Home Mushrooms Games cards star wars. Board card game Star Wars Han Solo. Who is more dangerous, the rebels or the imperials

Games cards star wars. Board card game Star Wars Han Solo. Who is more dangerous, the rebels or the imperials

In a distant galaxy, the Light and Dark sides of the Force are fighting for dominance over the galaxy. Take one of the sides and go on a dangerous journey through the war zones. And may the great Force be with you.

Gloomy and sleepy, Master Yoda looks down at a handful of heroes brandishing their lightsabers. " They waved glowing sticks here, shouting, disturbing sleep. Would you go ... to a distant galaxy and make noise there". Let us follow the recommendations and embark on the path of the Force.

The lid opens "up", inside the organizer, which houses the tokens, cards, character figures and other components. On top is a standard playing field for the Zvezda company and a rule book on 12 sheets.

The book details all the subtleties of hostilities and the principles of moving across the field. The text is supplemented with many pictures and explanations. 40 planetary tokens, 20 for each camp, will allow players to protect strategic objects.

Character Cards - Two Separatists and two Republicans will embark on a perilous journey and try to claim victory. Each card comes with a token with a portrait of a hero and parameter tokens (2 blue each, with a value of 1 and 10 to indicate "Inner Strength", and the same yellow ones, to mark the "Command Center Force Field").

Each hero will receive a character card and 3 duel cards. They will be needed during the battle when the warriors meet in the same galactic square or during the battle for key positions on the field.

48 Republican battle cards and the same number of Separatists. They are designed to conduct combat operations and capture planets. The picture shows the indicators of attack and defense, the type and name of the squad, as well as its special properties.

Tasks that our wards can perform. Each card contains two conditions - for the dark side of the force (red background) and for the light side (blue background). The deck is common for all participants in the game and is distinguished by an individual “shirt”. The "exclamation point" indicates that the task must be completed immediately, and victory points will be rewarded to the lucky player.

Emaciated from constant battles, tired of the daily swinging of the sword, barely standing on their feet, but rushing into the next battle, the figures of characters. The color of the swords symbolizes the hero's belonging to one of the opposing camps.

Galaxy on the screen of a monochrome radar, divided into battle squares. Planets and bases are waiting for their conquerors, carelessly drifting across the expanses of boundless outer space, abundantly filled with black emptiness.

It's time to take up the sword and get down to business...

Players choose the side of the Force for which they will enter the battle. Then they take a character card, a token with their image, a figurine, a set of four playing cards, two tokens of "Internal Strength" and "Force Field". The mountain of "Planet Tokens" is common for both players who play for the same side of the Force.

Three decks are placed next to the field, and each player takes five cards of his camp into his hand. Players will receive tasks only during the game.

The dark and light Forces place their heroes on the starting positions (the planets Mustofar and Coruscant), and then choose one of the three levels of character training. There is an entire page of The Jedi Manual dedicated to the finer points of choice, so I'll just show you how it looks: a photo token is placed in a level space (for example, Lord), and then the Power and Field squares are placed on the lower tracks, according to table indicators. In our case, Lord Helm - Count Dooku has 12 "Strength" points and 15 "Fields". It is easy to guess that one square on the scale measures tens, and the second - units.

It's time to go.

Movement through the Galactic squares is done with the help of the Jedi Cube. If you meet a Planet on the way, you can convert it to your faith and place a garrison on it by placing a Planetary token with the selected number on the cell with the picture up. The value on the token symbolizes how many attacks the Force Field of this garrison can withstand when attacking the enemy.

The cost of capturing a neutral Planet is indicated in the "Persuasion" column on the character card. In our case, Count Lucu will spend two points of inner strength (when capturing, the blue square with the number "10" will be removed from the field, and the unit will stand on the "9" mark). The player is also required to discard one card from his hand to the discard pile.
If the Planet is captured by the enemy, then the token is opened and a battle takes place, which I will talk about later. In case of victory, you can capture the cell and place your token on it.

In addition to Neutral, there are also Key and Starting Planets on the field with their own parameters. It can be captured only if the player has the necessary level of training (in our case, "2") and destroys the Force Field (in the example - "20" units).

