Quick questions after the first game

By TheRealStarkiller, in Star Wars: Rebellion

How many leaders can be placed on a single mission card?

Can leaders defend themselves when they are about to be captured?

So like, Boba Fett is on a Mission to Capture Han Solo. Boba gets 3 dice and Han gets 0 or 2 dice?

Two and yes.

Two leaders to a card and all leaders present can defend against a capture attempt.

Thank you

Don't forget. If you attempt a mission on a system that already contains one of your leaders, those leaders add to your dice roll. (But the original leaders who attempted the mission still HAD to have been able to perform the mission in the first place by themselves)

Can I counter the attempt of a mission with more then 1 leader? So, lets say if Leia and Mon Mothma going toghether on a diplomatic mission - can I try to ounter them with Vader + the Emperor?

Also: In case of defending a system, in the system that has been activated by the Rebels that already got a military leader, say its Ozzel. But I want Vader there to defend the System. May I send Vader in addition to lead the defense?

You can only Counter with 1 Leader FROM THE LEADER POOL....BUT if there is ALREADY a leader(or more) in the system that Leia and Mon Mothma are going to, then you counter with your leaders ALREADY there + the 1 leader you MAY add from your leader pool.

If you're referring to Activating a system in terms of Moving Units & performing Combat, then You may ONLY add a leader to a system ONLY IF there is not a leader already there WITH COMBAT CARD VALUES.

So for example, if you are a rebel with Mon Mothma there (already having performed a mission) with units in the system, then the Imperials activate the system and bring in units, You MAY bring a leader from the leader pool because Mon Mothma does NOT have Combat Card Values.

Most helpful, thank you.

Another question:

The first game was an utter victory for the Empire with absolutely no hope for the Rebellion.

Is this the usual outcome when both players play it for the first time?

Is it really the case that if the Rebel Player relocates the HQ all units stay at the old location?

It depends. Sometimes a new Imperial player gets so caught up in things like projects and missions that they forget to explore in the first game, and the Rebel base doesn't get found. My experience though is that people sitting down to play a game like this go "ooooh Star Destroyers! I wanna invade that one!", which is the essential Imperial motto, and the Rebel method is much more subtle and difficult to grasp immediately.

I have found, and I think it is a general consensus, that playing as the Imperials, while not harder, is MUCH less forgiving. As Tract said, it is very easy for the Imp to get distracted and then quickly fall behind. That being said, if the Imp stays focused and the Rebel plays their cards poorly, (or is incredibly unlucky with card draws), it can be an easy win for the Imps. Generally speaking, if either said gets an easy win, the other side messed up. The Rebs pick a bad planet for the first base, the imps get side tracked by an SSD, (oooo shiny), bad card play, even poor resource allocation. This game is pretty well balanced and if both players make few mistakes, it should be close to the end.

And yes, Playing the mobilization card leaves all units at the old location. This makes it a balanced card instead of an unbeatable card. You move your base, if the Imps have done their job right, there should only be one or two viable planets to go to. Imps should be close to said planets, you mobilize, next turn they have boots on the ground and win. Of course, being a balanced game, there are counters to this

Well, I hope my Rebel opponent does his homework for the next game. Crushing completely helpless enemies can be fun, also vaporizing known rebel-friendly systems, but once all weapons are tested I appreciate a challenge.

"Always two there are. No more... no less."

Well actually you can have less. But you get the idea.