overwhelmed by the ammount of new units the Imperial Player was bringing every production round and I lost miserably. I need to play it again! I felt the urge to write this here when I heard Tom saying that they have never seen the Imperial player winning this game and I was like "whaaaat?"
06:59 - you threw the diplomacy die only for Tarkin, whereas you should for ALL leaders including the emperor. This is the upside of making mission "combos" in systems, where you already have a leader.
Thank you for this info, this was an area of debate when learning to play last night
Didn't read all comments but you are only allowed to play one objective per refresh phase and one per combat...
Legendary playthrough guys. Thanx release date can not come quick enough
Been dying to see this game in action ever since I learned about it. Fantastic 2 hour vid, ty for posting this. March 31st can't possibly get here soon enough.
This was fun to watch. It looks like an amazing game. I hope to play it sometime soon. I get a little whiney when my strategy is undone by pure luck rather than strategy. In fact, I think most people are that way. Thanks for posting this. I would like to see Sam play the Imperials.
Christ, you should see me when my plan goes to shit in TI4 because of dice! Not a good look XD
I wonder if extra dice will become available for purchase. Not that more dice are needed to play, but it would just be nice having a set of dice on each side of the table, so you don't have to pass them across the table all the time, especially during combats, where there is a lot of back-and-forth. When we played, we kept saying that more dice would be nice.
It's almost like having two of those movement rulers in Star Wars: Armada... just makes it easier. :-)
its really a bummer just how down sam gets during it, makes it hard to watch with the whining about stuff when it doesnt go his way.
yeah big baby
Dragonzord "Last game we decided..." ugh
That's fair though. if you decide on a particular way of interpreting a rule you find unclear, or any other house rules, you have to keep those rules consistent throughout all your games.
Tom may not have been intentionally changing the rules to his favor, but calling it out when an agreed upon interpretation is changed is perfectly fair.
Exactly my thoughts.
agreed .... Sam's a sore loser, specially DURING a game ... always whines, and he is always in that "feeling LOW" mood :) On the other hand, When he is winning he is also manipulating people (other players) that others are winning, to try to avoid being targeted by catch-up mechanics :D I am wondering how many of the games where he loses due to sheer luck or players targeting him, he actually enjoys :)
I think you're playing a rule wrong. As far as I have understood it from the preview of the rules, units cannot EXIT systems where a leader is placed, you can however activate (move units to) a system where there is a leader.
From the FFG preview "Prepare for Ground Assault", under the section "Theaters of war":
"If you have multiple leaders in the system, such as you might if you use one leader to activate a system where another leader had previously attempted a mission, you use only the highest space and ground tactic values. You do not add your leader's tactic values together."
Which means that you can combine two leaders: One great admiral and one great general, to perform the perfect tactical attack.! But you can't move units out of a system where a leader is present, because units would be able to move twice if they could.
I don't have the rulebook, so I don't know for sure. But it seems like this is the case in the preview.
Great video by the way, can't wait to play it myself.! :)
+Jonas Vestergård isn't that how they played? They only said you can attempt missions in a location with another leader. Other than that it follows TI3 rules as far as I know.
Tom definitely had the rule backwards. You can't move units OUT of a space containing a leader but you can put a leader in a space with another leader and then activate that space to move units into it.
You could, for example, do a mission on a particular system with a good fighting leader. Then later on use another leader to move troops into that system and the first leader will use his or her command values to draw tactic cards.
Or you could use one leader to invade a spot and then have another leader perform a capture mission to capture an enemy leader and ALL the leaders in the space contribute to the capture attempt.
+Hedgehobbit and in the case of missions you combine ALL the leader's (in the system) pertinent symbols when rolling for success. This is an often overlooked rule but can guarantee a successful mission attempt if you only assigned one person to a mission but sent them to a system containing two other leaders with the same symbols (from earlier attacks, missions, oppositions). In the case of combat though, yeah - you only draw space/ground tactics from the SINGLE highest values on your leaders present in the system. And yeah, no moving out of the system.
+Hedgehobbit sorry, was replying to Jonas and see that you mentioned that later 😜
Great work! loved the play through, especially the cut scenes from the movie.
Thinking about this timeline of events is amazing. Rebellion in Mon Cala being ended by the Death Star near the beginning? Beautiful.
Sadly that move was against the rules.. that card states that you can use one of your ships' hitpoints but the deathstar is a space station. Maybe this rule is only in the newest edition of the game which I got last week.
Tom and Sam, really like the way you set this up please do again, I know you all have learned a lot from when you played here!
