Card games that Star Wars fans are crazy about. Where are those damn blueprints? - review of the board game Star Wars: Path to Hope Star wars card game buy

Once Upon a Time in a Galaxy Far, Far Away in 1977, the first Star Wars movie came out. George Lucas revolutionized the film industry, at the same time creating a whole universe that has a huge army of fans. Today, some people would rather not know who Alexander Fleming is, but they can easily guess Darth Vader by his breathing. And some have even learned to understand what Wookiee says.

And then there was a long, long break, during which we yearned for R2-D2, the power, the Sith, and epic battles with mega light sabers. But fan love for the franchise hasn't waned. And in 2015, the world was covered with an eruption of delight. The Force Awakens is out with characters like Han Solo's favorite grandpa, Leia, Chum, and a bit of Luke Skywalker. And in 2017, we extended the pleasure of The Last Jedi. And that's not even taking into account the mass of spin-offs that entertain us between the main parts of the franchise. And all the most interesting, of course, ahead. Only here it is not necessary to compare new films with old ones - we beg you! This is stupid and pointless, because the main thing is that the story continues.

Fresh parts pleased us with a scattering of new and very interesting characters. It’s already indecent to joke about the ears of Adam Driver, who played Kylo Ren, so we’ll limit ourselves to the fact that he is an interesting character and is embodied in an archi-talented way. Fair stormtrooper Finn causes a persistent desire to overturn a mug of beer with him and form a funk band. And, of course, it is worth mentioning the mysterious girl named Rey, who comprehended the "power" faster than a good half of the Jedi Order during its dawn.

Against the backdrop of fabulous graphics, their adventures were especially interesting to watch. And it is not surprising that they have become the faces of the most interesting board games that we are offered to purchase by the leading Russian board game publisher Hobby World. Games in the Star Pile universe (as the members of the NOM group call it) are no longer a novelty. They are loved and played with. And not only because they help to better explore your favorite movie universe. First of all, they are played because they are interesting, and those games that we will tell you about now, valiantly keep their mark. Regardless of whether you dream of living in a “galaxy far away” or just watched it once in your childhood, we advise you to play them. Unless, of course, you are interested in luxury leisure.

Let's briefly describe the essence of the game. Star Wars. Destiny is a collectible card game set in the iconic Star Wars movie setting. But this is not some kind of witcher's "Gwent" or Heartstone. It is unlike any of the existing CCIs. There is a completely different mechanics based on dice rolls, and the damage system itself is unique.

It all starts with the fact that you collect a deck where your favorite characters meet, add upgrade cards, events and support cards to it, and also choose a battlefield. Once the strike force has been formed, the players take turns taking their turn, taking whatever action of choice that best suits the game's tactics (play an upgrade or event, roll dice or apply their result, etc.). The game is very balanced, so that the powers of one character are easily neutralized by another, and vice versa.

The fate of the galaxy and famous characters is in your hands, and the outcome of the battle depends only on your ingenuity, strategy and luck. In a sense, you act as a screenwriter and commander at the same time, outlining your story of the struggle between good and evil in interstellar space. But even if for you Master Yoda is a fabulous animal, and Qui-Gon Jinn is the name of a Vietnamese strong drink based on juniper, it will be interesting in any case. Because, first of all, the process itself is captivating, and not bright pictures and the history of the universe.

Whichever side you take in this fight between good and evil on a cosmic scale, the chances of winning are exactly the same. After all, the "dark side" has no less fans than the light side. And if you delve into the essence of the story, you can be surprised to find that the evil in this universe is as ambiguous and non-obvious as in The Master and Margarita. Which side has more truth: the Sith or the Jedi is a big question, no matter how charming Master Yoda may seem to us. Therefore Star Wars. Destiny offers you two sets that represent the so-called light and dark side of the force. About everything in order.

Star Wars: Destiny. Rei Starter Kit

So, the starting set is named after the ward of Luke Anakinovich Skywalker himself. If you already got involved in fighting evil on the side of charm with a lightsaber, then you will have to fight with a bad organization called the First Order. The same conscientious Finn, 24 heroic cards and 9 special dice are allocated to help her.