You can replenish "Inner Forces" on cells with "lightning". Passing through this section, the player restores the value of the track to the maximum position, in accordance with the level of training of the character, and you can also increase the level of your training by going through training.

While studying, the player skips a turn, spends the indicated number of victory points, and discards cards. Read more in the Jedi Practitioner's Manual on page eight.

The "Military Base" cell allows you to set up your own block - post, and, passing through it, the enemy must enter the battle. You can strengthen the "Garrisons" with several tokens, increasing the defensive characteristics of this fortification.

Passing through this mark on the field, immediately grab the “Tasks” card and, secretly from the opponent, read the secret information contained in it. The card's belonging to the camp is calculated by the upper field - in this case, this task is for the Separatists.

If the player took the card of his side, and it has a “!” sign on it, then the hero is obliged to take up this instruction by placing it open next to his edge of the table. If the icon "!" no, you can simply discard the card and abandon dubious adventures on your Jedi Helmet, or take up the execution at a convenient time for yourself, notifying your opponents before starting your mission.

If a player has taken the task of the opponent's side, then it becomes the property of all players. At the same time, the enemy decides whether to take on the fulfillment of his part of the task or not. If there is no desire, then the card goes to the discard pile, and if you want to try your luck, then each side fulfills its part of the instructions.

Although space is limitless, two Jedi can find common ground even in such a vast space. If you are "lucky enough" to meet an opponent, you will have to join the battle. To do this, there are three "Technique" cards that valiant warriors will throw at each other, referring to the table.

If you characterize the principle of the duel “in a nutshell”, then it looks something like this: two brave guys sit down on a fragment of a Meteorite and play Rock, Paper, Scissors. The loser (having lost all Intrinsic Power) goes to any of his military bases, while the winner continues on.

It remains to tell about only one moment of this game - the battle for the occupied areas of the territory. The battle takes place with the help of cards that players put up against each other. Then the parameters indicated in the upper right corner of the squad are checked and the parameters of the Force Field are changed. In this case, Planetary tokens located in areas of the outer checkered space are taken into account.

I will not go into detail about how the battle takes place, since this process takes two sheets of A4 format, contains 6 points for playing cards, a table of “Types of attack”, a table of “Attack to defense ratios” and many nuances. In short, it is necessary to “break through” the defense line and strike at the Command Center, depriving it of Force Field points. This is a “game within the game”, the rules for which can be singled out in a separate review.

The players have several goals: get 9 victory points by completing tasks, capture 10 Neutral Planets, or 3 Key Planets, or the opponent's Starting Planet.

The winner is put a motorcycle helmet on his head, and a gas-discharge lamp is given in his hands - from now on he is the "Dark Lord" and must walk like this for at least a week.

Returning to your galaxy...

An interesting idea of ​​\u200b\u200b"crossing" a card game and simple tactics on the playing field. Unfortunately, the need to constantly look into the rules and refer to the tables significantly complicates the training of players, and the game itself, with its design and intricacies of the rules of card battles, is designed, in my opinion, for a certain gaming audience. In this regard, my youngest daughter did not “master the Path of the Jedi”, and before buying, I strongly recommend that you play this game.

"The Clone Wars", rather, for trained Jedi from 15 years old, passionate about space and Star Wars.

Personally, I really liked the idea of ​​task cards divided into two halves - something like that would be interesting to see in the game

Rebels or Imperials - who will win this card battle? 17 cards with your favorite characters, secret seals as victory tokens, a desperate desire to help the princess - that's all to make the evening in any company more interesting.

Bluff, droids, card manipulation

Players start with one card in hand. On his turn, the player takes a card from the pile and decides which of the two cards in his hand to play. The choice is important, and often difficult, because:

  • The played card has some effect, for example, Darth Vader makes it possible to exchange cards with another player.
  • Each card has its own value. It is beneficial for you to keep the most "expensive" card in your hand in order to receive a victory token at the end of the round.

At the end of the round, all cards are shuffled and the game “soooo, what card do you have ...” begins anew.

Who is more dangerous, the rebels or the imperials?