2.5 hour playthrough is pretty good. I played for the first time last night and after explaining everything, playing, rule-checking, playing, rule-checking, etc. We would up at a healthy five hours. I still had fun though and I know it will be much shorter the next time around. Tons of reference book checking.
Thanks Tom and Sam! Can't wait to watch this later :D
53:40 Sam doesn't get an alliance token in the rebel base system when the base is revealed. This guy has done so much against the rules this game
Been ages since they did this but, straight away, they made a mistake from the start with Sam having Rebel units on more than One System in setup (they can only deploy in the Rebel base and/or ONE Rebel Loyal or Neutral System). Thus the first Objective gained on turn 1 should not have happened. And he DEFINATELY shouldn't include the Rebel Base because its not a system - its a Space.
I do love this game, but 10mins in and seeing the error made in the setup changes the rest of the game big time. Sorry Tom and Sam. Would love to see you guys redo this knowing the full rules (and if Sam could smile a bit more and be more happy and less somber :P ), but as is - can't go past the first 10mins of this 2 hour game.
Zenvious Plays they didn't follow the advanced rules for starting worlds either. They are literally all over the map. I stopped watching immediately.
Yeah. I gave em about 30-45 mins before I had to quit. Shame too cause its a good game when you really know it fully.
It is in a system. But it is not, by itself, a system.
there is a reason sam is gone. he was a shitty player with a shitty attitude.
I might have sort of yelled at the screen that Ryloth is the planets that the Twi'leks are from.
+Nicholas Palmer I didn't recall that...obviously. Thanks for mentioning it!
+Sam Healey Its hard to remember everything. The one on the board I had to look up was Saleucami
Wrong...
As empire you need to spread out and take the entire galaxy. Never let the Rebels hold planets. Never put Star Destroyers or Assault Frigates with your Death Star because you only have so many ships that can move ground units as the empire. There were a few rules you got wrong but it was still fun to watch.
Star Wars Rebellion is my number 1 game of all time.
When you attempt a mission with a leader of the same attribute, you add up the total. Early game with palpatine and grand moff for loyalty of correlia, you rolled only one die when the total you were supposed to roll was 4.
Wait, did you just say "you cannot move to a system that allready has a leader in it" ? As that is really not true. You cannot move units out of a system that has a leader *in* it. You can move units out of the same system several times, or move into the same system several times.
This is the main thing rebels need to use, do your missions in the system where the imperial has his troops. If he blocks it, fine, but his troops stay there. That means a lot of your missions suddenly are not blocked or get an even better result, a non-moving imperial.
Lex Sietses didn't think of that tactic while playing as the rebels my first play through. I still won but I'm gonna try to win again as the rebels of course.
Also untrue. The rulebook states: "A player cannot move units out of a system that already contains one of his faction’s leaders". This is designed so that you cannot chain movement with your leaders across the entire game board in the same turn. The opposing leaders have nothing to do with your movement. Therefore the opposing faction cannot restrict their opponents unit movement by placing leaders into the opponents units.
@@SmokeRingHalo He's talking about getting the Imperial player to try to block a mission, thus putting an Imperial leader in the system. Then he can't move troops out of that system.
@@notjux Yes my comment was a response for his first paragraph in general, not his second paragraph that was specifically for blocking.
Good God Sam is bumming me out.
YES! Thanks for doing this! I was hoping you might do a "live" haha play-through. Nice video editing too!
Yes, "the Empire can win," as you mention at the end. I did last night. It helped neither of us had played before, but I pulled it off. Turned Han Solo to the dark side, captured Mon Mothma, subjugated numerous planets and finally found the damn Rebel base. He was no match for my superior army and General Veers.
The problem is the number of possible planets to be explored in less than 14 turns (if the rebel player is good with objectives). Of course, if the Empire finds the base quickly then they win, but they won't often find it until 2-5 turns are left - not including extra victory points. Its hard for the Empire to win.
You guys sounded so excited to be playing this game. Incredible work.
So awesome! Can't wait to play it!
This will be my first purchase this year. But what other game/s would you recommend that is due out in 2016 to keep an eye out for. We are a group that loves in depth thematic games with a Sci Fi or Horror flavour?
This game is epic ! The big death star battle was really great ^^ "That was one in a million !"
At 44:50 you have a red dice rolled with the 2 successes or special. You say it’s a miss. The blank is a miss right? Where does it say in the rules reference or learn to play that whilst resolving a combat that the special dice that allows you to use a tactic card is a miss?
