Star Wars: Imperial Assault is a strategy board game of tactical combat and missions for two to five players, offering two distinct games of battle and adventure in the Star Wars universe!
Imperial Assault puts you in the midst of the Galactic Civil War between the Rebel Alliance and the Galactic Empire after the destruction of the Death Star over Yavin 4. In this game, you and your friends can participate in two separate games. The campaign game pits the limitless troops and resources of the Galactic Empire against a crack team of elite Rebel operatives as they strive to break the Empire’s hold on the galaxy, while the skirmish game invites you and a friend to muster strike teams and battle head-to-head over conflicting objectives.
In the campaign game, Imperial Assault invites you to play through a cinematic tale set in the Star Wars universe. One player commands the seemingly limitless armies of the Galactic Empire, threatening to extinguish the flame of the Rebellion forever. Up to four other players become heroes of the Rebel Alliance, engaging in covert operations to undermine the Empire’s schemes. Over the course of the campaign, both the Imperial player and the Rebel heroes gain new experience and skills, allowing characters to evolve as the story unfolds.
Imperial Assault offers a different game experience in the skirmish game. In skirmish missions, you and a friend compete in head-to-head, tactical combat. You’ll gather your own strike force of Imperials, Rebels, and Mercenaries and build a deck of command cards to gain an unexpected advantage in the heat of battle. Whether you recover lost holocrons or battle to defeat a raiding party, you’ll find danger and tactical choices in every skirmish.
As an additional benefit, the Luke Skywalker Ally Pack and the Darth Vader Villain Pack are included within the Imperial Assault Core Set. These figure packs offer sculpted plastic figures alongside additional campaign and skirmish missions that highlight both Luke Skywalker and Darth Vader within Imperial Assault.
With these Imperial Assault and other Figure Packs, you'll find even more missions that allow your heroes to fight alongside iconic characters from the Star Wars saga. Boxed expansions add more heroes, imperial and mercenary groups, and totally new campaigns (see IA Community Wiki for a list), and the free Star Wars: Imperial Assault – Legends of the Alliance app provides you with additional content to play in solo or co-op mode.
- Strong one-vs-many gameplay
- Narrative-driven progression with increasing depth
- Variety through different doctrines and Rebel character customization
- Out of print, limiting future play opportunities
- Balance can skew if one side dominates a mission consistently
- Array
- Star Wars universe, Imperial vs Rebel campaign
- cooperative vs. semi-cooperative campaign with evolving narrative
- Frost Haven
- A Distant Plane
- Fire in the Lake
Mechanics (from transcript analysis)
- Campaign — Characters/units gain experience, credits, items, and abilities over the campaign, altering how you approach future scenarios.
- Campaign progression with experience points, items, and abilities — Characters/units gain experience, credits, items, and abilities over the campaign, altering how you approach future scenarios.
- Doctrine-driven campaign variation — Empire-specific doctrines influence campaign strategy and outcomes, changing how you play the same campaign.
- One versus Many — A core mechanic where a single Imperial player competes against a group of Rebel players.
Video topics + discussion points
Quotes (from this video)
- I really like the one versus many gameplay of it.
- The Rebels and the Empire player also changes over time as they get more experience points too.
- If the empire player is picking a different doctrine, the way you have to approach the campaign can actually be quite different.
- you can change history.
- the Europe scoring card, having painted all the battleground countries of Europe red on turn two and win the game immediately.
- this game is wonderful. I've played it over 40 times now, and every game is a blast.
- the card drawing and the two card limit per region mechanisms
- the gods, they bicker amongst themselves. Sometimes in an alliance, sometimes in a state of total war.
- I've spent many hours arguing over who is and is not a Sylon.
- I would basically want to play this game all the time if I could.
References (from this video)
- immersive Star Wars theme
- campaign structure with ongoing progression
- app-assisted solo play
- complex rules and learning curve
- setup can be lengthy
- asymmetric warfare and narrative-driven campaigns set in the Star Wars galaxy
- Star Wars universe; Empire vs Rebel campaign across a modular map with missions that progress across sessions
- Array
- Descent: Journeys in the Dark
- The Lord of the Rings: Journeys in Middle-earth
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- let's start with a big box we've got Star Wars Imperial Assault
- campaign mode with missions that actually goes through like campaign after campaign
- the app for the solo or cooperative mode
- the theme is incredibly strong
References (from this video)
- Miniatures are appealing and visually attractive
- Rules for moving, attacking, and line of sight are straightforward
- Game moves at a fast pace thanks to clear mechanics
- Campaign and multi-scenario options add replayability
- The reviewer expresses personal dislike for combat-focused games
- Some fans of Star Wars might be biased toward this style; the reviewer is not personally drawn to the theme
- Campaign complexity can hide potential pitfalls for new players
- Empire versus Rebel Alliance in a modular, scenario-driven campaign.
