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Star Wars: Rebellion» Forums » General

Subject: Accidently played first game with 2 random starter missions rss

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Tom Maertz
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...and I though it was just a neat mechanic that make you vary your game strategy.
But on the second game I realized that the '2 random thing' is for starter recruit cards.

Viable house rule or too limiting?

Either way I see where there is room for expansion in many areas of the game.
More leaders
Minor leaders with some new mechainc, maybe one time use. (Greedo?)
More starter missions or starter recruit card powers.
Not sure what they would do but A-wings? B-wings?

Wakrob
 
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Derry Salewski
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Like the rebels might never be able to move their base or recruit new planets?

Your accidental houserule is terrible and would completely ruin most of the games it was used in. I'm surprised you got through a game!
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Three Headed Monkey
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yeah, if you don't get Build Alliance it would be brutal. Empire would just have to subjugate all Rebel systems and it would essentially be over.
 
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Thomas Büttner-Zimmermann
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Or the Empire cannot capture a rebel leader!

This is a terrible house rule, agreed!
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Thomas with Subtrendy
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Wait, do you mean "2 random" mission cards in addition to the 4 you get each turn? Or were the 2 random cards all you had?

Because if it's the first one, that could be a decent house rule, something to speed the early game up just a little bit. But if it's the second way, that doesn't even sound playable.
 
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Scott Lewis
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Subtrendy Gaming wrote:
Wait, do you mean "2 random" mission cards in addition to the 4 you get each turn? Or were the 2 random cards all you had?

Because if it's the first one, that could be a decent house rule, something to speed the early game up just a little bit. But if it's the second way, that doesn't even sound playable.

The first one is (if I'm reading your post correctly) the way the rules are already.

You start with the 4 starting missions, plus two additional random missions.
 
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