Thursday, April 2, 2026

OOP # 4: "Star Trek: The Adventure Game"

The seemingly-limitless capacity for human dishonesty has me wondering lately if we're  even worth saving as a species. In an effort to quell these dark thoughts, I've been on a huge Star Trek kick lately and - pound for pound - I like the original series the best out of all of them.

Why? Well, it's probably because I'm a horror fan and - let's face it - pretty much every single episode of the 60's show was a terrifying space nightmare. In fact, I credit "The Corbomite Maneuver" as the first piece of media to legit scare the tribbles outta me as a kid.  

I also just adore the characters. Kirk's brash, bold derring-do. Spock's poise and supreme intelligence. McCoy's curmudgeonly, glass-half-empty attitude. I love 'em all. That's why I always play that era in Star Trek: Fleet Captains. That's why I bought Star Trek Panic.  

But what if I told you that there's a Star Trek game out there with the vibe of Tales of the Arabian Nights, but you were exploring strange new worlds, seeking out new life and new civilizations and boldly going where no one has gone before?

Well, Ensign, take your seat at the helm, activate the forward viewer and help yourself a full sensor sweep of this bad boy:

Fun fact: I was today years old when I discovered that the aforementioned Tales of the Arabian Nights was first published by West End Games waaaaay back in 1985. 

"What's West End Games?" I hear you young 'uns say. Well, it was a small-scale publisher that got started in 1974 producing wargames, but then segued into sci-fi and fantasy titles, likely due to the revolutionary appearance of Dungeons & Dragons a year later. Perhaps their most notable early hit was 1977's Cosmic Encounter, designed by Bill Eberle, Jack Kittredge, Bill Norton and Peter Olotka.  

This "little-company-that-could" later hit it big in 1984 with their darkly-humorous Paranoia role-playing game, which seemed to give them the capitol to acquire some sweet IP's, such as Ghostbusters in 1986 and then Star Wars in 1987. Between the resulting Star Wars: The Role Playing Game and Decipher's Customizable Card Game in 1995, innumerable alien races, character names and assorted lore in a galaxy far, far away were canonized and codified for the first time ever.   

Even a decade on, WEG was still earning a tidy sum from Star Wars alone, thanks to the IP's huge surge in popularity circa 1997. Sadly, when they lost the rights to WOTC in 2000, that pretty much signaled the death knell for the company.

But before that, back around the mid-80's, WEG was given permission to publish three games based on Star Trek. You can see them here, as featured in the company's 1987 product catalog:

As far as I can tell, The Enterprise 4 Encounter is a pretty basic set collection game whereby players are tested by the Q-esque super-being Trelane to prove that they're the "one true Enterprise." They do this by drifting around a garish, abstract-looking game board, re-living various original series episodes via "Adventure Cards" to gather crew and face-off against each other in battle. Spoiler alert: with a BGG rating of 6.0...it doesn't look too promising.

Slightly more interesting is the three-in-one, solitaire boxed set curiously dubbed Star Trek III. "Curiously" because none of the three scenarios has anything whatsoever to do with The Search for Spock! 

In "The Sherwood Syndrome" you've gotta depose a rogue Federation agent who's set himself up as a feudal overlord in a primitive medieval society. "Free Enterprise" has you hopefully out-trading the Klingons, hoping to ingratiate yourselves to a mercantile alien race called the Glista and tempt them into joining the Federation. Out of the three scenarios, only "Kobayashi Maru", based on the no-win training scenario from The Wrath of Khan, seems to hold much interest. The set, as a whole, has a BGG rating of 6.3. 

But enough about that crap. Today I'm talking the Cadillac of the series: Star Trek: The Adventure Game. Here's the game's Starfleet Command mission statement right on the back of the box:

In Star Trek: The Adventure Game, you send forth a starship, exploring unknown planets across the immense distances of space. One player represents the mighty United Federation of Planets; the other, the powerful and mysterious Klingon Empire. Solo play is also possible.

With outright war between the two interstellar powers forbidden by the Organian Treaty, both are constantly striving to increase their prestige and size. This is done by discovering, exploring and then persuading - or forcing - new worlds to join your federation or empire.

Play is simple, but successful exploration does not come easily. Upon reaching a planet, you choose a course of action, and learn from a special booklet how the planet and its inhabitants react to you. You might conquer a new world - or you could lose a starship! 

***   

SESSION PLAY-THROUGH

STARDATE 2743.2

U.S.S. Enterprise, captained by James T. Kirk, departing Starbase Four for the closest unexplored star system in the Organian sector. Starfleet intelligence indicates that Klingon activity should be expected. However, due to the dictates of the Organian-imposed detente, open hostilities against the Klingons is strictly prohibited. 

TURN ONE

Initiative Phase

Since the Federation token is face up on the Political track, they go first.

Movement Phase

Federation: a "2" is rolled, so no Random Event. The closest system to the Enterprise is three hexes away, at co-ordinate 2018. Dilithium depletion roll: 5 + 3 = 8 + 2 (for Engineer Scotty being on board)...they are a-ok!

Klingon: Random Event: "1"...no! The Swift Victory moves four spaces to sector 2209. Their Dilithium check is 6 + 1 = 7 +2 for Engineer Kor. Everything is fine. 

Exploration Phase

The Enterprise enters orbit around Trianguli VI and detects a potent energy signal below the surface of the planet. An away team consisting of Kirk, Spock, Scotty and two Security Officers transports down to the planet. On a roll of "5", passage 578 is consulted.

A "death trap" is revealed and a Security Officer is suddenly killed by lightning! Kirk opts to try and contact the local life forms, leading to passage 571. Traversing this dangerous terrain results in another Security Officer death! Passage 570 reveals that the plants, the rocks - everything- on this planet is lethal! Two more casualties...this time Kirk and Scott are killed! WTF??? 

Spock uses his Telepathy Skill to communicate with the entity that gave life to the planet and discovers that it's completely unsympathetic to outsiders. A roll of "2" makes the planet permanently Neutral and gives the Federation a +1 bump on both the Reputation and Political Track. Spock beams back to the Enterprise and they get -2 Reputation Points for losing two Commissioned Officers! Yikes!

Meanwhile, the Swift Victory arrives at sector 2018, known as Excalbia X. A scanning roll of "6" reveals an uncharted planet with a poisonous atmosphere. In response, the ship is subjected to an alien probe and suddenly an image of the legendary Klingon warrior Kahless appears on the main viewer...and asks to come aboard! 

A roll of "3" triggers passage 783. He does come onboard and proceeds to tell the crew that every mythical Klingon of note is alive on the planet's surface, preserved by an alien race that now wants to meet them. Koloth, Korax, Valara, Varozh and two Security Officers beam down, triggering passage 787. 

They encounter a being calling itself Yornek, who offers to give them the souls of one-hundred legendary Klingons for two of the crew. Insanely, Koloth agrees, leading to 793.

When the landing party beams back to the Victory, one-hundred of Klinzhai's (Qo'noS's?) greatest warriors have indeed returned and are now on board...but two crew members have also vanished! Dice are rolled to determine the type of casualties and, with a roll of "1" and "5", one of them has to be a Commissioned Officer. Varozh is selected (-1 Reputation) as well as a Security Officer! They gain no Reputation but 3 Political points! Glorious victory!

Klingon Agent Rule - Solo Variant

I will attempt to "hide" three Klingon Agents by using nine counters, three marked "agent" and six will be decoys. I'm going to randomly place these nine counters among the eighteen Federation bases and planets as well as the Klingon ships, via the following chart:

(1) Elba III (2) Starbase Five (3) Tantalus V (4) Andoria (5) Tellar (6) Star Base Four (7) Beta Comae III (8) New Paris (9) Memory Alpha (10) Deneva (11) Earth (12) Star Base One (13) Alpha Centauri IV (14) Procyon VI (15) Vulcan (16) Starbase Three (17) Babel (18) Starbase Two (19) Klingon Ship (20) Klingon Ship

My rolls for placement are: Starbase 16 (16), Starbase Four (6), one on the Klingon Ship, the Death Rattle, one on Elba IV (1), one on New Paris (8) one on Earth (11) and one on Alpha Centauri (13). 

