Recruiting leaders (and a c3p0 question)

By Lord_Squinty, in Star Wars: Rebellion

Hi all,

Having our first game tomorrow and want to make sure I understand the recruitment correctly.

We draw 2 action cards in the first 4 rounds, choose 1 to keep and this determines our recruited leader right?

Do we only gain action cards in recruitment phases or do we draw each turn? (Obviously not gaining new leaders)

If we choose c3p0 (or r2d2) are we then effectively playing with a leader short for the rest of the game? If yes, what is the point? A leader seems far more useful given the number of turns they can potentially activate.

Cheers

You only gain action cards when you recruit. You both choose 1 of the 2 action cards you drew, returning the unchosen action card to the bottom of the deck. Then the Rebel player selects which leader he is recruiting from the selected action card. After the Rebel player recruited a hero, the Imperial player recruits theirs.

C3P0 and R2D2 are not leaders in this game. They are rings that attach to the leaders. You will be told when to attach a ring.

Thanks for that, so we should remove those cards from the action deck at the start?

Edited by Lord_Squinty

Make sure you're separating the starting action cards (the ones without the recruitment icon on them from the rest of the action cards- you only draw from these (6 for rebel, 4 for imperial) at the very start of the game. These do not provide you with an additional leader.

You're correct in that you choose one card to keep from the two you draw in a recruitment phase, but to clarify, you only get one of the leaders on the card you choose (some have two). You'll only draw from the action card deck during turns that the turn counter moves to a recruitment icon.

Thanks for that, so we should remove those cards from the action deck at the start?

Those are both starting action cards. On the card backs, if there is not a Recruit Icon (yellow medal) then it is a starting action card. You shuffle those together during setup and draw 2 of them. Those are your starting action cards. The rest of the starting action cards that were not drawn are returned to the box and not used that game.

All action cards you draw each turn for recruitment should have the Recruit Icon on the back.

Edited by DyingTickles

"If we choose c3p0 (or r2d2) are we then effectively playing with a leader short for the rest of the game? If yes, what is the point? A leader seems far more useful given the number of turns they can potentially activate."

I suppose that's a judgment call. Either one gives you a single die roll modification which appears to less powerful than a leader.

Both sides have four Starting Action cards for their four starting Leaders, the Alliance also have R2 and 3PO as Starting Action cards. You would shuffle these cards, draw two at the beginning of the game, and put the rest back. You can only gain these droids you are looking for as Starting Action cards, not by drawing them during the game. These Starting Action cards are basically the same as the Recruited Action cards you'll be drawing during the game, giving you two more Action cards you can play, alongside the card you keep when recruiting, that can help win the game for either side.

Well we had our game.

Nearly 6 hours of awesome!

Big thanks to everyone for the comments above, everything went smooth.

Highlights were blowing up Yavin with Death Star 1, our opponents face when we built Death Star 2, and most of all Han Solo joining the dark side.

Epic stuff, can't wait for my next game.

"If we choose c3p0 (or r2d2) are we then effectively playing with a leader short for the rest of the game? If yes, what is the point? A leader seems far more useful given the number of turns they can potentially activate."

I suppose that's a judgment call. Either one gives you a single die roll modification which appears to less powerful than a leader.

No. Each side always starts with the 4 leaders who do not have a recruit icon on them. The only difference is at the start of the game, the Imperial player randomly picks 2 out of the 4 starting action cards (w/o recruit icon) and the Rebel player picks 2 out of this 6 action cards. If you happen to get C3 or R2, then they can add their rings. You aren't losing a leader by getting the droids for action cards, you are simply getting their abilities.

Edited by Jo Jo

"Both sides have four Starting Action cards for their four starting Leaders, the Alliance also have R2 and 3PO as Starting Action cards. You would shuffle these cards, draw two at the beginning of the game, and put the rest back. You can only gain these droids you are looking for as Starting Action cards, not by drawing them during the game. These Starting Action cards are basically the same as the Recruited Action cards you'll be drawing during the game, giving you two more Action cards you can play, alongside the card you keep when recruiting, that can help win the game for either side."

Most excellent point!

Question about R2/3PO/ Yoda ring:

If my leader gets captured with one of these rings on them, does it get discarded from using it for the rest of the game? Does the leader get their original ring back if they are rescued?

Question about R2/3PO/ Yoda ring:

If my leader gets captured with one of these rings on them, does it get discarded from using it for the rest of the game? Does the leader get their original ring back if they are rescued?

They lose the ring when the capture ring is placed on them. The ring is not replaced when they are freed.