23:00 You shouldn't have been able to use the interrogation droid as vader. It's three blue icons. The only Imperial leader who can do it is Colonel Yularen.
he used vader to capture sams leader...he may of used yularen for the interrogation card
In that 24 minute mark, when Sam names 3 systems and Tom bursts in laughter. I thought Tom would say that 2 of those systes were the droid cards he drew already.
And this could happen, right? Like the time me and my wife were playing Fury of Dracula (the 3rd edition) and in the second round she got an event in which she could name a city and I should reveal the card, and she named the exact city I was in.
+The Johnny is on the Table I laughed because Sam paused for SUCH a long time that I knew he was bluffing, or at least pretending to bluff.
+The Dice Tower He was either bluffing... or pretending to... like either he'd win or you would? lol
I like how the SW clips are interspersed throughout.
If I remind correctly, in one of the Dice Tower Q&A, it was said that during the assembly of videos from contributors, the host had to check that no copyrighted music was used ... and you use extract from Star Wars movies for this play-through ??!!
Have I missed/misunderstood something ?
+Xahendir Stras I have checked on it, and while UA-cam cracks down on music, short video clips seem to be okay. Notice I dimmed or cut out the music in those clips. :)
+The Dice Tower
Ok, interesting. I thought the point was to avoid any copyrighted material in your videos.
+The Dice Tower UA-cam doesn't follow its own laws. Anything could get flagged and anything could go off Scott free.
The game looks great. Thanks for posting the playthrough!
id reaalyy like to see this game again with expansion..such a good game and good time
I am looking forward to getting this game.
BTW have you played "Freedom in the Galaxy" ?
I have never seen the imperials win on any channel, played it 5 times so far and each time Rebels won. Very balanced game however I feel like the imperial player needs to be really switched on in order to win. Very addictive game though. Hoping to see an expansion in the future.
I assume epic cinematic cutaways aren't included?
+David Umstattd Probably saving those for the expansions.
The Rebel Base isn't a system so it shouldn't have counted as one of the four systems with troops for that objective. Minor thing but still.
Agree
Also do you keep an obj card off the infil. Mission?
Research before you answer buddy...
The problem is with the setup. The rules state that you place the starting units in the Rebel Base and/or one Rebel or neutral system. He had his units scattered on all his systems.
What's with Sam adding Rebel Loyalty to Ryloth when his base in uncovered there at 53:37?
If you meant officer uniforms Sam, white is for Military Intelligence officers. Tarkin is a Moff which is basically a regular military governor of a sector. Ironically, Tarkin was the one who designed the officer uniform for the new Empire.
The only others that wore white unis were the Grand Admirals which in fact are considered a different design than the officer uniforms. Some posers who wanted to show a sign of power also wore the white unis even though they weren't Grand Admirals.
At 1:00:00 when Wedge knocked out the two units, shouldn't the planet have no longer been subjugated?
Star Wars Rebellion: where you violate several rules until you play it 6 times or so.
I know this is older than dirt but people may be watching. Rebels hidden base does not count as a total system count. I know because I had wanted to play that objective card (About 10 minutes in) time and time again.
Thank you guys for playing, how much was the R2 projector R/C unit you spoke of Tom? Sam cut you off there :)
Looks like Rapid Mobilization is very strong... are you sure the Establishing of a New Rebel Base is a Resolve?
I'll play it 1-3 times before I decide, but there might need to be a House Rule saying 'attempt' instead of 'resolve.'
+Llamad Mow No the game wouldn't work without that being a resolve or make any thematic sense. However it's activated in the activation phase but you don't actually move the base until the cleanup phase. So the empire (who usually has more activations than the rebels and the rebels go first) will have a lot of chance to jump on the base.
And moving a base burns you a location. Unless it's already revealed. In which case your base moves naked. And you can't move to places with imperial troops (or influence I think) meaning if the empire plays right they can keep rapid mobilization from working.
If you want to stop the rebs from moving their base then do that.
David Umstattd Well, I said I was going to play it through a few times first, obviously.
We'll get around to it shortly and then I'll determine whether it's needed or not.
+David Umstattd The New Rebel Base cannot go where there are Imperial troops or Imperial Loyalty markers. Any empty planet is okay, so if you can use a mission to eliminate a single troop on a subjugated planet, that can be used during the Establish New Base assignment. Did that last night and it worked great!
You guys should look at the rules again about how you pre-allocate hits to units, including over allocating hits on units before the non-rolling player plays their defensive cards. You had the dice to allocate 3 hits to each X-wing, preventing a single block two hits card from saving either one.
