The characters, starships, and situations of the original Star Wars trilogy come to life in the Star Wars LCG, a head-to-head game of tactical combat and strategic planning that allows two players to wage cinematic combats between the light and dark sides of the Force.
Command such legendary characters as Luke Skywalker, Han Solo, Leia Organa, Boba Fett, and Darth Vader. Launch strategic assaults against your opponent's objectives. Tempt fate in thrilling edge battles. Seek to make an ally of the Force or master its power for your own purposes.
The Star Wars LCG - Core Set contains everything two players need to begin battling for the fate of the galaxy.
- 117 Light Side Cards
- 117 Dark Side Cards
- 6 Force Cards
1 Death Star Dial
Nearly 100 Damage, Shield, and Focus Tokens
1 Balance of the Force Token
Game Length: 30-60 minutes
- Fun game with varied strategy Review by Nathan
Game Play Quality Price Value
The biggest drawback: this game is confusing for a first time player. The rulebook is dense with with terminology and subsections, and (especially if you're new to LCGs) you won't be able to pick it up as easily as a lot of other Fantasy Flight liscened games.
But, if you've got the time and the players, this game is very rewarding and a great starting for your collection! (Posted on 10/2/2015)
- Solid. Review by Adam G
Game Play Quality Price Value
What comes in the box?: The game comes packaged with everything you need to play. A rule book(I did find the manual a little confusing, a flaw I seem to find with all FFG games, though this could just be my inability to comprehend new game mechanics without a teacher. I recommend FFG's online video tutorial before buying or playing). Counters and a Death star dial. 4 Premade decks. Additional "Pods" (more on this later) for custom deck building. Additional cards for in game mechanics (affiliation cards, force cards).
How do you play?: The game takes place between two players, one controlling the Light side, and one controlling the Dark. Each round the dark side player increases his "Death Star Counter". Once it hits 12, the game is over, and the Dark side player wins. This means that the game has a limited time, at most, lasting 12 rounds (the death star dial can also be increased by other in game mechanics). The Light side player wins by destroying the dark side players "objectives" (cards that provide special in game mechanics and resources). The players both battle back and forth in an attempt to expedite their goals. It seems simple, but every round various phases take place that heavily influence how much control one player has over the other. Its nearly impossible to dominate each of these steps, as the available resources are just spread too thin. It becomes evident that there is a great deal of strategy involved in figuring out where you can sacrifice some efforts to strengthen others. Knowing when to attack, defend, hold, or bluff take relatively simple rules and make a very intense game.
Deck Building: A lot of people complain about the deck building rules. Unlike other popular card games like Lord of the Rings LCG by FFG, or Magic the Gathering by WoTC, this game does not allow you to customize by individual card. Rather, the game has decks broken down into "pods". Each deck contains 10 pods. Pods each contain 1 objective card, and 5 other cards. When you select a pod for your deck, you must include all the cards that are part of that Pod. While this may seem like a dumbing down of customization at first glance, it actually creates a more complex game in the end. Being forced to take the entire pod means that you have to decide if some of the good cards are worth taking, at a cost of also including some less than stellar cards. I also personally like this, as being a veteran of many card games, I know too well that the bulk of cards never get played with. They are doomed to be what some call "Binder Fodder", not competitive enough to ever include in your custom builds. With Star Wars the LCG, those cards do come into play, and you're forced to make the best out of them. It really makes things interesting, both in deck construction and actual game play. It also means you get to play with what you pay for, without weakening your deck, as both players have to adhere to these rules.
Theme: I have seen a few complaints about the theme of the game, namely that people do not like how units interact. For example, a foot soldier could defend against a star destroyer. The game makes no distinction between land, air, or space units. The idea is that these do not represent direct conflict with each other, but rather large scale battles and use of resources that are available over large areas of time and space. The game is very lucid in the imagery it draws upon, and results in having to use the imagination a bit to understand what the game mechanics are representing. I personally enjoy this. Some folks would prefer a more intricate break down of units and combat, but in previous star wars card games, this has proven to be an over complication, and I prefer how this game handles combat. Once you start to think outside the box, the game really does draw up some very interesting stories, and I feel does capture many of the aspects about Star Wars that fans love.
Re-playability: The premade decks contain hours of game play, and when you're sick of them, you can make your own decks using the extra cards that come with the box set, or reaching out to the first expansion set that was released at this time.
Quality: The cards and tokens all look great. I expect nothing less from FFG, and as usual, they have pulled through with a great product.
Summary: The game is simple to learn, difficult to master, uses great mechanics that make for a fun, creative, and imaginative experience. Its really very different from any other card game I've experienced. FFG has proven again that they are both fearless and inventive. (Posted on 9/22/2015)
- Very Awesome Game!! Review by Sloan31
Game Play Quality Price Value
- Detailed overview of the game Review by Joshua
Game Play Quality Price Value
- Star Wars!