- Hoth system, Rebel base under threat; tactical skirmish in a Star Wars battle scenario
- Scenario-driven, campaignable with modular missions; fast, tactical engagement emphasis
Mechanics (from transcript analysis)
- attack_dice — dice-based combat whose results depend on range, cover, and card bonuses
- Campaign — multiple scenarios that can be played in sequence, forming a campaign experience
- Combat: Dice — dice-based combat whose results depend on range, cover, and card bonuses
- command_cards — cards used to activate units and determine actions; effects vary per card and influence tempo
- Line of sight — visibility rules determine when attacks can be made between units
- line_of_sight — visibility rules determine when attacks can be made between units
- Movement — unit movement on a modular board with range considerations and positioning strategy
- Multi-use cards — cards used to activate units and determine actions; effects vary per card and influence tempo
- scenarios_campaign — multiple scenarios that can be played in sequence, forming a campaign experience
Video topics + discussion points
Quotes (from this video)
- The minis are nice, and the rules for moving, attacking, and line of sight are simple, which helps the game move at a fast pace.
- However, there may be trouble buried in the ice.
- I'm not a fan of combat games like this and I'm also not a fan of Star Wars.
- The ability to play several scenarios over a campaign, which sounds pretty fun.
- This is a small job for a small crew, just two teams of one or two players, and a scenario takes about 30 minutes.
- I'll happily join the rebellion with your copy, but this smuggler is not betting his own credits on it.
References (from this video)
- strong campaign memory, thematic immersion
- campaign setup and upkeep can be lengthy
- campaign-driven cooperative play with skirmish options
- Star Wars universe, galactic encounters
- story-driven mission-based progression
- Descent: Legends of the Dark
- Star Wars: X-Wing (space combat flavor)
Mechanics (from transcript analysis)
- asymmetric roles — rebel vs imperial sides offer distinct play experiences
- Campaign progression — long-form campaigns with upgrading and branching missions
Video topics + discussion points
Quotes (from this video)
- the narrative it does ends up being a fun experience
- it's the story. there's almost I find when I'm playing it and horrible things are happening
- through the ages... a grand historical journey
- epic and full-day experience
- you can draft up to your point level and duke it out to the end
References (from this video)
- Great Star Wars theme integration
- Good for Star Wars Day tradition when possible
- Learning curve and rules video required for newbies
- Story-driven missions with campaign progression
- Star Wars universe; cooperative dungeon-crawl style
- Narrative-driven table-top experiences
Mechanics (from transcript analysis)
- campaign-based scenarios — A sequence of missions offering escalating challenges
- cooperative play — Players work together to complete objectives
Video topics + discussion points
Quotes (from this video)
- "Loving it, absolutely loving it"
- "I think Jaws of the Lion is a better all-round put together package"
- "it's one of the most complicated games out there; the learning curve is huge"
- "I rate the game I think like a 9.5 out of 10"
- "we played Star Wars Imperial Assault all day"
References (from this video)
- engaging campaign arc
- nimble character choices add flavor
- older design shows signs of age in components
- Tactical squad combat and mission-based play
- Star Wars galaxy, galactic campaigns
- Campaign-driven with branching paths and upgrades
Mechanics (from transcript analysis)
- Character upgrades — Earn gear and abilities to improve performance
- Cooperative campaign — Players work together through missions with evolving narrative
- Mission-based objectives — Each mission has specific win conditions and paths
- Scenario / Mission / Campaign Game — Each mission has specific win conditions and paths
Video topics + discussion points
Quotes (from this video)
- the improvements or twists I guess that they make on the original Splendor formula are so much fun
- this game is going to be a keeper in the collection
- the overbuilding rules... room for creative strategic plays
- this mission was just tight and interesting
- Best in Class in terms of worker placement engine building
- three win conditions and deeds tokens make the game dynamic
References (from this video)
- strong Star Wars flavor
- varied campaigns and expansions
- excellent app support for solo/co-op
- table hog and setup can be lengthy
- story-driven adventure with Imperial vs Rebel dynamics
- Star Wars campaign and skirmish scenarios
- campaign progression with miniatures
- Star Wars: X-Wing
Mechanics (from transcript analysis)
- campaign-driven skirmish/adventure — campaigns with an app-assisted or manual campaign flow.