NOTE: after a quick review of the rules, since only one Agent is ever loose in Federation space at a time, there should be a counter assigned to every ship at least. So, the Alpha Centauri counter is shifted to the Swift Victory, the Deneva counter goes to the Hawk Swoops and the Procyon chit is relocated to the Repentance.       

The Klingons may "activate" one Agent per turn by flipping over a counter. If it's blank, nothing happens. If it's an Agent, it does its random shenanigans. 

Political Phase      

A Klingon counter sneaks onto the U.S.S. Ares from Starbase Three. It's revealed as a "Bomber!" Their sabotage roll is a "2"...the ship is destroyed! Both Chekov and Fox escape, but the vessel is obliterated and they receive -2 Reputation Points!

As per rule 12, I can't roll for a replacement ship on the same turn that one got destroyed.

TURN TWO

Initiative Phase

With a higher Political rating, the Klingons go first! 

Movement Phase

After a Random Event roll of "6" and a follow up of "34", the Klingons have made a "Diplomatic Gaffe" and a planet that neither faction controls moves towards Federation membership. Since all planets are "Permanently Neutral" right now, I rule that this trumps this effect. (NOTE: since I didn't record why all planets are supposed to be "permanently neutral", this seems to be patently incorrect.) 

The Swift Victory moves into Sector 2008, which is just two spaces away. Their Dilithium roll is "4", so they're okay.

The Federation rolls "5", so no Random Event. The U.S.S. Surak is dispatched to Starbase Three and the Enterprise warps off to sector 2015. With Dilithium rolls of "10" and "6", both ventures are fine. Chekov transfers to the U.S.S. Surak with both DiLucca and Fox onboard.

Exploration Phase

The Klingons arrive at Iotia where, two-hundred years ago, a scout ship of theirs was dispatched and promptly vanished. It did report back that there was intelligent life on the planet which was on the verge of a technological breakthrough. The Klingons have now returned to see if their society has advanced to the point of being...exploitable.

On a roll of "6", they contact Chairman Oxmyx, who agrees to meet with a landing party. Koloth, Valara, Korax and two security officers beam down. Oxmyx greets them as "Comrades" and describes the planet as "paradise" but the people seem downtrodden. After taking note of an old Earth book (Das Kapital) sitting in their host's study, the Klingons urge the Chairman to join the Empire based on its tenets. Surprisingly, Oxmyx rejects this offer of unity, claiming that they value individual courage above all else. 

Still, the Chairman is impressed by Valara's "Bravery" skill and their dedication to the Emperor. In turn, the Iotians are inspired to create their own standing army! This results in a Reputation bump of +1 and a Political jump of +2...they're now at +4. To Train the new recruits, the Klingons leave behind one Security staff. The planet defaults to Neutral and the landing party beams back up. Victory!

The Enterprise enters sector 2015 and investigates the planet Halka. It's revealed that the Halkans possess considerable reserves of Dilithium but are refusing to negotiate for fear that the Federation will use these assets for aggressive purposes. 

Spock, Sulu and McCoy beam down with three Security Officers. On a roll of "5" they're forced to beam back up due to a sudden ion storm, which results in the transporters creating duplicates of the landing party! They attempt to reverse the problem, but because there's no Engineer on the ship, it results in a Reputation reduction of -1 (Politics 0 adjustment) and the planet below is now considered Neutral.

Political Phase

The counter on the Hawk Storm is revealed...but its a fake-out!       

Replacement Phase

Destroyed ships return on a "1"...but the roll is "6." New Commissioned Officers arrive, namely Kerleth with the Communications (COM) skill on the INB-F Starbase and Banalao aboard the Surak. Thanks to his Command Skill (CMD), Eaglestar becomes Captain of that same ship. 

TURN THREE

Initiative Phase

Again, the Klingons have it!

Movement Phase

A roll of "4" means no random event. The Swift Victory moves three hexes to 1708 and the Dilithium roll of "6" means that they're a-ok.

The Federation also rolls a "4", so no Random Event. The Surak warps off to Gamma Trianguli, six hexes away (rolls an "8" for Dilithium) while the Enterprise proceeds on to sector 2013, three hexes away. The latter ship rolls a "5", so both moves succeed without incident.

Exploration Phase

The Swift Victory arrives at Ceti Alpha V and, on roll of "4", preliminary scans peg it as an uninhabitable, hellish wasteland. As the Klingons enter orbit, a voice calling itself "Sargon" comes across the communication channel, welcoming them and inviting a party to beam down. The Away Team includes Koloth, Valera, Korax and three Security men. 

In a cavern deep underground, a glowing globe calling itself "Sargon" tells the visitors that he and his two companions have been without physical bodies for thousands of years. In exchange for three Klingon bodies, they promise to share their tremendous knowledge to the Empire. 

The Klingons refuse! Valera's Telepathy saves the day as she mentally shields the Landing Party against Sargon's enraged psychic attack. The Klingons use their disruptors to blast the globes and then beam back to the ship. Their Reputation goes up +1, no Political gain and the planet is now permanently Neutral.

Meanwhile, the Enterprise enters sector 2313, encountering Camus II, a dry, barren world. Atop the planet‘s largest volcano is a massive structure. Sensors show no life signs, but a significant energy signature. Spock, McCoy and Uhura beam down with three security staff. 

On a roll of "2" they investigate the structure and find no obvious entrance. After choosing to press on, they don't find anything, but when Spock's mind meld is triggered involuntarily, a door opens in the structure. After venturing inside they discover a control room. 

Turns out the structure itself is a powerful weapon, likely designed by telepaths. Spock quickly determines that the facility is powered by the volcano itself, which has the ability to generate an impenetrable force field and project energy across vast reaches of the sector...definitely something to keep out of Klingon control! This results in a Reputation bump of +2 and a Political bump of +1 and the planet remains Neutral. They're now at -1 Reputation and the Klingon Political power drops -1 to 3.

Political Phase  

A Klingon agent is revealed on the Repentance!

Replacement Phase 

A "2" is rolled, so the U.S.S. Yamato appears at Starbase Three! 

TURN FOUR

Initiative Phase

Again with the Klingons!

Movement Phase

A roll of "2" means no Random Event. The Repentance sets course for Iotia, which is seven hexes away. She rolls a "6"...and burns out her Dilithium Crystals! The Swift Victory heads for Sector 1706 and obviously they're fine for fuel. The Repentance drops off the Agent onboard.  

The Federation rolls a "1" so no Random Event. The Surak warps over to Halka which is three hexes away (roll is "7") and drops off Commissioner DeLuca, while the Enterprise speeds off to Sector 2417, which is four hexes away (roll is "8", also okay).    

Exploration Phase

The Swift Victory arrives in sector 1706 and discovers the planet Cygnia Minor. It’s inhabited by goat-hooved humanoids with a primitive culture. Despite this, preliminary scans clearly indicate a major city at the confluence of two rivers. The city is dominated by giant step pyramids. A landing party, consisting of Korax, Valara, Kor and three security guards, is assembled to investigate. 

On a roll of "1" they arrive in a busy market. The Klingons then attempted to set themselves up as gods, using their superior tech to their advantage. Unfortunately, they've misjudged the locals, and it turns out that their mental and biological science is way beyond that of the interlopers. Using Korax‘s Treachery skill, they beamed into the temple to pose as gods but were quickly captured and imprisoned. 

In spite of this, they managed to convince the priest to accept the promise of advanced weapons to gain control of the entire planet in exchange for improved telepathy training. This results in a Reputation and Political improvement of +2 and the planet becomes "Klingon Inclined." They are also forced to endure three casualties, which they take as Security guards.

The Enterprise enters sector 2417, encountering Tycho IV. Scans of the planet's atmosphere indicate trace amounts of Di-Kironium, a gas only thought to exist in the lab. Spock, McCoy, Uhura and three guards beam down and, on a roll of "3", they materialize in a barren spot. 