More dangerous are players who skillfully turn combinations. For example, they discard the Chewbacca card, protecting themselves from the tricks of rivals, then discard Han Solo, which allows them to peep into the card of another player. And if something interesting happens to be there, they use Darth Vader or Luke Skywalker to take the card away or force the player to discard it.

A simple Star Wars game

The rules are explained in a minute. The game is designed with high quality, all the characters are recognizable and cool drawn. And in general, this is a Star Wars game, but without a lot of difficulties! The quotes of the heroes on the cards are especially pleasing. Here's the stormtrooper saying, "These aren't the droids we're looking for." Guess what R2-D2 says to that?

It doesn't take much to invade.

  • 17 game cards,
  • 4 memory cards,
  • 14 victory tokens,
  • Rules of the game.

As promised in the last review on, this time I will tell you about another game from the Star Wars series, which is published by the publisher hobby world .

I confess honestly that after commanders I did not feel much optimism before getting acquainted with the board game of another author - Pyotr Tyulenev. I expected that Path to Hope turns out to be another simple filler for beginners, the mechanics of which will be slightly borrowed from some other game. Although in relation to Tyulenev, perhaps this cannot be said, because, knowing Peter, I can say that he does not strive for hack work. In particular, if we remember Settlers , there was no plagiarism in his games.

Game box format the same as in Generals of the empire . The box was visually designed in approximately the same style, so some bad thoughts still crept into my head. What game was it really?

Inside the box

The box of this game has a similar format with games Generals of the Empire , Port Royal, Dungeon Walk etc., i.e. it is narrow and long. Inside it are cards and rules.

The cards felt good to the touch. The paint doesn't come off (yet! and I hope it doesn't come off over time), but it would still be nice to get protectors, because the cards are shuffled VERY often in this game.

In general, the impression of gaming components is very good.

How to hide blueprints

The game Path to Hope related to the movie Rogue One . You probably already know that I am not very familiar with the Star Wars universe, so I can hardly spoil anything for you if you have not watched this movie (unless spoilers are built into the gameplay).

Board game Star Wars: Path to Hope invites players to steal the blueprints for the infamous Death Star. We are given a team of brave guys to help us, with whom it is much easier to search for drawings than to do it alone.

This is a cooperative game where you have to rummage through the stacks of cards to find a blueprint card. The search takes place with the help of playing role cards, for example, as in love letter . The game lasts three rounds, after which the players count the number of stolen blueprints. If players collect a certain number of blueprints, then they can consider themselves winners. If there are not enough blueprints, then the game is lost. Now about all this in more detail.

Preparing for this game takes quite a lot of time, because first you need to prepare the general deck of the Empire by selecting the necessary cards, according to the table in the rules. Then you need to mix everything thoroughly, distribute the cards to the players for study (7 pieces each), then take them back, mix each pile separately ... In general, the process of preparing the game takes much more than one minute.

For a different number of players, a different number of cards are selected for the game. Players open the rules, look at a special table and start collecting the Empire deck. This deck includes the following cards: TIE Fighters, TIE Strikers, Death Troopers, Special Enemies, and Death Star Blueprints. For example, if you are playing with 4 players, then the Empire deck will include 9 TIE Fighters, 9 Strike TIEs, 4 Stormtroopers, 4 Special Enemies, and 2 Blueprints.

Special enemies are cards with special unique properties. For example, these are cards like Star Destroyer, AT-ST, Imperial Tank, AT-AST, etc.

All cards, except blueprints, are shuffled. Then the drawings are put in the middle of the deck, after which each player is dealt 7 cards. Players look at the cards received and try to remember them. The rules allow you to tell which cards came across to whom and who has the cherished drawing in their hands. Since the drawings are placed in the middle of the deck without mixing, they will definitely be in different players. So, if you play with four, then only two players will have the drawings. When the players remember the composition of their decks, they shuffle them and put them back on the table. Next, the players take turns swapping stacks (one changes, the others at this time sit with their eyes closed, then the other changes, etc.). As a result, the players will have several piles in front of them, and no one will know in which piles the cherished drawings lie.