Video topics + discussion points
Quotes (from this video)
- this is the zombie game in my collection
- gaming Nirvana
- my first ever certified dopamin award
References (from this video)
- strong theme, varied missions
- great partners and replayability
- setup and components are large
- iconic IP, dungeon-crawler style missions
- Star Wars universe, galactic conflict
- campaign/cooperative with adversarial scenarios
- Gloomhaven
- Imperial Assault variants
Mechanics (from transcript analysis)
- campaign missions with app or manual tracking — tactical skirmishes and story-driven objectives
- cooperative with asymmetric roles — heroes vs Imperial forces, special abilities
- Scenario / Mission / Campaign Game — tactical skirmishes and story-driven objectives
Video topics + discussion points
Quotes (from this video)
- easy one for me
- locking it in
- we're not big fans of the crew
- it's not close
- open-world sandboxy exploration
References (from this video)
- fond memories and strong Star Wars theme
- rich campaign experience with ongoing upgrades
- some sessions can be long
- requires a consistent group to stay engaged
- dudes on a map, campaign-driven progression, upgrading components
- Star Wars universe, heroes vs Emperor in a map-based campaign
- immersive, episodic skirmish + campaign mode
- Gloomhaven
- Star Wars: Rebellion
Mechanics (from transcript analysis)
- cooperative skirmish with campaign progression — players cooperate against a campaign against the Emperor with escalating challenges
- Scenario / Mission / Campaign Game — multiple missions with selectable heroes and upgrades
- scenario-based missions — multiple missions with selectable heroes and upgrades
Video topics + discussion points
Quotes (from this video)
- They're leaving. They're gone. They're dead to us.
- I'm rating Walk and Roll a five out of 10.
- I rate it a six out of 10.
- Aon's End is a great game and there are a lot of people I think that would really enjoy it.
- Gloomhaven will always stand as one that I have such fond memories of.
- Star Wars Imperial Assault... a nine out of 10.
- World Wonders is a is a really solid game. Planet Unknown ended up replacing World Wonders for me.
References (from this video)
- strong thematic feel
- dramatic campaign moments
- can be lengthy to complete campaigns
- heroic skirmishes, campaign narrative
- Star Wars galactic battles and campaigns
- campaign-driven with thematic progression
- Descent: Legends of the Dark
- Gloomhaven: Jaws of the Lion
Mechanics (from transcript analysis)
- campaign mode — long-form, mission-based play with evolving storylines
- dice resolution — combat and actions resolved with dice
Video topics + discussion points
Quotes (from this video)
- i love mansions of madness every time we talk about this game you make me feel like you think i don't like it
- i love this game it is a polyamino tile placement game where you are rescuing cats from this island
- i have such a good time playing this game very thematic you're upgrading your character you're uncovering new planets and new storylines
- my number seven brass birmingham
- my number six favorite game of all time is dune imperium
- vast crystal caverns is a purely asymmetrical game wherein you have one sole objective
- my number one game of all time is root
- my number one game is villainous this was my number one game last year as well
References (from this video)
- Rich solo experience with app-based campaign
- Extensive content and campaign depth
- Accessible base experience with solo campaigns
- Setup and upkeep can be heavy
- Analog vs digital balance can require table space
- Campaign-driven hero vs imperial skirmishes
- Star Wars universe, base game campaigns
- Story-driven, campaign progression
- Imperial Assault (base game)
- Marvel Champions
- Star Wars Destiny
Mechanics (from transcript analysis)
- App Assisted — Digital app guides campaigns and rules
- app_campaigns — Digital app guides campaigns and rules
- asymmetric_roles — Imperial vs hero units with app-driven scenarios
- Combat: Dice — Dice-based combat with card encounters
- Cooperative Game — Co-op with boss-style campaigns
- cooperative_play — Co-op with boss-style campaigns
- dice_and_card_resolution — Dice-based combat with card encounters
Video topics + discussion points
Quotes (from this video)
- the solo mode for this game is really good
- if you want a Master of Orion like experience in board game form and that is solable I think this game is amazing
- this campaign took me almost like 15 to 20 hours to complete in total
- it's a car driven system that takes over in the role of the Imperial player
- this game gives me a dopamine hit that a few other games do
- the rules are an Abomination
- it's insane
- it's just a lot of content
References (from this video)
- Iconic theme; satisfying campaign progression; varied missions
- Campaign complexity and setup time can be heavy
- Tactical squad-based combat; campaign progression
- Star Wars universe
- Story-driven, campaign-based with upgrades
- Descent: Journeys in the Dark
- Gloomhaven
Mechanics (from transcript analysis)
- Experience upgrades — Characters gain abilities and items across missions
- Tactical map-based combat — Mission-based scenarios with squad tactics and positioning
Video topics + discussion points
Quotes (from this video)
- This goes to Times Up Title Recall. Ryan's now calibrating how many more plays.