A strange honey-like smell in the air triggers a memory for the away team. Years ago, there was a report about the same smell appearing in conjunction with attacks on Federation personnel by some strange creature that fled into space. Alerted to a scream, the landing party rushes back to the beam down point and discovers a dying Security guard, his body drained of red blood cells. Before expiring, he warns the rest of the team that phaser fire is useless against the creature. 

Spock proposes trapping the entity using an antimatter bomb. After beaming down a supply of plasma, the creature appeared unexpectedly and consumed the bait before they could arm the weapon. Spock volunteers himself but, devoid of the Bravery or Charisma skills, Spock panics (!!!) and the bomb fails to trigger on time. This results is a -1 loss in both Reputation and Political clout. The planet is considered permanently Neutral, and - even worse - Spock is killed! Sulu is now in command!   

Political Phase

The Klingons reveal if there is an Agent on the Swift Victory, but the counter is blank! The Agent on Iotia rolls a "1", which makes the planet "Klingon Inclined." DiLucca tries to influence Halka to move towards the Federation, but a roll of "4" produces no effect.

Replacement Phase

Rodriguez enters the game for the Federation with the Telepathy ability at Starbase Five, commanding the Beijing.       

TURN FIVE

Initiative Phase

Still dem pesky Klingons. 

Movement Phase

The Klingons roll a "6", triggering Random Event # 64. The Repentance experiences "Subspace Interference" and is frozen in place. The Swift Victory makes a beeline towards INR-B, which is seven hexes away. Rolls 3 + 2 + 2 (Engineer on board) = 7. Ties on Dilithium rolls are always successful! NOTE: ships still complete their journey before the Dilithium Crystals burn out.

The Federation rolls a "5", so no Random Event. The Surak sets course for Tycho IV to rendezvous with the Enterprise, four hexes away. The Dilithium roll is 6 + 1 = 7...so everything is fine. 

Exploration Phase 

Neither faction explores.

Political Phase    

The Klingons reveal that there is an Agent on the Death Rattle! The Agent on Iotia tries to influence that planet but fails the roll. DiLucca on Holka rolls a "2", so the planet becomes Federation-inclined. 

Replacement Phase

The Klingons replace five (!) security officers for a Reputation Point.

TURN SIX

Initiative Phase

The Klingons still have it!

Movement Phase 

On a roll of "6", the Klingons trigger Random Event 26...a "Natural Disaster"! The Federation selects Cygnia Minor as the target system. If the Klingons can get a ship there before Turn Nine, they'll get a +1 Political boost! The Swift Victory delves into nearby Sector 1512 and the Repentance begins to limp to Cygnia. 

On a roll of "3", the Federation avoids a Random Event. Chekov and Banalao join the crew, with Eaglestar second in command under Sulu. With that, the Enterprise warps out to sector 2421, rolling a "2" + 2 (Banalao has Engineering). This equals the four required movement, so the Dilithium holds up! The Surak tags along, rolling a "4"! Again, ties are fine...barely, but fine. 

Exploration Phase 

The Swift Victory arrives in sector 1512, approaching Cygnet XIV. The last contact here reported that the planet - in self-imposed exile - was a matriarchal society where males are essentially designated as slaves

On a roll of "2", the Klingons are approached by a sub-light drive ship under the command of a Captain Mara. She asks to come aboard, so Koloth took Valara and Korax to the transporter room meet her. Mara beams over in the company of three other female guards. 

The Klingons immediately try to persuade them to join the Empire. Initially Mara flatly refused, not wanting anything to do with the Emperor's "male dominated" society, but Korax skillfully interjected, convincing the Captain that no major social changes would be asked of her planet. So impassioned was his argument that Mara agreed to go back and urge her Matriarch to join the Empire. This resulted in a +1 point Reputation bump and +2 point Political bump..and now Cygnet XIV is Klingon Inclined!

Both the Federation and the Klingons have staked a claim on Sherman's Planet and the Organians plan to grant full control to whichever faction develops their settlement the quickest. The Enterprise and the Surak enter orbit around the planet, keen on helping their colonists.

Unfortunately, on a roll of "5", the settlers have inadvertently built their settlement on the migration route of a local creature called the hoxet. Preliminary surveys of the planet should have revealed this! 

McCoy, Chekov, Eaglestar and three security guards beam down to the surface in an effort to determine why this was overlooked. Unfortunately, because no member of the landing party has "Logic" or "Intimidation", they can't puzzle out why the report was inaccurate. Because of our failing colony, the Organians grant ownership of the planet to the Klingons! This levies a -2 Reputation to the UFP and Sherman's Planet becomes a Klingon Satellite!    

Political Phase

DiLucca continues to sweet talk the Halkatians...but fails again with a "5." 

With so much compelling evidence of awesomeness to point to, the Klingon Agent on Halka rolls a "1" and the planet immediately becomes a Klingon Satellite! 

Also, the ambitious Agent on the Death Rattle rolls a "3", inspiring an assassination attempt on the Captain! The roll itself is a "2"...it succeeds and the Agent murders Gella and assumes command! In a more positive turn of events, since the Klingons brought both Iotia and Sherman's Planet into the fold, they get +2 Political Points since one planet is classified as "C" and the other is classified as a "D." They've already capped the Political Track out at "9"!!!

Replacement Phase

The Klingons bring Gamrel in on the INB-F with the Science Skill. 

TURN SEVEN

Initiative Phase 

The Klingons have the Initiative. D'uh.   

Movement Phase

With a roll of "6", the Klingons trigger yet another Random Event, this time it's #51. 

The Swift Victory's sensors suddenly snap on as an asteroid enters sector 1512. The asteroid displays unusual readings and a closer inspection indicates that it has a hollow core with a breathable atmosphere inside. It’s a ship, a mini-world designed to crawl through space until it reaches its destination generations from now. However, it's soon discovered that the craft is off course and, unless the Klingons interfere, it will collide with a populated planet, killing billions. As such, Kor, Korax, and Zhukov immediately beam over with three security personnel.

The culture aboard the asteroid is absolutely static. They are ruled by a woman named Nera, who seems to take orders from "the Oracle", whom the Klingons immediately suspect is some sort of super computer, designed to keep the people on course. The passengers don’t believe that they're in a ship and refuse to listen to warnings. Each is implanted with a pain device designed to ensure compliance. 

The boarding party attempts to break into the Oracle and try to alter the asteroid's course, but they get sealed up inside and and the walls begin to radiate heat. With his Science skill, Korax noticed writing on the walls which he translated to reveal a hidden door behind the control room. They eventually returned the asteroid vessel to its proper course and then beamed out, scoring yet another +2 Reputation and Political boost!         

The Federation rolls a "5", so no Random Event. The Enterprise speeds off to sector 2524 and the Surak follows. The ships roll "9" and "7" respectively for their Dilithium checks.    

Exploration Phase

The Swift Victory orbits Eminiar VII, where the crew has been ordered to negotiate a port treaty. They appear to be at war with a neighboring planet called Vendikar and initial contact with representatives have warned us to leave. We insist on beaming down, with Commander Koloth accompanied by Kor, Korax, Valera and two security officers. 

On a roll of "3" they're met with High Counselor Anon who takes their guests to a "sporting event." The Klingons spend the next hour watching teams of combatants from Eminiar and Vendikar fight it out in an arena. The Vendikars win and Anon tells us that his people must now submit to a years rule under their enemies, due to a dictates of a treaty. Since the Klingons are in planetary orbit, Anon informs them that they must also submit to this as well! 

Needless to say, this doesn't go over very well! Koloth bravely offers to fight the best team from Vendikar for a chance to rule both planets. They seem interested, but don’t believe the visitors have anything of value to wager. So, The Klingons offer to use the Swift Victory arsenal of weapons to destroy one of their planets as a show of force. This inspired both races to have a change of heart and accept his proposal! 

Valera, Koloth and Korax stay behind to fight. Two dice are rolled, adding +1 for Personal Combat, Bravery and Ruthlessness. Valara adds +1, Koloth adds +2 and Korax adds another +1. The 2d6 roll is 8 + 4 = 12 victory! Both planets are now a part of the Klingon Empire! On a casualty roll of "4", one team member dies and sadly its Valera. They do end up with a +3 Reputation improvement, a +1 Political Improvement and the planet is now a Klingon Satellite!