Everything, now, finally, you can already play. At the start of their turn, all players choose one rebel card from their hand. You can consult who takes what, so that the moves are not chaotic, but thoughtful and logical. Then, in turn, starting with the first player, the players play the properties of their cards and turn them face down. Here's what players can play:

  • Bodhi Rook - look at the top two cards of any one pile and return them to the bottom of this pile in any order;
  • Jyn Erso - Reveal the top card of any pile. If it's a blueprint, take it for yourself. The revealed TID or ISID is returned back to the pile, if another card was revealed, its property is played;
  • Baze Malbus - Reveal the top card of any pile. If there is SID or ISID, then the card is discarded. If another card was revealed, its property is played;
  • Cassian Andor - Reveal the top card of any pile. If you have revealed the LED, then it is discarded, after which you can reveal the next card from this pile. If another card was revealed, its ability is played;
  • Chirrut Imwe - similar in property to Cassian Andor, only he discards not cards, not SID, but ISID;
  • K-250 - reveal the top cards of any two piles. If cards of the same type were opened, they are discarded. If the cards are different, then the player must resolve their abilities in any order.

Now let's see what properties Empire cards have:

  • TIE Fighter and shock ISID are returned to the deck if revealed by rebels who cannot discard cards of this type;
  • death stormtrooper causes players to turn another unplayed Rebel face down (i.e. that player will skip a turn) to discard it. If this is not done, then the attack aircraft will return back to the top of the deck;
  • Death Star drawing goes under the bottom of the deck, unless it was revealed by Jyn Erso;
  • everyone has it special enemy there is a unique property, which I will not write about in detail here (I will only give one card as an example - revealed AT-ST is discarded, with players turning all exposed Rebels face down, essentially ending their turn).

After the cards have been played, the players rotate their Rebel decks around, pass the first player card to the next player, and choose a character card again.

The round ends either when at least one player has no rebel cards left in their hand, or when the players themselves decide not to play the round to the end (for example, all the blueprints are found or there is no chance to find the remaining ones). After that, the players must prepare for the next round, which is similar to the first - they need to form the Empire deck again, divide it into piles, distribute them to the players so that they study the composition of the piles, and take them back. The only important difference is that in the next rounds, the rebel cards are not dealt again. Those. players are left with cards from their discard pile and the remaining cards in their hand (if any). Therefore, some players will not have enough of some rebels, but will have more of others.

Players must play 3 such rounds. At the end of the game, players count the number of blueprints found and compare the result according to the table. Outcome can be 4 types. Consider the option for four players:

  • 0-3 - defeat;
  • 4 - weak, but still a victory;
  • 5 - a confident victory;
  • 6 - enchanting victory!

Actually, that's all.

Are there drawings? What if I find it?

Overstated or understated requirements for the game - is it good or bad? In the first case, the player is very upset if the game was not as good as he thought. In the second case, the emotions from disappointment are not so strong, but still it is not very pleasant. I always try to be neutral about board games in absentia, although I still sometimes understand with some kind of sixth sense that the game may not work at all. For example, the game is not my theme. Well I didn't look star wars , for me all these names and surnames are alien, so I'm worried whether I will like the game and whether it is worth writing a review on it After reading the rules of the game Star Wars: Path to Hope , I didn't have much hope that the game would be first-class. I was especially embarrassed by the final table, in which the players were defeated only in one of four cases. It seemed to me then that such a game would most likely turn out to be easy if three of the four outcomes were victorious.

But the first game showed that I was wrong. For four of us, we barely scraped together 3 drawings, which were clearly not enough even for the most flimsy victory. But this was not the first tub of water poured on me by Pyotr Tyulenev. The very first discovery in the game that really cheered me up was the fact that players at the end of the round do not return all their rebels back. Those. in fact, the 2nd and 3rd rounds you play with completely different rebel decks. And it's cool! It wildly changes the strategies of the game. It may happen that you desperately need Jyn Erso, but you do not have it, because it is in the hands of another player. And you need to somehow get out of this situation. This is a very cool gaming solution.

In general, my feelings from the game were not at all what I expected to get. It was very interesting for me to play, because I had not seen anything similar before.