- Carcassonne is a classic. I would totally be down to still play Carcassonne.
- The OG of Quacks of Quedlinburg. We have the OG of it.
- This is Summoner Wars being a fantastic game.
- The decks have their own identities. Day-long KeyForge experiences are special.
- The 3D Santorini with god powers is just incredible.
References (from this video)
- Strong thematic integration with IP
- Can be heavy and long to play
- Teenage Mutant Ninja Turtles: The Board Game
Mechanics (from transcript analysis)
- asymmetric player powers — Different sides (allied vs. Imperial) have distinct abilities and win conditions.
Video topics + discussion points
Quotes (from this video)
- Dice are not the answer in a first-time design.
- They are toxic. They destroy your first designs.
- Meaningful interesting decisions… the decisions have to mean something.
- Even if you have all sorts of other unique stuff going on in your game that roll for combat just overwhelms it.
- Monopoly has a bit of both, chaotic, entertaining momentarily but ultimately frustrating.
- Event decks can be devastating to your design if they wipe out progress or resources.
References (from this video)
- engaging campaign feel
- accessible entry point for Star Wars fans
- miniatures quality not top-tier
- scenario balance can vary
- campaign-based, dungeon-crawl style skirmishes
- Star Wars universe
- campaign-driven with narrative progression
- Descent: Journeys in the Dark
- Mansions of Madness
Mechanics (from transcript analysis)
- asymmetric_factions — distinct Rebel and Imperial capabilities and goals
- campaign_gameplay — scenario-based missions with narrative progression
- cooperative_play — players cooperate to achieve mission objectives against the game system
Video topics + discussion points
Quotes (from this video)
- I think Twilight Imperium is bananas
- I will sit and play it for 10 hours and be delighted by it
- Blood Bowl is one of the only games where Jamie usually beats me
- Star Wars Legion is going to be similar quality miniatures but if Rune Wars is any indication the miniatures weren't that much better
References (from this video)
- The Star Wars IP is strong and accessible
- Flexible play styles: solo, co-op, and app-enabled campaigns
- App reliance can be a barrier for some
- Expansions can be pricey
- Cooperative dungeon-crawl with coordinated missions
- Star Wars universe with iconic factions and quests
- Campaign-driven with app-assisted DM duties
- Descent: Journeys in the Dark
- Gloomhaven
Mechanics (from transcript analysis)
- App-assisted campaign management — The app handles the DM and enemy waves.
- Multi-class campaigns and loot progression — Character progression through loot and abilities.
Video topics + discussion points
Quotes (from this video)
- This game is amazing at creating an emerging narrative.
- I voted this number one adventuring game this year.
- Emerging narratives are just fantastic in Explor It.
- The lore, the art, the setting—the Gothic vibe here is unmatched.
- You can play solo without a DM and still have a deep experience.
- This is one of the best dungeon crawlers you can buy today.
References (from this video)
- strong narrative drive with scenario-based play
- adventure, exploration, and narrative-driven missions
- Star Wars universe, imperial base under siege
- campaign/story-driven with scripted outcomes
- Star Wars Imperial Assault (base title)
Mechanics (from transcript analysis)
- app or scenario-driven narrative — Pre-written scenarios guide events and decisions
Video topics + discussion points
Quotes (from this video)
- I talk to the game and the game talks back.
- the feedback tells the user you've done it right do that more or perhaps you've done it wrong don't do that again.
- you're going to feel like you're achieving something when you play, you want a game to reassure you, guide you and challenge you, you want it to react to my decisions and you want to know that the game is listening.
- the most common feedback in tabletop games is the allocation of rewards for certain actions.
- the continuous accumulation of victory points gives a sense of growth or momentum to a tabletop game.