The two Federation ships enter geosynchronous orbit around Holberg 917, a reported source for minerals needed to create a vaccine for Rigellian fever, which has broken aboard the Enterprise. Chekov, McCoy and Eaglestar beam down with three security guards. 

On a roll of "6" they discover that the planets overlord Lajeune is only willing to give up the minerals in exchange for Dilithium Crystals! They attempt to appeal to his better nature, but he’s having none of it. Regrettably, they're forced to sacrifice their Crystals for the cure. This results in a Reputation and Political improvement of +1, but the planet is now permanently Neutral. 

Political Phase

The Klingons reveal their counter on Starbase Four...no Agent. 

With a roll of "4", once again DiLucca proves to be just as thematically useless on Halka as his in-show counterparts. The Klingons, on the other hand, get +3 Political Points when Eminiar VII gets added to the mix.

Replacement Phase.

Zhokarn appears at INB-F with the "Bravery" skill. 

TURN EIGHT

Initiative Phase

Hmmmm, I wonder who has it? 

Movement Phase

The Klingons roll a "5" so no Random Event. 

The Repentance moves two hexes towards INB-D and the Hawk Swoops moves five, rolling "6" for their Crystals. The Swift Victory warps three spaces to sector 1308 and an "11" roll is more than good enough. The Death Rattle uses five movement points to reach Cygna Minor...but they roll a "4" and burn out on Dilithium! Meanwhile, an Agent beams down! 

The Feds roll a "4" so no Random Event. The Enterprise limps to INB-S while the Surak drops off Fox.

Exploration Phase

The Klingons encounter Beta III but hold in orbit. 

Political Phase 

The Klingons reveal if there is an agent on Earth...there isn't. However, the Agent on Cygnia might be up to some shenanigans. The roll is "5"...no effect!

Things get even more messed up for the Federation when DiLucca and Fox on Holberg both roll "6's"! That means Halka is now Neutral and Holberg is now Klingon Inclined! When do these morons get their performance review??? 

TURN NINE

Initiative Phase

The Klingons have the Initiative. Whatta shocka!

Movement Phase

Once again, the Klingons roll a "6", triggering Random Event # 56: "Extraordinary Repair Effort." Since they have no destroyed bases, this is ignored. The Repentance jets off to IWB-D, the Swift Victory holds, the Death Rattle drifts two spaces towards Starbase 12 and the Hawk Swoops moves five hexes towards Iotia, rolling a "4" and nuking its Dilithium Crystals. 

A "3" means no Random Event for the Feds. The Enterprise docks at INB-S and gets a rather chilly reception from the Klingon attendents. The Surak holds in place.   

Exploration Phase

Neither faction opts to Explore.

Political Phase

The Klingons reveal the token on Elba III, no Agent! The Agent on Cyania rolls a "6"...which mean that they're caught and executed! The Klingons suffer a -1 Reputation penalty and the planet becomes Neutral. 

Those two bureaucratic ass clowns, Beavis and Butthead (I.E. DiLucca and Fox) roll "5" and "4" respectively, so - once again - there's no Political movement there at all.

TURN TEN   

Initiative Phase

Who has it? Take a wild guess...

Movement Phase

The Repentance is now fully fueled! A roll of "1" means no Random Event. The Hawk Swoops glides two spaces on impulse power towards Organia! The Swift Victory holds and the Death Rattle docks at Starbase 12. 

The Enterprise is also re-fueled now, but, since the Klingons are taking their sweet time doing this, she can't move yet! A Random Event roll of "5" does nothing. The Surak holds in place.     

Exploration Phase

Neither side explores.

Political Phase

The Klingons flip a token, revealing that there's no Agent on New Paris. To absolutely no-one's surprise, both DiLucca and Fox roll "5's" so, once again, there is zero diplomatic progress on both Holka and Holberg. 

With the tenth turn completed, the Klingons declare a landslide victory: +9 on the Political Track and +8 on the Reputation Track. The lowly Federation has a shameful -2 for Reputation!


*** 

REVIEW

The Good

  • The game's rules are surprisingly comprehensive, well-written, and not nearly as voluminous as one might expect. In fact, here's a pretty concise summary of the game's primary rules provided by Jan Horinek (a.k.a. yeeshkul) on Board Game Geek. 
  • Forty planets, fifty-six unexpected events and one-hundred-and-twenty scenarios are all augmented by your choices as well as random dice rolls. There's a lot of branching content to explore here and, as such, the "choose-your-own-adventure" replayability dwarfs something like Above and Below.   
  • The adventures feel like the original Trek, right down to the nascent motivations of the Klingons, who have an Emperor here and come from Klinzhai and not Qo'noS. Obviously their culture got fleshed out a lot during the Next Generation, mercifully moving away from being a race of Soviet Mongols (thank Kahless!) and more towards honor-bound warriors who crave battle above all else. Here the Klingons act more like the Romulans: engaging in sabotage, assassinations and subterfuge. Regardless of the faction, both players will find themselves warping their small fleet of ships all over space, aided by engineers who are doing their best to keep their unstable fuel intact. Characters with skills can transfer to different vessels. You compose landing parties, beam down to planets, meet alien races and solve dilemmas. Red shirts die in heaps. Diplomacy is a thing...at least in theory. It's olde skool Trek to its core. 

The M'eh
  • Yes, a lot of the scenarios appear to be based on episodes of the show. The thing is, I'm actually re-watching the original series right now and the ambitious designers provided two other alternate story paths, likely in an effort to throw off hardcore Trekkers, I.E. the kind of people who've memorized Janice Rand's cabin number. The game still suffers from the same issues that plague Arabian Nights: even though you make what you think is a conservative decision...seconds later your ship's captain and his chief engineer have both been turned into crush-able d12's. 

The Ugly
  • Between the warp-prone board and acid-trip planets, the "yellowing from age" manuals, the flimsy cardstock displays and the basic bitch wargame-era counters, this thing is (A) clearly not built to last and (B) objectively hideous. Like "Salt Vampire" uggo.
 ***


Star Trek: The Adventure Game is a fascinating relic of an era where a lot of IP offerings were a weird fusion between role-playing games and wargames. Given the recent release of the wildly-popular Tales of the Arthurian Knights, I can't see why we can't blow the dust offa this sucka, hire a graphics design team, make some mini starships and crew figs and republish it. It's a decent little Trek game, eclipsed only by my beloved Fleet Captains. (NOTE: I still haven't played Captain's Chair or Away Missions, so those two may very well be contenders for the best Trek board game ever)  

As such, Star Trek: The Adventure Game scores four pips out of six.




   

Sunday, March 22, 2026

Game Night: "Saltfjord"

Last Thursday night, Andrew, Chad, Trevor and myself tackled Saltfjord, a 2024 re-implementation of Kristian Amundsen Østby and Eilif Svensson's earlier dice-drafting effort Santa Maria

By all accounts, this newer iteration of the game incorporates some design evolutions learned from that earlier title, as explained by the designer himself on this particular thread

Here's what the publisher, Aporta Games, has to say about it:

The generations before you have relied on harvesting the oceans. But as the 19th century ends, change and opportunity reach your fishing village in northern Norway. In Saltfjord, you must decide if you will expand your settlement with new buildings, send your boat to collect fish, engage in trade, or pioneer new technologies to make everyday life easier. How will you shape the destiny of your village?

Saltfjord is set in a Norwegian fishing village, and is loosely based on the dice drafting mechanisms from Santa Maria, but the game has otherwise been completely redesigned and expanded with new elements.

Over three rounds, players draft dice to activate buildings in their settlement. This provides resources as well as activating actions such as sending out your fishing boat, advancing along the various technology tracks, completing trade orders, or erecting new buildings. Each player's player board shows a grid. When you draft a die, you activate all buildings in the row or column corresponding to that die. By erecting buildings in your settlement, each die can activate more buildings.

The technology tracks unlock special abilities, such as upgrading your fishing boat. And fishing is an important part of daily life in Saltfjord.

To add to the replayability, the game has lots of variable elements in the set-up, such as what special abilities and end scoring tiles are available. 