The game has 2 main mechanics - role selection and memory. All this is richly seasoned with good luck. The cool moment of the game is that all decisions are made by the players together. And you will not be waiting for the same boring dialogues in which one main player gives instructions to everyone, and everyone else must obey him. In this game, each player has a weight. You should try to remember and not forget the composition of the Empire deck that you received at the beginning of the round. Remembering all the decks of players is simply unrealistic. So you have to trust your teammates and listen to what they have to say. At the same moment, other players need to be insured, because each person can forget something that he remembered 5 minutes ago. Therefore, it is highly recommended to share information about your decks.

There are a lot of things in this game to confuse players, make them forget where the blueprint was and where it then moved to. Let's say you got 1 Stormtrooper, 3 TIEs, 1 ISIS, 1 Blueprint, and 1 Special Enemy. You figure that Cassian Andor, who is easy to deal with LEDs, is profitable for this stack. But other players will also have piles with the same attack aircraft, TIEs, ISIDs, etc. in their hands. And it will be quite difficult to quickly find exactly that stack of yours with a drawing. Before the players will lie both good stacks with drawings, and empty ones as well. It’s a pity to waste characters on empty ones, but how else can you find blueprints?

First, like blind kittens, you poke one deck or another in order to quickly identify stacks with blueprints. But even when you find one or more of these stacks, it's still far from halfway, because you need to figure out how to get to the treasured blueprint.

You have an intended pile, it will contain about 4-7 cards, and somewhere there is a blueprint that only one rebel card can take. It is too risky to use Enso at random, because the blueprint can be either the first or the second, third or fourth card in the pile. But if you open the drawing with another character, then it goes to the bottom of the stack. In the game, you can discuss a variety of strategies and tactics. What characters are best used to get to the blueprint? Is it worth digging to the end of one pile when you can spend energy on two or three piles? Both strategy and randomness work great in this game.

I was very delusional about the fact that the game can be easily completed. I lost the first time, and the second, and the third ... And only for the fourth time I managed to collect the minimum 4 drawings, which were enough to consider myself a winner.

This is a really good game by a Russian author. As that unbelieving Thomas, I thought that it could very well be that this game was remade from some other game (like ZV from Evgeny Nikitin). In terms of mechanics, I can’t say that there is a lot of stuff here - the game is quite simple, and it may well be that in the catalog of some Igroveda there is a similar game in which you also need to memorize cards and then look for them, but authored by a completely different person. Personally, I do not know similar games. And I was taken apart by interest - was there a game Path to Hope copied-pasted from another game? I addressed this question to the author of the game, Petr Tyulenev. Peter answered the following - in his game you can find parallels with games with a choice of roles and card games in which monsters climb on the players; in spirit there may be some similarity with Warhammer Quest , since there, too, every turn you need to choose action cards and beat enemies, but in general Path to Hope is a completely unique game.

I was very happy when I found out that this game cannot be classified as plagiarism. This is a unique development, and it's wonderful!

The game went great for me. I wildly enjoy arguing with players about where to go, what character to play. And here the dispute is not that cruel, to the point of personal insults, not at all. Everything happens on a positive adrenaline rush. You're just asking - are you sure that's exactly your stack that had the blueprint in it? Do you remember how many LEDs there were? Do not remember? Here is the sadness. But you still take the risk and go to this stack. And what storms of emotions arise during the game, when someone was sure that there was a drawing in the pile, but it turns out that it is not there. I like the surprise in this game, which occurs at the moment of removing the card from the pile. You cross your fingers and say “please, please, no super destroyer, no AT-ST”, and then bam, and just this ill-fated card falls out.

Mostly it's a memory game. The rules say that players are not allowed to make any notes in a notebook, and rightly so. If you write everything down, then it will be much easier to win. It is much more interesting to trust only your memory.

The mechanics of choosing roles formed the basis of the game perfectly. If you like something like love letter ‘ah, then the game you are reviewing should seem interesting to you. Only in Paths to Hope all decisions are made cooperatively, not individually. But I didn’t like the roles so much as the fact that in the second and third rounds the composition of the roles of the players will differ. This makes the task even more difficult. Plus, the roles are always passed in a circle, so you will have the opportunity to play the same character more than once or even twice. But keep in mind that in the next round you will have 2-3 identical characters in this case. If players were to rebuild their Rebel decks every new round, it would be boring.