- the game talks back, and that is a core part of what makes feedback powerful.
References (from this video)
- tight, dramatic finales with meaningful choices
- strong character customization (e.g., Gideon) and synergy
- immersive Star Wars flavor
- learning curve and setup can be lengthy
- long campaigns can be time-intensive
- Cooperative tactical combat with campaign progression
- A galaxy-wide conflict between the Rebel Alliance and the Galactic Empire
- Story-driven missions with character upgrades and boss encounters
- Star Wars: X-Wing
- Star Wars: Armada
Mechanics (from transcript analysis)
- asymmetric_roles — Rebel and Imperial sides have distinct objectives and powers
- campaign_progression — players upgrade heroes between missions with new abilities and powers
- Combat: Dice — combat outcomes rely on dice and tactic rather than pure stats
- Dice_based_combat — combat outcomes rely on dice and tactic rather than pure stats
- Track advancement — players upgrade heroes between missions with new abilities and powers
Video topics + discussion points
Quotes (from this video)
- the theme is just so strong with this game, the story elements pair with the campaign progression to create an intense mood
- it's a campaign game, and failing forward actually feels satisfying as it changes the path and keeps the story interesting
- this game is on my mind, it's on my heart and my pocket or my wallet is open and ready to spend
- Gideon has to be the best character in Imperial Assault, upgraded he is insane
- the flow of that card row through the game and all these cards, the different orders, creates a satisfying puzzle
- it's a toss-up who knows who's going to win it down the stretch; the campaign stays tight and engaging
- Through the Ages, oh I was so lost, but the depth is incredibly rewarding
- it's a long, long game but the progression feels earned and satisfying as you grow your civilization
References (from this video)
- official solo mode
- integrated app support for solo play
- immersive Star Wars theming
- complexity of rules
- setup and component cost
- campaign-driven tactical battles with a narrative arc
- Star Wars universe; Galactic Empire vs Rebel Alliance
- episodic, mission-based progression
- Mansions of Madness
- Wingspan
Mechanics (from transcript analysis)
- Campaign progression — linked missions that upgrade factions and characters over time
- Dice-based combat — combat resolves with custom dice and character abilities
- modular on-board map — board sections come together per scenario
Video topics + discussion points
Quotes (from this video)
- I really enjoy the solo mode of it with the integrated app
- it's also great in the app for solo
- Mansion of Madness Edition it's a game that needs to be in the top 100 of everything
- Baseball Highlights 2045 which I think it's a fantastic solo mode
- Pathfinder the Card Game... still on the top 200
- Brass Birmingham... dropped 62 spots to 174
References (from this video)
- well-regarded Star Wars license, strong production
- dungeon crawl / tactical combat
- Star Wars universe
- narrative-driven campaign with skirmish overlay
- HeroQuest
- Super Dungeon Explore
Mechanics (from transcript analysis)
- campaign/story mode and skirmish mode — multi-mission campaigns with evolving scenarios
Video topics + discussion points
Quotes (from this video)
- I love the thirsty meatballs gaming library is wonderful to be able to go there and play all sorts of different games
- UK Games Expo I always think about the newcomer to the hobby what are they going to find when they go there
- the Kickstarter's up there people are pledging and now he starts to test and starts to design that game
- Evolution has really become my favorite game at this point
- Roll for the Galaxy is a fantastic euro game
- it's a speed game if you think of Jungle Speed
References (from this video)
- long-form campaigns with meaningful progression
- variety from base game to multiple campaigns and mini-expansions
- cost and accumulation of many small expansions
- campaigns can feel daunting to complete
- epic narrative campaigns, cooperative play against a system
- Star Wars galaxy with campaign-style missions
- campaign-driven with both imperial and rebel perspectives
Mechanics (from transcript analysis)
- campaign-driven missions — a sequence of linked scenarios with evolving challenges
- Cooperative Game — one player acts as the opposing forces in some modes, others are fully cooperative
- cooperative play with a GM-like system — one player acts as the opposing forces in some modes, others are fully cooperative
Video topics + discussion points
Quotes (from this video)
- it's a variability machine
- it's an incredible experience and one I absolutely do not regret having
- it's packed full with incredible stuff
- it's one of fantasy flight's living card games
- Marvel United tops of the list for both of us
- start the addiction
References (from this video)
- Card-driven activation provides depth and flexibility
- Variety of unit types with thematic abilities