***

I have no clue about Santa Maria but I really dug Saltfjord. First off, the game scores big time with me right out of the gate by giving players unique starting powers and resources. Asymmetrical powers are like gaming catnip to me! 

Also gratifying is adding new buildings Tetris-style to your player board in order to create efficiencies as you draft and play dice. There's strategy inherent even in this simple decision since you're limited at first to how many orange dice you can draft to trigger those left-to-right perks, versus white's top-to-bottom. Even the physical process of moving your selected die along the track to get all the resources and actions coming to you is oddly gratifying.

Resource management is easy and intuitive since you can spend two Fish as a free action to upgrade another item by one tier. The fact that you can downgrade anything to a lesser goods (also a free action) makes this flexible and never frustrating. I also dig how "retiring" for the round lets you choose whatever bonus you want and then determine player order for the next round. 

The Technology Track is also a fun area of exploration. Craftsmanship lets you gain bonus actions in the form of more workers, Carpentry lets you expand the capacity of your fishing boat, gain a unique special ability and reduce the cost of your buildings, Logistics lets you get more perks when you spend resources to complete orders and - in turn - juice your end of round step, and Fishing - well, that just helps you fish better! D'uh!

It was this last element of the game that I really wanted to explore...and explore it I did! I started with the extra cargo hold special feature, immediately upgraded my ship and then set about earning all of the special Fishing perks. This let me stay "at sea" for long periods of time and return with an insanely valuable catch. Despite my best efforts I still placed second overall to Trevor's completely maxed-out player board, which garnered him a huge 15-point end-of-game bonus.   

Only two trepidations prevent me from giving this one a perfect score:

(1) If Fishing is the game's #1 theme but player board development is the optimal strategy, will that just send every player down the same path?  

(2) I feel like the game needs one or two additional exploration elements in order to be perfect. Hopefully by adding the advanced "Wagons" to our next game, I'll come back here and turn this sucka into a "6." 

After weeks of playing dense, mind-numbing. borderline abstract and - dare I say it - kinda dull uber-heavy Euros games like Nucleum and Shackleton Base, this one was an intuitive breath of cool northern air. 

As such, I'm giving this one five pips out of six with a huge tilt up towards the top of Mount Galdhøpiggen. 

(look it up, it's pretty cool.)


Friday, February 20, 2026

"That Was One In a Million!" - "Star Wars Rebellion" and "Rise of the Empire"

As a fourteen-year-old nerd growing up in the 80's, Star Wars Rebellion would have been the game of my dreams. Thanks to 1981's Axis & Allies, I was already predisposed to the idea of an epic, grand-strategic wargame, so something that let me recreate an alternate history of THE HOLY TRILOGY would have absolutely shattered my fragile eggshell mind.

How much of the game I would have grokked and played properly back in the day is anyone's guess. Heck, even as an adult with decades of experience in the hobby, I still struggle to wrangle games this vast and sprawling. Having said that, younger me would have had the advantages of a sharper brain and less distractions...cardboard or otherwise. 

Anyhoo, here's my "mission statement" for this post:

(1) If you're curious about the game, I hope to provide enough information for you to decide if you should buy it or not. 'Cuz, between the base game and the expansion, dis sucka ain't cheap

(2) I've included a three round session replay which will hopefully put the rules in context for you. 

(3) I also willingly threw myself onto the ol' thermal detonator and digested the incredibly-dry "Rules Reference" as well as the Rise of the Empire addendum in an effort to flesh out the well-intended (but ultimately sketchy and incomplete) "Learn to Play" book. 

So, first up: what is Star Wars Rebellion?

Simply put: it's a two-player, grand strategic recreation of the original Star Wars Trilogy. The goal of the Rebels: survive long enough to generate enough sympathy to their cause and topple the evil Galactic Empire. The goal of the Imperials: find the Rebel Base and stamp out any pockets of resistance before the spark of revolution sweeps across the galaxy. 

How is it played? Well, a round begins with both factions secretly assigning famous Leaders to various Missions. Then, starting with the Rebels, they take turns revealing said Missions and trying to accomplish them. Certain Missions can be opposed by Leaders in reserve and success (or failure) is determined by a dice roll.

Leaders can also be placed in Systems to move fleets and occupy / liberate planets. If there are opposing forces there, space and / or ground battles can occur. Battles use the same customized dice, the results of which can be augmented by the use of Tactics Cards and Leader re-rolls. Thanks in large part to the combat tweaks provided by the obligatory Rise of the Empire expansion, clashes are quick and decisive. 

Missions and military actions can sway certain systems to the Rebel's cause or the Empire impose Loyalty or Subjugation on its citizens. This, in turn, will determine what new units are produced for both factions at the end of the round. Over the course of play, the Rebels will attempt to complete Objectives and Missions to generate support for their cause and develop their nascent military. Meanwhile, the Empire will use its massive resources to build terrifying new weapons of war in an effort to snuff out any dissension.

Wanna generate "A New Hope" for the galaxy? Well, try and tag the ol' thermal exhaust port of rules right here.

***

STAR WARS REBELLION - EXTENDED EXAMPLE OF PLAY   

Starting Rebel Player Objective Card: "Crippling Blow." 

ROUND ONE

ASSIGNMENT

The Rebels assign Mon Mothma, Jan Dodonna and Leia to Missions. The Imperials task Vader, the Emperor and Tarkin to their own secret goals.

COMMAND

Leia attempts a "Sabotage" on Corellia. She isn’t opposed..and rolls one Success, so the manufacturing on the planet is temporarily crippled!

Vader endeavors to "Capture (a) Rebel Operative"...namely Leia! Opposed by Leia herself and Rieekan...who's played from reserve! The Sith Lord rolls three dice and gets two Successes but the Rebels tie with two of their own, so the General manages help the Princess escape!

Dodonna attempts an unopposed “Infiltration” on Mandalore. He scores the "Crossed Sabers" icon…that's two Successes! He puts “Support of the Hutts” on top and buries “Regional Support.”     

Tagge dispatches a Star Destroyer (loaded down with 2 TIE’s, a Striker, two Stormtrooper legions and an AT-ST) to Mygeeto but doesn’t land any troops.

Mon Mothma visits the Hutts with "Build Alliance", rolls three dice and gets four (!) Successes! Nal Hutta gets a Rebel Loyalty Marker!

Palpatine attempts to “Rule (Mygeeto) by Fear”! He scores two Successes, adding an Imperial Loyalty Marker to that space!  

Finally, Tarkin shows up in Corellia for some “Research & Development.” He removes the Sabotage marker and draws a Project Card: “Oversee Project.”

REFRESH

(1) All Leaders come back.

(2) Each faction draws two new Mission Cards. 

(3) Probe Droids show that the Rebel base isn’t on Nal Hutta or Malastare.

(4) The “Support of the Hutts” Objective is drawn.

(5) Time Marker Advances

RECRUIT

The Rebels draw “Noble Sacrifice” and “Human Cyborg Relations” from their Action Deck. Obi-Wan emerges from the wastelands of Tatooine! Meanwhile, the Imperials promote Krennic with their “Secret Facility” Action card and bury “Keep Them From Escaping.” Since this triggers "Immediately", the Imperial player conceals the Nal Hutta card underneath it!

BUILD

The Rebel Base produces an X-Wing and Trooper, Loyal Kashyyyk yields two Rebel Troopers and Nal Hutta provides the raw material needed to crank out a Rebel Trooper and X-Wing. All are placed in the first Build Queue Space! 

The following Imperial units are placed in their first Build Queue space: an AT-ST from Saleucami, a Trooper from (Subjugated) Mandalore and a Trooper for Coruscant. The second Build Queue Space gets a TIE and AT-AT from (Loyal) Mygeeto, an Assault Tank from (Subjugated) Sullust and a TIE and Assault Carrier from Mustafar. Loyal Corellia cranks out a TIE and a Star Destroyer!        

DEPLOY

Coruscant gets two Stormtroopers. The AT-AT and Scout Walker are deployed in Toydaria, for use in Vader's task force. They drop the AT-ST in Mygeeto and one Trooper each in Saleucami and Mustafar.  (NOTE: for some bizarre reason I didn't properly record the Imperial Deployments. If my fevered brain eventually knits together what actually happened, I'll fix it.) 

