Do you think they can realistically release expansions for this

By Ou1975, in Star Wars: Rebellion

Well while I don't find it the least bit surprisingly that there is a lot of opposition for expansions to this board game I find the reasons stated in opposition to be rather silly and over all weak in argument. Many people are claiming that this asymmetrical game is "perfectly balanced" which I will say often with asymmetrical games that doesn't tend to be the case. Sure at first one side seems to win then as players gain familiarity with the game the balance shifts to the other side until the meta is hashed out.

Agreed.

Still for expansions the following are what I could see possible to expand the game.

  • Board extensions: Especially on the other side of Correscuant.
  • Different Units (so you could chose what unit to purchase with what resource)
  • Heroes, Maybe even add in a political sub-faction which deals with objectives for adding a 3 person team for a 5-6 player game.
  • mission/strategy/tactical cards of course.

Well I already made one thread about ideas for new units in an expansion. you can find the thread HERE.

I'm skeptical about board expansions, especially on the other side of Coruscant. I think Ilum is already a bit of a stretch. Of course, I come to this question as an enthusiast for galactic astrography, and while the map is already pretty skewed, I'm not sure how you would add to the map without really screwing the thing up a great deal more. I'd almost say put out a new map altogether - but I don't think that's a route they'll choose.

I like the idea for different units, but I'll defer discussion on that to your other thread, which I've not (yet) read.

I do like the idea of more leaders, (sub-)factions, and therefore action cards. I just put together a spreadsheet of all the characters in Rebellion, X-Wing, and Armada. There's a lot of potential there. (Can we also get a Janus Greejatus crew card for X-Wing? :lol:)

Mission/strategy/tactical cards, absolutely!

Well while I don't find it the least bit surprisingly that there is a lot of opposition for expansions to this board game I find the reasons stated in opposition to be rather silly and over all weak in argument. Many people are claiming that this asymmetrical game is "perfectly balanced" which I will say often with asymmetrical games that doesn't tend to be the case. Sure at first one side seems to win then as players gain familiarity with the game the balance shifts to the other side until the meta is hashed out.

Still I can think of way better reasons than "balance" for opposition to expansions. The ~$100 price tag on base game for example. Still for expansions the following are what I could see possible to expand the game.

  • Board extensions: Especially on the other side of Correscuant.
  • Different Units (so you could chose what unit to purchase with what resource)
  • Heroes, Maybe even add in a political sub-faction which deals with objectives for adding a 3 person team for a 5-6 player game.
  • mission/strategy/tactical cards of course.

Well I already made one thread about ideas for new units in an expansion. you can find the thread HERE.

You find the arguments silly and weak, yet only list 1 of the counter points to the possibility of an expansion (and honestly the weakest one...balanced or not, and expansion can be balanced also, but it takes WAY more work as it can easily throw off existing balance).

Yet, there are no arguments for an expansion other than you want it. That's the thing. Some people WANT an expansion. Heck, some people probably want this to be like Armada or X-wing with an ever expanding array of extra stuff to buy. But there is no need for it. The game is great as is and doesn't need to be cluttered with extras in my opinion. Especially extras that could be used to min-max a game into a mess.

There are solid arguments against it, and no arguments for it.

I'd much rather have them work on new games along this line than throwing more stuff at this game. But that is just a want also.

If enough people want an expansion, for whatever reason, then that is enough reason for them to make an expansion.

From my perspective, I want more stuff to deepen my Star Wars experience. FFG generally speaking does 0a great job with that, so I trust they'll continue to do so.

Also, nay-sayers have frequently had to eat their own words with FFG. The most epic of those is when people affirmed that FFG would NEVER put out a third faction for X-Wing, for general nay-sayer reasons.

An expansion can also go the battlestar galactica route and continue the game after the initial victory conditions are met. So we're talking tacking on another 1-2 hours.

An expansion can also go the battlestar galactica route and continue the game after the initial victory conditions are met. So we're talking tacking on another 1-2 hours.