Star Wars: Destiny. Kylo Ren Starter Pack

If the dark side of the force is more to your liking, then you will definitely appreciate the Kylo Ren set. In it you will find special character cards and will be able to fight against the pitiful rebels. The mechanics of the game is similar to the previous set - the difference is only in unique cards and an individual character set.

Every person who calls himself a fan of the universe should play Star Wars: Destiny, because the game provides a unique opportunity to choose a side, a character and completely rewrite the events of the universe using only your skills and talent. It doesn't matter which side you choose in this carnage - the game is balanced from all sides. There are no clear favorites in it - each side has its strengths and weaknesses, so it depends only on you whether you will work on weaknesses or develop strength.

You can choose several options for the development of the game; play offense, defense, develop certain cards, but in any case, the game will require strategic thinking from you. Tactics plays a huge role, because, for example, at first glance, a strong alignment in a certain situation can be defeated by a weaker one - it all depends on the situation and how you built the defense. Activate cards, make moves, make unique combinations that will crush the enemy and bring you victory. It all depends on how broadly you can think, because this game will make your brain work 100%. Sometimes a hopeless situation can turn into a victory, and vice versa: it is worth underestimating the enemy, and he will immediately hit in the most vulnerable place. Not just a game awaits you - it's a battle of wits, a battle of empires.

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.

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.

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 each blue, 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's an entire page of The Jedi Manual dedicated to the finer points of choice, so I'll just show you how it looks: the photo token is placed in a level space (Lord for example), 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 Luku 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 at the rules and check the tables significantly complicates the training of players, and the game itself, with its design and intricate 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

Star Wars game mechanics

Four unique factions in the Star Wars board game provide a variety of playstyles. Both sides of the conflict, Dark and Light, choose directives, which are strategies, ideologies and missions. Each directive card has 5 more cards associated with it. Together they form a directive set. From the directorial sets chosen by the player, his deck is formed, the characters, starships and events of which create an exciting atmosphere of an epic movie in the game.

Squad cards are heroes, creatures, droids, vehicles, and starships that the player uses to attack enemy troops.

Meanwhile, development cards, skills, weapons, and buildings increase the effectiveness of units, while event cards provide special talents and tactical options that, when used in a board game, catch a careless enemy by surprise.

But you can't escape fate. Doom cards are responsible for unpredictable accidents that violate the brilliant plans of staff strategists. So whether you're helping Luke on his journey to Dagobah or squeezing a hold on the heart of the empire, each new set of cards will bring you more and more responsible decisions to make.

How to play

In the struggle for intergalactic dominance, each side in the card game selects supporters, equips them with weapons, provides tactical support, and throws them into battle with the goal of destroying enemy directives. In order to return peace and freedom to the Galaxy, the forces of Light need to destroy the three directives of the Dark Side, but time does not work for them. With each new round, the Death Star counter heralds the approach of victory for the dark side.

Of course, this addictive game also works great with the standard decks in the base set. is a living card game that allows you to build unique game decks according to special innovative rules. The cornerstone of the deckbuilding system is the principle of directive sets.

A directive set consists of a directive and five associated cards that are permanent for that set. When creating a deck, the player chooses a faction and at least 10 directives that he needs in the upcoming game. With each directive, 5 more cards from the corresponding set are added to his deck. The player receives a 1-card directive deck and a 50-card command deck, which is basically all he needs to play.

To change the game deck, the player continues to operate with directive sets, deleting irrelevant ones and introducing new ones. The directive is gone - remove from the deck and its associated 5 cards. If you want to add a directive, don't forget that 5 new cards will come from it. Remember that cards of the white and dark sides that differ in backs cannot coexist in the same deck. Within these simple rules, players can do whatever they want with their decks.

The fate of the galaxy is in your hands

Force is a powerful ally, and both sides of the conflict are trying to put it at their service. Do you want to restore the freedoms of this republic, or do you prefer to extinguish the last pockets of free-thinking? The card game is your way to answer these questions and decide the fate of the galaxy.