The Rebels add an X-Wing to the Rebel Base, an X-wing and Trooper to Nal Hutta, two Troopers in Kashyyyyk and a Trooper to Bothawui.

ROUND TWO

ASSIGNMENT

Mon Mothma, Rieekan and Obi-Wan tackle Missions for the Alliance while the Imperials put Krennic, Tarkin and Palpatine into the field.  

COMMAND

Dodonna leads a delegation to Toydaria from Nal Hutta / Bothawui, consisting of two X-Wings, a Y-Wing, a Corvette, a Transport, two Troopers and a Speeder.

In a twist, the Imperials reveal their “Secret Facility” Action Card…on Nal Hutta! A Shield Bunker and an Assault Tank suddenly appear from out of nowhere, resulting in a skirmish!

***

COMBAT

ROUND ONE

GROUND BATTLE

The Empire plays “Armored Patrol” and the Rebels spring “Hold Them Back.” The Imperials opt to prevent two Black Successes, but the point is moot since the Rebel Tactic Card straight up destroys a triangular ground unit…it doesn’t even roll dice! As such, the Shield Generator is also destroyed!

***

Vader leads his Star Destroyer, the Devastator (stocked with two TIE’s, two Troopers, an AT-AT and an AT-ST) to Toydaria from Saleucami. This results in a battle!

***

COMBAT

ROUND ONE

SPACE BATTLE

The Imperial Player reveals “Bombardment” but it’s cancelled by the Rebel’s “Outrun Them”! 

The Star Destroyer and two TIE's roll two Red Successes, a Black Success and a Success on either color. Vader’s Tactic Value lets him re-roll the blank…gaining him another hit in either color! 

The Rebel counter-attack features two X-Wings, a Corvette and a Y-Wing. They roll a blank, two Successes on Black, a Red Success and a Red / Black Success. Dodonna’s Tactics skill lets him re-roll the miss...and he gets a Red / Black Success! 

This simultaneous damage wipes out all of the starfighters on both sides as well as the Corvette. Three (!) hits are dealt to the Star Destroyer, very nearly destroying it! 

GROUND BATTLE

The Imperials table “Overrun” (dealing damage to the Speeder and a Trooper) and the Rebels play “Tow Cables”, which drops the AT-AT with four damage!!!

The AT-AT rolls two Successes for both colors and one Black Success! The AT-ST rolls a Success on Red and a damage on either. One Trooper misses and the other lands a Success on Black. Vader prompts a re-roll and gets another blank!               

The Rebel counter-attack scores two damage on Black Units (killing the Troopers), one on a Red (the AT-ST) and a Crossed Sabers icon, which blocks one damage. Since the Imperial overkill makes this result effectively useless, Dodonna re-rolls this die and gets a Success on any color, resulting in a mutual wipe-out!

ROUND TWO

SPACE BATTLE

The Rebel player uses Dodonna to retreat their remaining Transport from Toydaria to Bothawui, ending the scrap. With the Combat ended, all damage is repaired on Vader's Star Destroyer. Toydaria is still free…for the moment!  

***

With three successes, Mon Mothma easily sways Kessel to their cause via “Build Alliance”!  

Rolling a "Crossed Sabers" result on one of his three dice, the Emperor convinces the Toydarians that the Rebels were coming to them as aggressors. The presence of an orbiting Star Destroyer certainly helps his “Rule by Fear” argument! As a result, they gain a Loyalty Marker there!  

Obi-Wan attempts an Unopposed “Infiltration” in Sollust. He scores two Successes and draws “The Long War” and “Decisive Victory”, places the former on the top and the latter at the bottom of the deck.  (NOTE: with "Infiltration" it's pretty easy to mess up and add the selected card to your hand, but you're supposed to put it back on top of the deck and pick it up during the Refresh Phase.)  

"Oversee Project": Krennic shows up in Ilum to light a fire under the Death Star's construction crew. Since no Rebel has the Logistics Skill, the effort goes Unopposed. He does indeed get a Success…and the battle station is now fully armed and operational! 

Rieekan attempts a "Sabotage" in Corellia and rolls Crossed Sabers for two Successes! The industry there is temporarily disrupted... 

...but not for long! Tarkin bombs into Corellia and performs damage control via "Research & Development." Since it’s a “Resolve” Mission, no roll is required and the damage is repaired. They also draw “Construct Factory” from the Project Deck. 

Leia uses a Command action to evacuate the Rebels Transport, moving it from from Bothawui to Tatooine.

Via an Assault Carrier, Tagge Commands two TIE’s, a Trooper and an Assault Tank to Alderaan from Corsucant. The subsequent ground landing on the planet Subjugates it!   

Before the Refresh Phase, the Rebels table “Support of the Hutts”, giving them one Reputation point!

REFRESH PHASE

(1) All Leaders return to the Leader Pool. 

(2) Each faction draws two Missions. 

(3) Probe Droids eliminate Yavin and Cato Neimodia as possibilities for the Rebel Base!

(4) The Rebels add "The Long War" into their hand. (NOTE: I originally drew “Heart of the Empire” here after adding "The Long War" into my hand during Obi-Wan's successful "Infiltration.")

(5) Time marker advanced to Round Three. 

RECRUIT

Han Solo shows up for the Rebellion and “Start the Evacuation” is buried. Meanwhile, Boba Fett takes a contract for the Empire and “Scouting Mission” is turfed.

BUILD

Build Queue Level One: Loyal Saleucami produces an AT-ST, Subjugated Mandalore offers up an Assault Tank, Loyal Kessel yields a Rebel Trooper, Loyal Kashyyyk spawns one Trooper and one Vanguard, the Rebel Base knocks out a Y-Wing and a Vanguard, Subjugated Alderaan produces a  Stormtrooper, Loyal Nal Hutta cranks out a Rebel Trooper and X-Wing, Loyal Bothawui rolls out a  Turret, Loyal Naboo yields a Trooper and X-Wing and Loyal Corsucant drops a Stormtrooper,

Build Queue Level Two: Loyal Mygeeto produces one TIE and an AT-AT, Loyal Toydaria produces an Assault Carrier, Subjugated Sullust gives up a Trooper, and Mustafar builds a TIE and a Carrier.  

Build Queue Level Three: Loyal Corellia manufactures a Star Destroyer and a Striker. 

(6)   DEPLOY 

Nal Hutta gets the Turret and a Vanguard. A Y-Wing and a Vanguard rolls out at the Rebel Base. Two X-Wings guard Naboo. Two Wookiee Troopers emerge on Kashyyyk. Two Rebel Troopers pop up on Bothawui.

Toydaria gets the Walker and Scout Walker. A Trooper and Tank guard Mygeeto. A Carrier orbits Coruscant. Ilum gets a TIE and a Tank. Mustafar gets garrisoned by a Trooper. 

ROUND THREE

ASSIGNMENT

Rieekan, Obi-Wan, Mon Mothma and Leia are given Missions while Dodonna is held in reserve.    

Palpatine, Tarkin, Fett and Vader all take on tasks while both Tagge and Krennic are kept back.

COMMAND

The Rebels place Han in Kashyyyk and play “An Old Friend.” Chewbacca shows up! 

Mon Mothma’s “Mobilization” moves the Transport and two Troopers in Tatooine to the hidden Rebel Base! Krennic navigates the Death Star to Ord Mantell, leaving a Tank to garrison Ilum! 

Leia attempts to “Build an Alliance” with the Mon Calamari. The Imperials don’t oppose her and she rolls a blank and a Success, so the negotiations prove fruitful and they become Loyal! Fett shows up on Kashyyyk to “Gather Intel”, revealing “Blindside” to prevent any opposition. Two Probe cards eliminate Dantooine and Bothawui! 