+Ben Rankin That was a mistake on his part, not a rule mistake. We didn't allocate hits improperly according to the rules. He had to assign all hits, then I have a chance to play a card (or cards). He had four black die hits, and since he used only those to go after the X-Wings, I was able to save one of them by playing the "Outmaneuver" card, which allows me to block up to 2 hits. He fixated on blowing up the Mon Calamari Cruiser, instead of making sure I didn't have any fighters left at the end of a round of battle...THAT'S where he messed up, not the rules.
+Sam Healey Agreed, I didn't mean to make it sound like a rules mistake as much as a mis-play. Great game on your part. 3 red crits plus the 4 black hits was plenty to spread around on the fighters.
Yeah, blowing up the Death Star was worth 2 reputation points, which equates to 2 more rounds in the game (possibly)...so that is probably where he lost the game, in retrospect.
+Ben Rankin In his defense, though, there's no way he could've known that I had the "One in a Million" card in my hand. The chances of me rolling the correct die face were low, I'd imagine. I'd say he played in the Imperial mind-set well...;)
When can I purchase Dice Tower Totally Not Wookiee Rugs?
I think you guys misinterpreted the leader movement rules. You can deploy leaders to stop missions on planets. A different leader can move those units elsewhere, the rule is just that units cannot move more than once a turn.
+Kelly King Are you sure? I thought the rule was units couldn't move into our out of a system containing a friendly leader.
Awesome video, I can't wait to get this game
Was Tom humming the theme to Hogan's Heroes at 7:57?
Yes I believe so. Caught that too.
BOOM! Blew up a deathstar.. nice one this. I gotta get it.. someday :D Thanks ever so much for the playthrough now I gotta go see the demo and rules intro, etc. Is it really that hard to play the Empire? PEW PEW PEW!! :D
I wish I could keep such a great mood in an intense game like this one. What's your secret, Tom?
I've just put SW intro music (chiptune version) as a ringtone on my phone this morning. I'M DOOMED!!! :D
This has made my day
Excellent! Really enjoyed this. Thank you.
I know this is very old. But I just got the game, so just watched. I couldn't in good conscience not put in a comment : the playing with dice and drumming on the table nearly drove me insane! Otherwise enjoyed watching a lot.
When he had Boba Fett and Vader on 2 missions, Boba Fett did the capture mission and Vader did the Interrogation Droid, but the interogation droid requires 3 blue EYEICONs, and vader does not have that does he?
i love this game and i loved every second of this video!!!!!!
So how much was the R2D2 projector?
Man, I need the awesome train to slow down. I just got Pandemic Legacy today! I can't keep up! When is this coming out?
Question to anyone who might know. When you activate a system to move your ships in, can you pull from more than one system while doing it?
At 40 minutes Sam attacks with 3 ships. Could he also have pulled the one x-wing from Malastare into that attack?
Yes, as long as it's adjacent.
Why is it only 360p? Does it take time for youtube to process the other resolutions?
Either way, thanks for the playthrough guys, much appreciated.
+dreadknot69 Yes it does.
+Jesse Haulk I hope it looks terrible :(
+dreadknot69 Hopefully not too much longer?
+Ryan Dalton Available in 720 now, excellent!
Good way to shoot the video - I prefer this format compared to a standard live play
I really like the play-through. Really well done and very entertaining. It goes somewhat to filling the void of not owning this game yet :P
Planning on doing any more play-throughs for Rebellion or does your schedule not really allow it?
Thank you for the play through
I may be late to the party here, and this may have been mentioned before, but around the 47 minute mark, when Tom succeeds in his mission, it should have made the Rebel controlled system neutral. Tom would need to play the mission again next turn in order to then make it loyal to the Empire.
I have a quick rules question:
You say a few times that you can't move troops into a system that already contains one of your leaders. I know you can't move from a system that contains a friendly leader but I hadn't heard of that other restriction before. Is that how it works?
+3ThreeHeadedMonkey Funny. Other people think the other way around. That you aren't allowed to move into a system with a friendly leader but you're not able to move out of a system that contains a friendly leader.
I imagine it follows TI3 rules. So neither moving in or out.
It's really tough to watch all the mistakes. You start on one system as Rebels. Rebel base isn't a system. You don't draw an objective from Infiltration. Leaders stop you from moving OUT of a system, not INTO a system. And that's just the first 20 minutes. Come on, guys. It's a complex game, but it's not THAT complex.