The Star Wars card game is a serious tabletop duel in which you will have to fight in the name of the chosen side. It is perfect for fans of card board games, lovers of good strategies and, of course, fans of the great universe that has won the hearts of millions of people in different parts of the world. Lead the Empire and conquer the entire universe, or join the resistance and destroy the tyrants, all this is now at your gaming table in the tabletop card game.

Preparing for the game

Inside the box with the board game Start Wars rules, two large stacks of cards and various tokens. This core set includes four ready-to-play decks: Imperial Navy and Sith on one side, Rebels and Jedi on the other. After choosing a side, the player places three matching power cards in front of him. Players now choose and build a deck to play with. For beginners, ready-to-play card lists are provided.

Players reveal their faction cards. The entire set of cards is divided into two piles, Directive cards and the Command deck. They are mixed separately. The balance of power token is placed light side up and the Death Star counter is set to zero.

Players receive the top four directive cards each, choose three of them and place them in the play area in a closed area. The remaining card is placed at the bottom of the directive deck. From the command deck, everyone receives 6 cards, and then all the directives are revealed, first the dark side, and then the light side.

Beginning of the game

Preparation is complete and you can play. Players take turns starting from the dark side, and each turn, according to the rules of the card game, is divided into 6 phases.

Game phases in the Star Wars board game

Phase of Balance

Phase of Balance The Dark Side begins by moving the Death Star's meter forward one notch, then if the balance is on the dark side, the meter advances again. If the balance is on the light side in the light side balance phase, this player can inflict a unit of damage on any of the opponent's current directive units.

Report Phase

AT Report phase the active player removes one command token from each of his cards and all shield tokens. If the active player has less than three directives left, they unlock a new directive that can immediately add a special effect to the game.

Summon Phase

At the beginning Summon phases the player is given the option to discard one card from their hand, and then causes the number of cards in hand to equal the faction's reserve value. This may require both drawing and discarding cards.

Advance Phase

AT nomination phase The player plays unit or development cards from his hand, paying for each number of resources indicated on it. Squads represent the character's troops, and development cards are a variety of upgrades.

Conflict Phase

Now comes Conflict phase . The active player attempts to destroy enemy directives by attacking them. It is possible to attack several directives, but in turn. Each directive in the card game can only be attacked once per turn. To begin with, a target is selected and its fresh, that is, without order tokens, units that will attack. The defender then chooses his fresh units to defend. The attacking player now has the right to play one Doom card face down from their hand. The defender can then do the same, or pass.

This will happen in turn until both pass and then both piles are revealed. Now, in ascending order of primacy (upper right corner), all Doom cards are played, and finally all players count the number of signs of power on their cards. The player with the majority is the winner of the skirmish. Starting with it, the opponents in turn give all their fresh cards the order to strike.

How damage is determined

Damage to enemy units is determined by the number of blaster tokens. Tactics tokens determine how many order tokens a player can place on enemy units when attacking. Critical damage allows you to deal damage directly to the directive, bypassing the protection. In this case, black signs are always used, and white only when winning a skirmish.

Each point of damage in a card game is denoted by a corresponding token, and if the same amount of damage or more than the card's durability is received, it will be destroyed.

If at least one attacker and more than one defender survive the encounter, the attacker deals bonus damage per rout to the directive involved.

Winning the game

Destroyed enemy directives go into the player's victory pile. If the dark ones destroy the light directive, the construction of the Death Star will advance as many steps forward as there are cards in the dark victory pile. If the counter reaches 12, then according to the rules of the board game, the dark ones win. The Light ones need to destroy any three dark directives to win.

Strength phase

At the end of all conflicts, in comes Power phase. The active player can force up to three of his ready cards. Such units will be able to participate in the struggle for dominance, but at the same time they get more tired when participating in a normal battle. Next, each player totals all of their power tokens on all of their freshly subordinated units. The balance of power token is placed with the majority side up.

Now the player passes the right to move to his opponent and everything starts again. And the winner of the game is the one who first fulfills the winning conditions of his side, or the one whose opponent cannot draw a card when necessary.

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