Obi-Wan attempts an “Infiltration” in Coruscant. He gets two Successes on three dice, picks up "Heart of the Empire" and “Rebel Cell”, discards the former and top-decks the latter. (NOTE: since I'd originally added "Heart of the Empire" into my hand, that led me to pick up "Rebel Cell" and “Seize Control”, then bury the latter and put the former on top of the draw pile. Mercifully I don't think this cascading error had an effect on this final turn.) Vader attempts to capture Obi-Wan with “Capture Rebel Operative.” No one has Spec Ops to oppose him, and the resulting roll is five Successes! The pupil captures the mentor!

Rieekan targets Corellia for “Sabotage." Unopposed, he rolls a single Success, which is enough to knock out production there...again! With the orbiting Death Star helping his case, the Emperor tries to sweet talk Ord Mantell and the resulting three Successes are more than enough to inspire Imperial "Loyalty" there!

The Rebels pass. Tagge directs the Star Destroyer Avenger (replete with three Stormtrooper legions, an AT-ST and two TIE squadrons) to investigate Dagobah. When they send scouts down to the planet's surface (via a bumpy landing) they determine that it’s very, very damp…and frustratingly Rebel-free.

The Rebels pass again. (NOTE: once you pass in the Command Phase, your turn is effectively over.) Tarkin oversees “Construct Factory” which removes the Sabotage Token and decrees the production of yet another Star Destroyer and TIE in the third space of the Build Queue. 

REFRESH PHASE

At the start of the Refresh Phase, the Rebels complete “The Long War” by throwing away “Crippling Blow” and “Heart of the Empire” to gain another bump on the Reputation Track! 

(1) All Leaders return to their respective pools. 

(2) Draw Missions: the Imperials get “Interrogation Droid” and “Probe Droid Initiative.” The Rebels get “Assault” and “My Only Hope.”

(3) Ord Mantell is pulled from the Probe Deck. This is a useless revelation, since the Imperials already know that there ain’t no Rebels there. Conversely, Endor’s subsequent reveal is much more interesting food for thought.

(4) The Rebels draw a new Objective Card: “Death Star Plans.”

(5) The Time Marker Advances to Round Five!

RECRUIT

The Rebel Action Card "Undercover" Features Lando and Obi-Wan while "Rebel Planning" shows Dodonna. They opt for the latter and bury the former. 

The Empire gets "Local Rumors" and "Target the Generator" and decides to introduce Colonel Wulf Yularen over Veers. 

BUILD

Build Queue Level One: Rebel Base provides an X-Wing and Vanguard, Subjugated Mandalore gets a Tank, Loyal Saleucami gets an AT-ST, Kaskyyyk gets two Troopers, Kessel gets a Trooper, Nal Hutta gets a Vanguard and U-Wing, Bothawui gets a Speeder, Coruscant develops a Trooper, Naboo cranks out a Trooper and an X-Wing. 

Build Queue Level Two: Loyal Mygeeto: TIE and AT-AT, Ord Mantell: Assault Carrier and AT-ST,  Toydaria gets an Assault Carrier, Subjugated Sullust can only produce a Trooper, Loyal Mustafar can only produce a TIE since all Carriers are in play.

Build Queue Level Three: Mon Calamari gets a Cruiser and X-Wing, all Star Destroyers are currently in play so Corellia it can only produce a Striker. 

(6) DEPLOY

Naboo gets a Trooper and a Vanguard. Kashyyyk is patrolled by a U and an X-Wing. Nal Hutta gets a Speeder and a Trooper. Mon Cal is guarded by a Trooper and an X-Wing. The Rebel Base gets a Trooper and a Vanguard. 

Alderaan gets a Star Destroyer and Walker. Ord Mantell garrisons two Troopers. Toydaria gets a Scout and a Tank. Corellia musters a Carrier and a TIE. Mustafar gets a Carrier and a TIE. Saleucami gets a TIE. 

To be continued...?

***

REVIEW

THE GOOD

  • Perhaps the biggest compliment I can give is that every single one of the mechanics perfectly  compliment the theme. In fact: this game is so well designed it actually made the logistics of the original trilogy more believable to me. Talk about an achievement. 
  • Unlike War of the Ring, the main Star Wars characters aren't just nigh-indistinguishable minis that abstractly influence politics, perform re-rolls and act as meat-shields for the Fellowship. Here characters have thematically-appropriate skills that help them complete missions and command massive fleets of starships. It's an absolute revelation.
  • No one in their right mind could possibly look at the production of this thing and find it lacking in any way. The board is a work of art, the graphic design of the cards is unparalleled and - despite their small scale - the miniatures are both ludicrously detailed and very sturdy. This game is truly a Cadillac in the hobby.
  • The goal of the game and its win conditions are in perfect lock-step with the films. The Imperials are constantly trying to put out fires whilst seeking to find and fumigate what they see as a rat's nest. The Rebellion, meanwhile, keep to the shadows and use diplomatic wrangling and guerrilla tactics to snowball an epic revolution.
  • Also like War of the Ring, the narrative told within the game unspools organically, but also in very surprising ways that are truly cinematic. On one turn the Imperials will gnash their teeth in frustration as they try and combat an enemy that's like a ghost and then feel a power-mad rush as their Death Star reduces an entire star system to slag. The Rebels might experience the tremendous highs of nuking an Imperial super-weapon but then start sweating bullets when the Executor drifts perilously close to their hidden fortress. Whatever happens, you're emotionally involved and engaged AF. 
  • Full disclosure: this review assumes the inclusion of the Rise of the Empire expansion, which - IMHO - isn't just complimentary...it's mandatory. In the original game's combat system, you'd pick up a number of Tactics Cards equal to your Leader's space or ground Tactics value and then spend waaaay too much time settling on one. Thanks to the expansion, you now have the entirety of a brand new Tactics Deck at your disposal and you can cherry pick whatever card makes the most sense. You'd be forgiven for thinking that this would actually slow things down, but quite often you'll choose a card based on your predominant unit in the battle. Using your Leader's appropriate Tactic Value for re-rolls instead makes combat insanely lethal and - in turn - a helluva lot quicker. 
  • On the surface, the game isn't that complicated: just assign your Leaders to Missions or drop them on the board to move your units around. On the surface...      

THE M'EH

  • Hot Take: Rogue One is a garbage-ass movie and I hate the inclusion of that schlock in my OG Star Wars game. On the other hand, I'd murder me Nan for an Andor expansion. That shit is fire, bro. 
THE UGLY
  • My biggest complaint about the game will quickly become self-evident as soon as you lay your photo-receptors on the "important rules to remember" section down below. There's a lot - and I mean a lot - of fiddly-ass shit to keep track of. Rules governing Leaders and Missions / System Activations, Loyalty and Subjugation as well as movement in and around the Rebel Base are enough to give me absolute fits. 

***
Star Wars Rebellion exhibits the sort of quantum leap in board game design evolution that wasn't even feasible in the hobby back when the IP was at its zenith between 1977 and 1983. Heck it wasn't even possible in the late 90's.  

Play this and you'll feel like you're unspooling an alternate history of the OG Star Wars saga. Like War of the Ring, it's a bonafide miracle that we exist in a timeline where this game was created and it's good as it is. 

As such, Star Wars Rebellion (with the Rise of the Empire expansion) scores a perfect six pips out of six. 


***

BONUS SECTION: Star Wars Rebellion - Important Rules to Remember!

Quick preamble: Fantasy Flight got in the habit of including two rule books with their games: a sketchy "How To Play" manual and a "Rules Reference." I'm sure this was a great idea in theory, but I maintain the effect is kinda ruinous on Star Wars Rebellion.

Why? Well, since you can technically leap right into the game based on a quick skim of the "How To Play" guide, you will most likely make a slew of assumptions about how things work. Then you'll  proceed to obliviously - yet confidently - make a wild series of micro-errors that will poison the results of your first few games. 

So, taking Yoda's advice to "unlearn what you have learned", I read the damned "Rules Reference" from cover to cover and summarized the tricksiest minutia down below. For the record, I don't blame anyone dragging ass to read this thing 'cuz it's about as exciting to peruse as a Death Star insurance policy. 

Between the four-round example of play and my summary of the "Rules Reference" , I hope that you'll feel more confident tabling your copy of this incredible game more often.

Cheers...and May the Force be With You!

