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I don't think this game uses enough dice. Seriously though, while I understand why they're being used, I think the sheer quantity, and varieties required are a real barrier to entry. There will need to be 36 to design the map, 36 of a different color for the Empire, 36 of yet another for the Rebels, and it would probably be helpful to have at least 6 of yet another two colors for each player to roll in combat, so it's not just 96 dice, but specific quantities across about 5 colors/designs. I think that the sole usage of dice as pieces is likely to make this an absolute trick to read what's going on at a glance as well. The movement system is also a bit finicky, and I'm not sure why it doesn't specify that a fleet can move between any number of stars so long as the total distance is 4" or less, instead of a specific limit of 2 stars 2" or less.

The generational weariness tracker is an interesting wrinkle, and probably where this game fits closest to the theme, particularly coupled with the notion of the Rebellion respawning. It's clearly a failure gradient with real victory more a question of endurance rather than winning specific battles, though I'm not sure how tightly it otherwise matches. The distinctions in how the two factions generate units and the unique resource should also give this thing some legs once players have managed to gather up enough dice. Bonus points for correct usage of the singular 'die' instead of just calling it a 'dice' though.

Thank you for your review! You can move one long jump that’s 4” away or 2 2” jumps in rules. The two moves is to help whatever player is moving with spreading out their forces and dropping off troops to garrison different planets.

I’ve heard the dice one before. I usually buy these 36 dice sets from game stores, they’re tinier but they’re stacked like 4 groups of 9. I guess technically you only need the 36 dice to make the map, after that I never saw a need for the full 36 dice for each faction, but I kept in because I have like 5 of these 36 dice color sets (they’re only like 15$) and so I thought they were really common for wargamers to have.

Nonetheless! Your dice considerations are totally valid, sir!

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I understand how the multi-system move works, I'm just not sure why it functions like that rather than allowing a fleet to move between any number of stars so long as the total distance is 4" or less.
On the dice thing my local game stores sell dice at most 16 at a time, and at a somewhat painful markup. I'll have to see about ordering a ton of the 5mm dice and using those, since they'd be fun.

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Oh man! I’m sorry to hear that! Over here I get 36 10mm dice for around 15$ depending on the store, so it seemed totally legit to say, “Yeah, get like, 100+ dice.” Lol

The reason for not just anything under 4” is because the rebellion would be able to just cascade through clumps of imperial planets and turn the tide of the war overnight because remember, the Imperial player cannot “double-tap” their star systems like the Rebels can, so losing a third of the board in a turn is CRIPPLING to their economy.

With a move of 4" through a 2'x2' board, and at most 3 fleets moving through a maximum of 36 systems, how could the Empire manage to lose key systems that quickly? They broadly only need 3 given the activation limits, and they do have an advantage in starting ships.

Because of the way the dice fall there’s usually one large cluster with branches (it looks like a galaxy). That cluster would be wiped in a turn or two if the Empire player didn’t have at least one ship in every planet, which is semi-unreasonable