- Terrain and line-of-sight rules create meaningful tactical choices
- Recon/force mechanics add interesting decision points
- High tension and dramatic swings due to dice
- Dice luck can dominate outcomes and create unpredictable swings
- Rule intricacies and frequent rule-checks can slow play
- Dice-heavy sessions can feel grindy or frustrating during stalemates
- Epic sci-fi warfare with tactical squad combat and hero/villain twists
- Star Wars battle between Rebel Alliance and Galactic Empire on a modular board with trenches, walkers, and urban terrain
- card-driven, scenario-based skirmish with emphasis on dice outcomes and unit activations
Mechanics (from transcript analysis)
- Activation sequencing — cards that order unit groups to move or attack, often with contingencies
- Affiliates and events — cards like Imperial Assault and Vader effects that modify the game state
- Combat dice and blast icons — dice pools with symbols (hit, wound, crit, blast) and terrain modifiers
- Combat: Dice — dice pools with symbols (hit, wound, crit, blast) and terrain modifiers
- Events — cards like Imperial Assault and Vader effects that modify the game state
- hidden victory points — tokens earned for objectives; reinforcements and VP thresholds influence play
- Line of sight — hex-based movement with terrain affecting line of sight and dice modifiers
- Movement and line of sight — hex-based movement with terrain affecting line of sight and dice modifiers
- Recon and force draws — cards that grant extra actions or redraws; scout mechanics provide bonus dice
- Rulebook interactions — in-game rule interactions such as rule references, rule book searches, and HQ effects
- Terrain effects — trenches and rocks provide cover or modify dice and retreats
- Unit types with special rules — infantry, vehicles, turrets, and walkers with unique combat profiles
- Victory points and tokens — tokens earned for objectives; reinforcements and VP thresholds influence play
Video topics + discussion points
Quotes (from this video)
- You're a piece of crap.
- Damn it.
- Oh jeez. All right. Just these cards with this map. It's like, oh my gosh.
- Wow. Oh. Oh my.
- Those scouts really kind of screwed me up over there.
References (from this video)
- refined descent system mechanics
- strong character synergy and strategies
- beautiful presentation and immersive theme
- complex and lengthy for some groups
- app-assisted variants may skew experience
- dungeon-crawl style cooperative adventures
- Star Wars universe; galactic conflict with familiar factions
- campaign-driven, app-assisted scenario play
- Descent: Journeys in the Dark
- Descent Legends of the Dark
Mechanics (from transcript analysis)
- App Assisted — digital tools enhance storytelling and automation
- app_assisted_optional — digital tools enhance storytelling and automation
- Cooperative Game — players work together against scenarios with evolving goals
- cooperative_campaign — players work together against scenarios with evolving goals
- Dungeon Crawl — scenario-based exploration and combat against enemies
- dungeon_crawl — scenario-based exploration and combat against enemies
Video topics + discussion points
Quotes (from this video)
- "the greatest tabletop simulation of city building that i've played today"
- "the comfort food of board games"
- "the primo area control game"
- "it's one of the best euro games"
- "my favorite donald x game and one of my favorite abstract games of all time"
- "Five Tribes is easily one of the most played games in my collection"
- "it's 7 wonders duel it's so much better than 7 wonders itself"
- "this is the best of the best when it comes to the descent system"
- "it is the best space opera game out there"
- "it is my number one favorite game that is at least five years old"
References (from this video)
- scavenged clonish mission-based progression with customizable heroes
- Star Wars universe, dungeon-crawl style adventures
- campaign-driven, scenario-based
Mechanics (from transcript analysis)
- cooperative/competitive dungeon crawl — team-based missions with asymmetric roles and app-assisted support
Video topics + discussion points
Quotes (from this video)
- I've been jack and I'll see you next year
- this is one of the best looking games in the biz
- thank you so much for supporting the cardboard Herald
References (from this video)
- Clear avatars as rebels with guns or jedi
- Darth Vader shows peril
- Beautiful colors and composition
- Stunning artwork
- Evocative Star Wars art
- Tells exactly what player will do
- Rebel vs Empire
- Star Wars
- Epic
Mechanics (from transcript analysis)
- Tactical combat — Star Wars skirmish game
Video topics + discussion points
Quotes (from this video)
- The box cover makes a promise to the customer
- Every box cover tells me what I'm going to be doing and how I'm going to be feeling
- This artist is one of the best board game artists working in the industry right now
- This is how you do it
- This cover is a mess
- Striking iconic design
- The box cover is not selling the game