Action Cards

  • The current player resolves Action Cards first if played at the same time.
  • Un-selected Action Cards are placed at the bottom of the deck.

Activating Systems

  • A Leader without Tactic values (like Boba Fett) can't Activate a System. 
  • When you Activate a System you can pull in Units from multiple adjoining systems. 

Assignment Phase

  • The Rebels assign Leaders to Missions first and take the first Command Action.
  • Mission Cards aren't revealed in the Assignment Phase. 
  • You can assign up to two Leaders to a Mission by placing their stand ups on the face-down Mission Card. 

Building / Deploying Units

  • New Units are placed on the Build Queue before the slide.  
  • You can deploy a maximum of two new Units per System.
  • Units you can't deploy go back on the First Build Queue space. 
  • The Rebels Deploy before the Imperials. 

Combat

  • If a Player doesn't have a Leader with a Tactics Value in a System at the start of Combat they can be added from the Pool, starting with the Current Player. You can’t retreat from a Battle if you have no Leader there. 
  • A Death Star under construction is automatically destroyed if left alone in the presence of Rebel starships at the end of a Combat Round.
  • Imperial Units can't retreat from a space containing a Death Star (operational or under construction).
  • A maximum of five Black and five Red dice can be rolled per attack. 
  • You can assign more damage to a unit than it's Health. 
  • Blocked Damage is used against allocated Dice or Cards. It can't be used to remove Damage Tokens.
  • If the Rebels only have Transports remaining at the end of a Combat Round, they must retreat! 
  • To Retreat, place a Leader in the battle (even one without a Tactics Value) into an adjacent System and then move all retreating units into that System. This System must contain allied Units or your faction's Loyalty Marker and can't contain enemy Units. If these options aren't available,  you can Retreat into a space with no Units but you can't Retreat into the space where the initial attacking Units came from. You can't Retreat multiple spaces with multiple Leaders.
  • When you Retreat, all starships must do so, but ground units and TIE's must stay behind!
  • Leaders can't Retreat by themselves.
  • A battle is considered "Won" for game effect purposes once there are no opposing units in the same theater. Naturally, there had to be at least one opposing unit at the start of the battle and forcing Retreats also count as wins.
  • Unopposed Ground Units can remove Target Markers. (ROTE)
  • Players have access to all of their Advanced Tactic Cards, can play whatever one they want and discard them after use. Players must use all of their Advanced Tactic Cards’s before re-constituting their discard pile into a new draw deck. (ROTE) 
  • With the Advanced Tactic Cards rules, a Leader’s Tactic Value for that theater of battle dictates how many dice they can re-roll with a limit of once per attack. (ROTE)
  • Units Destroyed by Tactics Cards are immediately removed as soon as both player’s cards are resolved. (ROTE)
  • If an ability lets a player draw Tactics Cards, they’re retrieved from the discard pile and added back to their deck. (ROTE)
  • Each player must play one Advanced Tactic Cards per round of battle, but don’t need to resolve them. They are still discarded. (ROTE)

Leaders

  • Leaders can only have one Attachment Ring. New ones replace old ones. 
  • When Captured, Leaders get the Captured Ring and stay in their current System. If Captured Leaders have no Imperial Units in their System, they are freed and placed in the Rebel Base.  
  • Missions that target Captured Leaders can be opposed by both the Captured Character and a available Leader in the Pool, if they have the matching skill.
  • If Leaders don't have the required Skill Icons, the Mission isn't revealed and that player must choose a different Activate, Reveal or Pass Action. 
  • Captured Leaders can be moved like Ground Units, but don't affect capacity.
  • When a second Leader is Captured, the previously held Leader is rescued and placed in the Rebel Base space. If the Base is revealed, the Leader goes into the System.
  • Carbonite-frozen Leaders are considered "Captured" for any game effects. Reputation lost from a successful Carbon Freeze is never returned. 
  • If placed in a System, that Leader will participate in all Missions and Space / Ground Battles.
  • Each faction has a limit of eight Leaders. (ROTE)

Loyalty and Subjugation
  • Add a Loyalty Marker to a Neutral Location and remove it if the opposing faction successfully influences that Location. Coruscant never gains or loses Loyalty. Each System can have a maximum of one Rebel Loyalty and one Subjugation Marker at a time.
  • A Neutral Subjugated System can gain Imperial Loyalty, just flip the Subjugated Marker to the Loyalty side. 
  • If the Imperials occupy a System with at least one ground unit, overlay a Subjugation marker on the Loyalty Space. It’s removed if the system is “liberated” by Rebel forces. Subjugated Systems only produce Units based on the left-most Resource Icon. The Loyalty Marker under a Subjugation Marker can only ever be Neutral or Rebel. You will never see an Imperial Subjugation Marker placed over an Imperial Loyalty Marker.
  • If the Rebels gain Loyalty in a Subjugated system just place the Rebel Loyalty Marker underneath the Subjugation Marker. If they lose Loyalty, remove the Marker. It is now Neutral.
Missions

  • Starting Mission Cards always go back into hand while all others are discarded. 
  • Specific Leaders pictured on Mission Cards grant two automatic successes. 
  • There’s a hand limit of ten Mission Cards. Project Cards count towards this limit. Starting Missions can't be discarded. 
  • When resolving a Mission, players roll a maximum of ten dice. 
  • If a Leader is Captured, Eliminated or Moved off of a Mission Card, the card goes back into hand without being revealed.
  • You can choose not to reveal / resolve a Mission, in this case the Leader goes back to the Pool and the Card back in hand. 

Moving

  • You can’t move Units out of a System that already contains one of your Leaders, even if it has no Tactics Value.
Objective Cards
  • Only one Objective Card can be played per Combat and / or Refresh Phase. 

Passing

  • If a player passes, no remaining Missions or System Activations will occur for them in that current round. 

Probe Cards

  • Remember to remove all Probe Cards representing starting Imperial Systems and discard them from the game!  
  • Probe Cards are only removed during the Refresh Phase or certain card effects. I.E. don’t remove cards for Subjugated Systems. 
  • Drawn Probe cards are kept secret from the Rebels. 

Rebel Base

  • The presence of Imperial Loyalty and / or Units on the surface of a planet reveals the Rebel Base. When the Base is revealed, flip the concealed Probe Card and transfer Units from the Rebel Base space to the matching system. NOTE: Imperial starships in the Rebel Base's system don't reveal the Base!
  • When a Base is Revealed, the Resource Icons still function and new Units are placed directly on the System space. Corollary: units can't be Deployed to or moved to the Rebel Base Space when it's Revealed. 
  • If the Rebel Player doesn't like any of the four random Probe Cards drawn for "Rapid Mobilization" they don't have to move and can stay in their current spot. NOTE: there's a chance that all Systems drawn have Imperial Loyalty / are Destroyed / are Subjugated, in which case a move obviously can't happen. Un-selected Probe Cards are shuffled and put at the bottom of the deck. 
  • "Rapid Mobilization" is only resolved at the end of the Command Phase. Even after the current Base is revealed, the Rebels can establish a new Base. 
  • The Rebel player can activate the Rebel Base space and move Units to the Rebel Base space from either the Base's System or an adjacent System. A Leader in the Rebel Base Space prevents units from moving out of there.

Recruiting

  • If all Recruit options on the two drawn Action Cards are already in place or out of the game, continue to draw cards until you have a second option. Optionally you can keep any Action Cards drawn regardless of Leader availability.
Remote Systems
  • Remote Systems don’t have Resource Icons or Loyalty Spaces. It’s the opposite of Populous Systems.

Sabotage 

  • When a Location is Sabotaged, neither player can use its Resource Icons or deploy units there.   

Structures

  • There can be multiple Structures of any type in the same System, with each one providing its benefit.
  • Normally Structures are automatically destroyed if they have no allied ground Units to defend against enemy units, but if the owner of the Structure(s) rolled at least one die in the last round, they aren’t destroyed and another round of Combat occurs. (ROTE)

Winning the Game

  • The Imperials win if the Rebel Base is Revealed and only Imperial Units are present in the Base Space. The Rebels win if the Reputation Marker is in the same space at the Round Marker.