Oh good lord, please no. Love this game, but one game taking 6+ hours? NOOOOOOOOOOOOOOOOOOOOO!!!!!!

Add Zann Consortium

GIVE ME KELDABE CLASS BATTLESHIPS

Edit: Oh, and the Canderous Assault Tank

Edited by Toofy

What about a scum faction, that is not a third player, but a neutral a couple neutral units and leaders.

They might be placed on the board during set up. (or brought into play via a mission)

They could be controlled either by having the loyalty of the planet. or by having an open mission that would be face up on the side of the board, that would be available during the assign leader phase.

Id also like to see the following

more dice..i always seem to not have enough.

id like to see one of the rebel cruisers being Home 1

(other named ships would be nice) like the millennium falcon, slave 1

awing and bwing models using xwing and ywing stats

Id also like to see the following

more dice..i always seem to not have enough.

id like to see one of the rebel cruisers being Home 1

(other named ships would be nice) like the millennium falcon, slave 1

awing and bwing models using xwing and ywing stats

I don't think the scale of the game would allow for most named ships, (maybe Home 1 or the Executor, but, not the Falcon or say Slave 1).

As to models, just throw in teh squadron models from Armada. As long as your opponent is ok with it, (and I think most would be). You aren't changing any rules or stats, just the look of the game

What about doing a clone wars version that operated more as a traditional 4x game? I could get down with that.

An expansion can also go the battlestar galactica route and continue the game after the initial victory conditions are met. So we're talking tacking on another 1-2 hours.

The BSG route would be the way to go really.

FFG has made some comments, specifically for X-Wing and Armada, but I'd think it'd be for the whole Star Wars IP that Rebels and Rogue One are their next routes of expansion. There's a bunch of planets from Rebels they can add, along with whatever is planned for RO, and even drop in the ones from TFA too as systems, just without their characters. Adding SW:R and RO would still keep the overall timing window to no more than about a 10ish year period of the Civil War era.

I think the game is ripe for a few more objective cards and missions cards.

In particular objective cards seem a bit thin for replayability.

***Spoilers for objective cards:

I've played just two games (both as Rebels) and whenever I play the Imps I already know not to leave Coruscant unprotected, not to leave straggling star destroyers, not to play Darth or Palps in an iffy battle, not to allow the Rebels loyalty in a whole region, Wookie uprising can get the ground victory reputation if left unprotected, etc. The Imps get so many units that this knowledge really informs where to place those extras.



***End spoilers

If you add a few objectives you need to balance that for the Imps. Maybe project cards and missions and leaders.

I would not recommend adding any units. Units are so abstract in this game that should not be a focus.

But the primary driving factor for any expansion should be theme since that's this game's strongest suit.

So what major themes are missing or pretty light right now? Obi Wan as Force ghost. Jabba/Hutts/Underworld. Ewoks. Jabba/Hutts/Underworld seems most ripe.

Edit: Removed my comment about action cards since new leaders would require them.

Edited by usgrandprix

If enough people want an expansion, for whatever reason, then that is enough reason for them to make an expansion.

From my perspective, I want more stuff to deepen my Star Wars experience. FFG generally speaking does 0a great job with that, so I trust they'll continue to do so.

Also, nay-sayers have frequently had to eat their own words with FFG. The most epic of those is when people affirmed that FFG would NEVER put out a third faction for X-Wing, for general nay-sayer reasons.

to be honest, i stopped collecting x-wing when a third faction was released, X-wing was getting to cluttered for me

I agree with more missions, objectives, action cards and leaders. i think those expansions could be done

I think some more objectives for some variety in the objectives deck would be good, so the Imperials don't always know exactally which ones the Rebels will get.

I would love to see an Imperial structure: "Remote Factory" or something like that. Build it with a project card on a remote system. That system is now considered "subjugated" for game purposes and incomplete death stars in the system cannot be destroyed. That way, Imps could deploy to this remote system, and Rebels would have to destroy the structure on the planet before they could destroy a death star under construction here. Also, the Rebels could play the "Inspire Uprising" mission card (the one with the Ewok villiage pictured) on a remote system to destroy the structure.

