Hi!I'm creating a prequel expansion to Star Wars Rebellion. The expansion's current working name is Star Wars: The Clone Wars board game.
Just stressing something; Disney, Lucasfilm, and FFG endorse this game in no way. I've started work on the leaders, with many of their first iterations ready.
I will be playtesting this game using, there will be a sign-up form soon.A preview of Darth Vader. You may notice the little lightsaber, that's a new skill called Force. The reason he has one less diplomacy than in Rebellion is because he is still filled with hate.You can read more about this fan made expansion on my blog.Regards,IrishCyborg Edited April 21, 2017 by IrishCyborg. Most likely, the Separatists will have objective cards to win, although some of their missions may also give VP.Republic will probably win once the dark lord has been revealed. Even though that is not thematically correct, seeing as Palpatine was revealed but still won, I still think it is the best win condition for the Republic.Regards,IrishCyborgThis is the hardest part of handling a Clone Wars game as both sides were basically being played by the same guy, so no mater who won everyone lost. Which is why I liked the talk people had of making it a three sided game where Palpatine was his own side who could move either side's fleets and was trying to make the game go long and keep one side from winning.
His winning condition being related to time mostly. Whereas for the Republic and CIS it was more of a classic wargame. Great approach for a Star Wars: Rebellion expansion. Love the cards, map and your game-play theory.I think the factions and victory conditions are where things get complicated. As someone mentioned above, in the Clone Wars it didn't really manner if the Separatists or the Republic won, it was more a bid for the Sith to destroy the Jedi and rule the galaxy, so I think a mechanic could be devised (it is quite possible - just have to give it some thought). It would be something along the lines of not having a CIS and Republic player, but one player playing the Sith and the other the Jedi. Maybe the Sith player can command units during his turn where he can move the CIS forces with Dooku and the Republic forces with Palpatine on the same turn - and even have them battle each other, if that works to their advantage.
And the same goes for the Jedi. So the character cards would indicate their force allegiance (light or dark) and their political allegiance (CIS, Republic)The victory conditions could be tracking the advance or retreat of darkness.
'Take command of the farthest reaches of the galaxy with the Rebellion in the Rim Campaign Expansion for Star Wars TM: Armada!Imperial and Rebel forces clash in the galaxy’s most lawless regions, where the spark of rebellion has grown into a flame that threatens to destroy the Empire. 'Our Rebellion is all that remains to push back the Empire. We think you may be able to help us.' –Mon Mothma New leaders. New missions. New tactic cards that lead to more fully cinematic combats Rise of the Empire is an expansion for Star Wars: Rebellion inspired largely by the movie Rogue One: A Star Wars Story. And just as the movie provided new insight into the Galactic Civil War.
Or preventing Order 66 from being issued by uncovering Palpatine. Or some combination or totally other idea.Just brainstorming here. A lot more to consider, but that would be a completely different way to play Rebellion. Great approach for a Star Wars: Rebellion expansion. Love the cards, map and your game-play theory.I think the factions and victory conditions are where things get complicated. As someone mentioned above, in the Clone Wars it didn't really manner if the Separatists or the Republic won, it was more a bid for the Sith to destroy the Jedi and rule the galaxy, so I think a mechanic could be devised (it is quite possible - just have to give it some thought).
It would be something along the lines of not having a CIS and Republic player, but one player playing the Sith and the other the Jedi. Maybe the Sith player can command units during his turn where he can move the CIS forces with Dooku and the Republic forces with Palpatine on the same turn - and even have them battle each other, if that works to their advantage.
And the same goes for the Jedi. So the character cards would indicate their force allegiance (light or dark) and their political allegiance (CIS, Republic)The victory conditions could be tracking the advance or retreat of darkness. Or preventing Order 66 from being issued by uncovering Palpatine. Or some combination or totally other idea.Just brainstorming here. A lot more to consider, but that would be a completely different way to play Rebellion.
2You know, it might actually be better to seperate the Jedi/Sith from the fight like you're saying, and kind of automate the Republic/CIS.This would also actually be more accurate, as the Jedi could essentially do anything they wanted, but the Republic was severely hampered by the Senate. The same happened with the Sith and the CIS, only to a lesser extent.I think I'd still keep the dark lord secret, so that the Jedi do not know who he/she(Darth Padme?) is.I especially like the part where the Sith causes Republic & CIS forces to fight, I'll have to give a reason for them to do so. Maybe battles increase the darkness?Thanks,IrishCyborgEdited April 30, 2017 by IrishCyborg. Not Trolling hee, but where is Jar Jar Binks? It would be hilarious if he turned out to be the Dark LordBut all in all, this seems really complicated, especially since you have some quetionable design choices here in making Vader part of CIS.I would make 'war objective cards' that tell your fleets and troops to go somwhere and you have to assign a leader to it so they move, which hampers your efforts to find out who the dark lord is. Make the Dark Lord not being controlled by one of the players, but by the game itself, like the viruses in Pandemic.I am just tossing these ideas out here, but if you like I would dicuss them further. Not Trolling hee, but where is Jar Jar Binks?
It would be hilarious if he turned out to be the Dark LordBut all in all, this seems really complicated, especially since you have some quetionable design choices here in making Vader part of CIS.I would make 'war objective cards' that tell your fleets and troops to go somwhere and you have to assign a leader to it so they move, which hampers your efforts to find out who the dark lord is. Make the Dark Lord not being controlled by one of the players, but by the game itself, like the viruses in Pandemic.I am just tossing these ideas out here, but if you like I would dicuss them further. Think of your least favourite republic leader I created. I removed Jar-Jar because I preferred the other leader.I'm actually going to go with 's idea of making the players play as Sith or Jedi instead of CIS or Republic. I'm going to simulate the Republic & CIS moving with army cards, which will say something like 'Move 1 Venator, 2 Gunships, and 3 Clone troopers to Cato Nemoidia', as an example.I'd love more suggestions though!That is a good idea, but you still need to bind the Jedi to certain systems sometimes because of the war.
The Jedi were the gernerals during that conflict so it would be strage i they could just wander all around they want. For the ships, once I've found the models (I've only got the Venator currently), I'll use either a 3D printer or shapeways.com to get them 3d printed.For Order 66, I think there will be a Darkness Marker on a track of 10-16 spaces, and the Sith will perform missions to attempt to sway the force towards the dark side.
At the same time, the Jedi will be attempting to stop that as well as find out who the Dark Lord is. When the Darkness reaches the end of the track, the Sith will win, as the war has gone on long enough for the citizens of the galaxy to believe that the Jedi are traitors, and so Order 66 is executed.Edited May 9, 2017 by IrishCyborg. I've read your ideas and I think I have found a possible solution for the factions and the way to win the game. I think it's a good approach for the game considering your previous comments. But first I will explain the lore-related reasons for this approach:It is true that when the Empire is created neither the Republic nor the Separatists actually win, so there should be indeed a faction of the Dark Lord so we can say it actually 'wins' according to the story.