I also absolutely love Super Enemies that are really scary when you find them in a deck. I didn’t find an answer in the rules to the question of whether you need to take new super enemies for each round, but I do this, which is why in each new round you don’t know what you can meet in the deck of the most evil cards.

The art is excellent in my opinion. This design game is much better than Evgeny Nikitin's ZV game. Very cute pictures.

I feel compelled to compliment the game because I didn't expect it to be this good. But still, it cannot be called ideal (like any other board game, probably). What do I see as small weaknesses in the game? For example, in the fact that we are not very willing to use the K-250 robot. To my gaming company, he seemed to be the weakest character. It is not often possible to make two unnecessary cards lie on top of two decks. Yes, sometimes it happens, and it's very cool if these identical enemies in decks are stormtroopers.

I also doubt the high replay value a little, but for a simple cooperative filler, Paths to Hope replayability through the roof. I really want to complete the game with more blueprints than enough for a minimum playthrough. I have a goal and I want to achieve it. What will happen next - I do not know. But I am sure that from time to time the game will be taken off the shelf, because it is short and understandable for both geeks and beginners.

So that you finally understand my attitude towards this game, I will tell you a little secret. Usually, when I'm preparing for a review, I play the board game 3-5 times to get a clear picture of the game in my head. After writing a review, this game is put on the shelf, and I proceed to review another game. Sometimes I remember old games, sometimes not. So when I almost wrote this review and was ready to start learning a new game from hobby world , then I did not immediately do it, but again returned to Paths to Hope , because I really wanted to play this game again and again. For me, this fact says a lot about the interestingness of the game.

Competition

I had 2 boxes with the game at home, one of which I want to give to someone who will answer the question that Peter Tyulenev came up with especially for my blog.

The question goes like this - What do clones have in common with fleas?". I will hint that the question is related to Star Wars and board games.

Leave your answers in the comments. I am ready to send the game to Belarus, Russia or Ukraine. The first person to answer the question correctly wins the game. Star Wars: Path to Hope For a present. The box is open, but the decks are sealed. Good luck!

Thanks to all participants, the answer has been found! The prize was won by Volt.

Conclusion

Out of the blue board game Star Wars: Path to Hope turned out to be awesome. The theme fits perfectly into the mechanics of the game, there is something to think about, there was a place for emotions and feelings in the game. Pyotr Tyulenev has created a worthy inexpensive board game that can be easily shown at international exhibitions. I definitely recommend this desktop game to fans of cooperative games in which you need not only to rely on luck, but also on your memory.

Bravo, Peter! Looking forward to new games from this interesting Russian author!

Almost 40 years ago, the fourth part of the Star Wars movie epic was released. At the time of release, no one suspected that the film would literally become a cult for several generations of viewers. The fact that interest in the film remains is also evidenced by the release in 2015 of the seventh part of the film. The game Star Wars: The Card Game(Star Wars LCG) was created based on the film and was released in 2012.

As the game progresses, you have to choose one of two sides - the side of the Forces of Light or Darkness. Depending on this, you will have different tasks and goals. You have to build the Death Star and destroy the Universe or destroy the plans of the dark forces. This epic battle will unfold on a large playing field.

The dynamics of the game is given by the limited time, because the Death Star is built with each move, and with successful actions of the Force of Darkness it even accelerates. Therefore, the Forces of Light need to hurry in order to destroy the enemy's three directives in time.

Saving the world depends only on you!

Who is this game for?

Game cards.

The game is designed for two people over the age of 10 years. Simple clear rules allow you to master them in just a few minutes (they will go to reading the rules). If one of the players has already played Star Wars LCG, then he will be able to explain the rules to the opponent even faster.

Rules of the game

The game begins even before the players sort the cards. It starts with the strategic planning of your moves. You have to think about what moves you will make in order to achieve your goals and destroy the plans of the enemy. There are several factions in the game - Sith, Jedi, Rebel Alliance, Imperial Navy. They will have to fight on opposite sides of the space barricades.