It would be nice if Vader had an action card; "You have failed me for the last time..." where you could eliminate a leader that just failed a mission and immediatley recruit another one in its place.

A lot of Imperial leaders died in the movies, but not really any in the board game. It would be nice if the Rebels had some action cards they could play to kill Imp leaders in certain circumstances, even if the Imps got to replace them with a new recruit.

Different tactic cards could be good. They are all pretty tame right now, but some more interesting ones could make combat more interesting.

They could always add a couple leaders, or a Jedi trained Leia, and then make replacement missions and action cards to allow for the extra leaders. (e.g. Return of the Jedi could be completed with Jedi Luke or Leia. another e.g. Capture Bounty could get bonus dice for both Boba Fett and IG-88).

If enough people want an expansion, for whatever reason, then that is enough reason for them to make an expansion.

From my perspective, I want more stuff to deepen my Star Wars experience. FFG generally speaking does 0a great job with that, so I trust they'll continue to do so.

Also, nay-sayers have frequently had to eat their own words with FFG. The most epic of those is when people affirmed that FFG would NEVER put out a third faction for X-Wing, for general nay-sayer reasons.

to be honest, i stopped collecting x-wing when a third faction was released, X-wing was getting to cluttered for me

Whatever floats your boat, man. I got on board just before Wave 4 for X-Wing and was there from the start with Armada. Yes, X-Wing has a TON of stuff, but people are buying it and playing it, so I don't think your opinion is shared by a significant number of customers.

I think if they released replacement decks of tactics cards. They aren't broken, by any stretch, but, make them more thematic. FFG is quite good at theming, so, why not make something better. I think we can all agree that combat is the weak link in this game and thematic tactisc cards would help that.

I think if they released replacement decks of tactics cards. They aren't broken, by any stretch, but, make them more thematic. FFG is quite good at theming, so, why not make something better. I think we can all agree that combat is the weak link in this game and thematic tactisc cards would help that.

I'd pay good money for more thematic tactics decks. I honestly think this would quiet most of the complaints about combat also. The tactic cards are very simplistic (+1/-1 dmg) and add nothing to the flavor of the game.

If nothing else, I hope that when they make new versions of the game for Ep1-3 and Ep 7-9 that they improve the depth of the tactic cards.

I don't think they would need to change the affects. Changing the text and maybe some nice art. Imagine, if you will, instead of +1 damage, you have "Fully armed and operational Battlestation" , or instead of block 1 damage, you have "Shields still holding", instead of draw another tactics card, you have "It's a TRAAAAP". All with appropriate art. Same game affect, just add flavour to the cards

I agree that adding more missions, projects, or objectives would screw with the pacing, but I do feel like a few things could be added.

-Event cards: Something like the system in the Game of Thrones board game, each turn a card is flipped from a neutral deck that allows both sides to play a leader on it as if it were a mission (or possible activate like a system), ideally they will all be slightly less powerful than regular mission cards but add even more option you want to do but just don't have the leaders for. It can also alleviate the late game imperial issue of knowing basically where the base is but still having a bunch of probing missions, or projects you can't finish.

example: Contract with The Hutts: For each diplomacy icon on a leader assigned to this card place one Rebel Trooper/StormTrooper in section 2 of the production queue.

This favours the rebels but can possibly slow down their alliance building and requires further investment in transports or makes it easier to gather intel on the rebel base, and is at the very least always useful for the imperials.

example 2: Intelligence Leak: Any Leaders on this card role dice for their intrigue icons, if the rebels have more successes they may look at the top 5 probe cards and return them in anyorder or place them on the bottom of the deck, if the imperials have more successes they my draw one probe card and look at two random rebel objectives.

No idea if this is balanced, but it should be a lower priority than most missions, although it does favour the empire in its ability to place leaders second.