I'm here to find out if your opponent's leaders are used up, how do they respond to invasion? Ie how does someone persecute a war if they don't have a leader in the Leader pool, if you are attacked? Somehow I missed that rule.
If for whatever reason he already have leader there in the system he commands the troops. If none there and none in the pool (or you choose not to send) the troops fight alone:no extra cards (they can still roll special X usable to get a card ), and no possibility to retreat (that needs any leader present in the system).
If leader there or sent from pool but have no tactics value then same as above, no extra cards.However retreat is possible.
If more then 1 leader with tactics values there use the higher number to draw cards.
Thank you!
If you use the Death Star to blow up a planet and you have Imperial ground units on the planet, do those ground units get destroyed?
+starfleetoffcr Only if they can't fit on the ships that are there to carry them.
16:00 - you cant move to a system that has leader? Hmm I thought you cant move from system that has leader (to slow down Imp)
You are correct.
They had over 100 Squadrons of Tie fighters on the death star but Tarkin refused to release them as he believed the Dead Star was indestructible. Darth Vader took to the air with his personal squadron who Tarkin had no authority over. Hence the small ship vs ship battle.
" Darth Vader took to the air " in the vacuum of space ;)
10:45 rebel base does not count as a system
Edited the video was 2 hours. How long was the actual play through?
+Christopher Herkner 2.5 hours
when Sam attacked with wedge he only did space battle? I thought you had to do both land and space once you move into a occupied system?
If both players have land and space units, you need to do:
- 1 round of space battle
- 1 round of land battle
- Destroy units
- Retreat if you wish
- Repeat
at 1:47:33 Sam plays a card but I do not think he should have been able to.
since the base is revealed?
That card is a two-use card. The one half that he read had to deal with the "if the base is not revealed". The second half is about establishing a new rebel base. The more in-depth rulebook talks about this in more detail.
Thank you very much been wondering for some time :)
Can this be played in 2 hours? If this is a 2-3 hour game instead of a 3-4 game it would be a huge difference for me...
Does anyone know what happens when the Rebel player passes and then the Empire passes but both have missions they still want to play, how do we decide who as to play their last leader first? This is especially important for the card that allows them to change bases.
Also I noticed that Sam could have put two ion cannons on Ryloth and the same for generators, it looks like there is no limit. Also on battles can you play all your cars available that don't have a crossed sabers display or is it one per turn?
The moment you pass, you cannot play missions anymore. "A player can pass at any time. After a player has passed, his turn is skipped for the rest of the Command Phase. After all players have passed, players proceed to the Refresh Phase"
All you can still do is counter missions on the other players turns, but the moment both pass, the round is over.
Indeed, there is no limit on number of buildings besides the number of miniatures the game has (three of each). And yes, in battles you can play all cards that do not require a tactic roll.
Does Darth have to be in leader pool to use his special action card?
how big is your gamiing table? what are the dimensions on that board? 44inchesx22inches?
Pretty sure the Rebel Base does not count as a system by itself. You can have units on the planet where the Rebel base is, and that would count, but the rules say the Base is not a system.
I thought that one can only play one objective card for each battle and only one at each start of the refresh phase? I did this wrong during my first play. I enjoyed the playthrough nevertheless. The overall rules are not to hard, but I think the devil lies within the detail in every Fantasy Flight game.
Woo! Cant wait to get this one!
forgot to deploy the imperial units last turn...which is why sam didn't choose hoth cause its right beside a subjugated system ...anyway terrific game I bought it because of this video
Did my first play last night, we did not play correctly by any means but not intentionally. I was imperial and lost lol.
Please tell me that actually took 2 hours, and you didn't edited out 1h of Sam thinking. Because I am going to get it, if you can play it in 2 hours!
2 hours if you know what your doing ..if your super fast...this is a 3-6 hour game
Oh not sure if anyone said this but Tom is wrong when he tells Sam he cant retreat from the Death Star, which he can the Empire Death Star cannot but other units can.
This is incorrect. The imperial cannot retreat from a system that has a death star in it. Rules say " If the Imperial player has a Death Star in the combat, he cannot retreat any of his units." (page 15 of the rulebook)
So is using leaders to daisy chain moves into different sectors not legal in this game?
edit: so I guess the rule is that a unit can't move more than once a turn? that seems like it could be a huge pain in the butt to keep track of.
+retromancer It's very simple as far as I can tell. Units can't move into or out of a system containing a friendly leader.
We'll have to wait for the rules pdf to be sure.
+David Umstattd yup it's that simple
I appreciate the play through, but I wish you had read the cards more.