- Very very tightly designed game that is quick but robust and complex. Every choice you make can lead to victory/defeat.
- Fairly quick to set up and play once you learn the mechanics.
- Very cool art direction. Really captures the feel of the universe.
- Quite expandable, once you get a few Force Packs you have a huge variety of options.
- LCG rather than blind CCG. Everything you need comes in the Core Set.
- Dark and Light side play differently, as well as each faction having very unique strengths and weakness's.
- One of the best rule books I've read. Lots of examples, pictures and index.
- Rewards players who spend time in the game, not just players who build good decks.
- Edge Battles make the game interesting and unpredictable and causes a lot of interesting choices. This seems to be one of the biggest gripes about the game, but I think it makes for tension, bluffing, gives all cards a duel purpose.
- Force struggle is always fun and can make or break your strategy if you don't conciser it.
- Deck Building (now that there are a bunch of options) is awesome. Yes, it is simple, yet it makes your deck building moments more important. The deckbuilding used to be a con for me, but now that they've released a large number of options it is a Pro.
- Pretty complex and hard to teach (this is a pro and a con in my book). The game requires some time and energy to learn. Not so much the mechanics, but triggers and timing windows.
- Requires a bucket of money to be /competitive (2 Base sets (+ $60-$80), 2 Edge of Darkness expansions (+ $40), plus any Force Packs you may want (+ $15 each), you've just spend a couple hundred dollars on it, not including deluxe expansions. There is a up-side though. There are no raffles/gambles. You know exactly what you're getting when you buy boxes/packs. No dropping 30+ dollars on single cards.
- Abstract game mechanics do not simulate some situations well. For instance, a TaunTaun defeating a Star Destroyer is a little far fetched. You can say that the TaunTaun allowed for a faceless character to get aboard a X-Wing that got on board the Star Destroyer and sabotaged it... If you're a theme purist, this game will find ways to irritate you.
Basically, I wouldn't suggest the game as a gateway game unless people are REALLY into Star Wars. There are quite a bit of complex timing rules, which is explained well in the rules, but hard to grasp until you've played a couple times. But once you get the hang of it, it feels a bit more like playing a board game in which you get better at the more you play than a card game that is determined by the deck you have.
It isn't so much a mechanical "deck vs deck" as is common in MtG, the game has a lot of great player choices, edge battles prevent uselessness of cards, and interesting timing and hand management keeps players thinking in the moment, while setting up for the future.
Some common objections for the game:
"The theme is abstract." Yes, it is a bit more abstract, and as stated above, sometimes does not fit well. I enjoy thinking of weird ways they 'could' happen though. Like that tauntaun may have been instrumental in transporting that one guy to the space port who then was a part of the boarding party that successfully saw the take-over/destruction of the Star Destroyer. Yes, that is a bit far fetched, but after playing the game for so long, it doesn't cross my mind anymore.
"The deck building is too limited." I disagree here. Unlike MtG or other card games where you have a deck of 60 cards and you put X number of copies of a card into your deck, Star Wars has "objective sets", in which a predetermined set of 5 "command" cards + 1 Objective card comes together and cannot be separated. Sounds limiting, but I think it makes your deck building choices more important, as well as making deck building a quicker task with a smaller pool of possibilities (about 20-25 different objective sets per Faction, plus an odd number of faction neutral sets, as of this writing).
"The game favors certain decks!" Not so much any more. This was a legitimate objection when the game came out, but with 12+ force packs and a couple deluxe expansions later, there are tons of cards and lots of interesting combos/themes for you to build from.
"Edge Battles are stupid." I again disagree. It is a way to keep cards from being completely wasted, as well as support the draw card mechanic (always drawing back up/down to 6 cards on your turn), and allows you to see much larger part of your deck than other card games. Plus, they create lots of tension and bluffing, which is rarely bad.
"The game is too complicated." It can be pretty daunting for people who do not play games, especially card games. There are basically 3 layers to this game; the attacking/defending layer, which is most obvious to most people. The Edge Battles, which are players bidding for advantages, and underhanded tactics that turn the tide, and the Force Struggle, where players dedicate units to the Force in order to keep the balance of the Force in their favor giving the player with the balance on their side further advantages. Being able to calculate all 3 of these layers can make it complicated, but absolutely adds depth to the game.
Hope this large review has been helpful and has made the choice to get this game easier.
Also, if you are still unsure, Fantasy Flight Games has a video tutorial for free on their website under the Star Wars: The Card Game product page. It does a great job going through the first couple turns of the game.
Happy gaming! (Posted on 6/26/2015)
- Great tactical card game Review by Budgernaut
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But it is tactical to a fault. This is not an easy game for beginners to pick up and I have won against all my friends and family enough that this will likely never see table time again. However, if you've got a good community to support it, I highly recommend this game. (Posted on 12/13/2013)