-Tactic dice: rather than playing cards you get some random effect dice at the start of combat, repeats don't stack but more dice can get you more bonuses such as each face containing a production symbol and granting +1 damage to that unit type each combat round, possibly with the option to scrap them to block damage or force rerolls.

-Force Cults (this is a weird one): Plenty of different groups use the force differently, so this could allow each faction to align itself to one of those ideologies such as, Orthodox Sith, Nightsisters, Grey Jedi, Revanchists(They're not canon but the light side is hurting for sub-factions, and they fill the aggressive role). both rebels and imperials pick one ideology at the start of the game and they give passive bonuses throughout.

-Bane-esque/Rule of Two Sith: Palpatine and Vader recieve +1 success whenever they're missions are contsted.

-Orthodox Sith (slave empire): Once per turn any imperial leader, from the leader pool, with at least 2 fist icons may attempt to enslave a subjugated planet, to do so spawn and fight 3(maybe more) rebel troopers in addition to any ground units normally produced by the system for the rebels, the rebel player may assign a commander as normal, whoever wins the combat places up to 2 loyalty markers on the system

-Palpatine's/Imperial Inquisition: All force sensitive rebel leaders (Obi-wan, Luke, Luke(jedi), leia, maybe Han solo) must always role to attempt missions as if opposed by a leader with no icons, this does not prevent normal oppositions.

-Jedi Order: All Rebel leaders except Han Solo, Chewbacca, and Lando (the non-believers) act as if they had an additional diplomacy icon, even if they had none to begin with.

-Grey Jedi: Only Luke is vulnerable to the lure of the dark side card, The Rebel player may deploy one unit coming off of the production queue to any neutral planet each turn.

-Revanchists/Jedi Crusaders: Instead of drawing leaders regularly the rebel player may draw cards from the top of the deck until they find a force sensitive leader (Obi-wan, Luke, leia, maybe Han solo), which they must draw, then shuffle the deck, all of these leaders may draw an additional tactics card of each type in combat, and one more of there choice if fighting in an imperial controlled system. (maybe limit them to 4 of one type)

I don't have enough games under my belt to say if any of that is balanced but some ideas as to how you could expand the game without terribly breaking the fine pacing, Still even better that an expansion would a clone wars game (because the arc-170 and Venator are dreadfully under represented)

It's a Star Wars game. My guess is at least ten expansions,

Come on, Rogue One is coming out this year, do you think they're *not* going to do an expansion including the characters & events from that movie?

There is tons of room for expansion here, just in new missions and new leaders alone. Traditionally, FFG uses expansions to fix problems in the base game or adjust the metagame, and there is going to be plenty of room to do that as well. I am virtually certain that people are going to figure out the right way to play the game as the Imperials, if they haven't already, and this will necessitate mixing things up with new Rebel missions to keep the game alive. The balance here is pretty good by FFG standards but it's certainly not great.

They can make as many expansions as they want. I'm not buying them. This game is star wars, empire strikes back, and return of the jedi, in a box. If the make the phantom menace, attack of the clones, and revenge of the sith, in a box, I will buy that. '

They can make as many expansions as they want. I'm not buying them. This game is star wars, empire strikes back, and return of the jedi, in a box. If the make the phantom menace, attack of the clones, and revenge of the sith, in a box, I will buy that. '

And this is why I do not think there will be any expansions for this game.

They could make more decks of cards as a whole pick the set say for rebels if there is 3 sets of objectives sets and you pick one set of ones one set of two one set of threes at random . Would mean that there is more random for the objectives and harder to plan against all the possibilities same with projects and missions.

and more dice man we need more dice seriously sell more dice already :)

As I have said MANY times before, (possibly even in this thread), this game is NOT going to have an expansion. The only way it will have an expansion is if they release a 2nd ed. Look at teh product codes. They tell you where FFG is focusing resources and Rebellion has a code that says no expansions. Would I like to see an expansion? Definately, new cards, maybe some different leaders, maybe even add in Scum and Villainy. However, until they rerelease the base game, there won't be an expansion. You can take that one to the bank.