When the strategy is thought out, you can proceed to the choice of cards of directives. You need to add 6 cards from the command deck (randomly). One turn consists of 6 phases (balance, report, call, promotion, conflict, strength), in which you have the opportunity to use cards to develop, subjugate the enemy, destroy his directives, etc.

Deck cover.

It is important to remember that the more cards you have on the playing field, the more resources you will have to play more and more cards.

The game ends when the Forces of Light can neutralize the three directives of the Forces of Darkness or when the deck of dark Forces runs out of cards. The forces of darkness win when they can build the majestic and terrible Death Star (reaches 12 divisions on the Death Star counter) or when the deck of the Forces of Light runs out of cards.

The game is a great entertainment for friends and an opportunity to spend an interesting evening.

Video

Equipment

  • Light Side Cards 117
  • Dark Side Cards 117
  • Power cards 6
  • Death Star Counter
  • Damage Tokens 42
  • Strength Balance Token 1
  • Shield tokens 10
  • Order tokens 44

Extensions

There are expansions for the game that add additional sets of cards:

Being an abstract game Fluxx authored by Andrew Looney changes clothes with ease, with little to no change in the rules. Which is quite ironic, because the essence of the game is the constant change of the rules. They are literally created as you go.

At the beginning, there is only one law: each player on their turn draws one card and plays one card. There are no more conditions, as well as goals of the game; they appear in the process. Each card is a new rule (for example, take 3 cards at once or not have more than one in your hand), victory conditions (have Milk and Cookies cards in front of you), topics (the very items necessary for victory), actions (for example, immediately take 2 cards and use them) or problems (cards that the player is obliged to lay out, and they interfere with winning).

At some point, the game turns into real chaos: players take five cards, play three, pass them from hand to hand counterclockwise, throw off the excess and take away cards from each other, and the victory conditions change every turn. Up to the point that Problems become the Goal of the game. It is impossible to plan, but this is the point, so as not to lose focus due to the abundance of "bureaucratic delays" and play your winning theme in time. It is no coincidence, perhaps, that Fluxx tournaments are held. At the same time, the duration of the game literally varies from 5-10 to 40 minutes - depending on how the cards go, randomness still decides a lot here.

Since 1996 Fluxx came out in a variety of variant publications, both on any topic - ecology, space, Mars, zombies, Cthulhu and other obvious ideas - and under licenses, including Monty Python, Adventure Time, Batman, Firefly and "Doctor Who". Now a distant galaxy has joined them, where players will have to impose their own rules.

From a mechanical point of view Fluxx Star Wars" differ from the base in a new type of cards - Surprises, although, strictly speaking, they appeared in the "pirated" version. Surprises can be used at any time, even on someone else's turn, but then its effect will be different. For example, "It's a trap!" allows you to take two cards on your turn and force the other player to discard one, and on someone else's turn, cancel the effect that takes away the theme from you and take it from the opponent.

Another difference is in the ratio of card types: in the variant " star wars» much more Problems and Goals due to the New Rules. In addition, all Problems have additional effects, for example, with the Death Star, you can reset the topic of another player and slip this card to him. This causes the victory conditions to change even more frequently than in the normal version. And it's more thematic: yet Star Wars is about overcoming evil, be it stormtroopers, Darth Vader, Emperor or X-Wing.

In this situation, all players take 1 card, play 2, leave no more than 3 in their hand. The goal of victory is to have Luke and Leia on hand at the same time, which the player is half close to, but stormtroopers get in the way anyway. The player has just played an action that will remove one of the new rules.

By her own Fluxx an excellent and fast filler game for a fun company of up to 6 players, in which there are no hardcore players. It is also suitable as a warm-up before a serious game of board games or, conversely, after it, to switch if you do not expect much from it. Edition with " star wars”, which was made by the World of Hobby itself, of course, is designed primarily for fans of the universe. I think they'll appreciate the humor (what do you think of the Purpose of "Shaggy Rugs" - a combination of Chewbacca and Ewoks?) and fanboy fantasies (combining Vader and Luke Skywalker). However, it may be interesting to look at it for those who have long been familiar with Flux: yet the balance in the game is a little different compared to the "base", and gives a new feeling.

New on site

>

Most popular