This is a pretty basic dungeon crawler set in the Star Wars universe. He has a lot of potential to be great, but unfortunately he seems incredibly overwhelmed. There are 4 different books and a whopping 13 different decks to juggle, usually just to keep track of things like items and abilities. Since this is essentially the same game as Descent, most of it is unnecessary. Since many decks aren't even used for randomization, they can (and should) be replaced with a piece of paper, but I'd expect FF to know that the more components they have, the more opportunities they have to justify expansion packs. It's actually a bit sad because the confusing rules really get in the way of one of the best gaming experiences. To give you a real life example, in our first game someone had a stun ability. . I had the Rules Reference Manual in front of me, so I looked up Stun and it says STUN. See: Conditions. Go to Conditions and it details how characters get conditions, how to get rid of them, and explains that each condition has its own card, but doesn't explain what the conditions do. So now I need to find the Conditions deck to find the Stun card to figure out what losing a turn means. It would take almost a lot of effort to make it look so bad. Another difference from Descent that doesn't bother me is that the campaign isn't a linear story anymore. I was thrilled to see that the first mission in the book is to turn off some alarms and the second mission in the book is to escape from prison. I thought there might be a branch where failing the first mission leads to jail. Instead, it's a sort of random series of missions that players can complete in any order they choose, with some random twists (even semi-random) added by the Imperial player. It has some very cool ideas, like character specific side quests, but I just wish they would implement it in a way that didn't feel like a shootout game. That needs to be worked on. I'd suggest revising the reference and item/ability decks into more appropriate character sheets and reading the campaign guide to build your own linear story, perhaps with some branching and the occasional side quest. Otherwise, if you can get rid of some bad design choices, it has a lot of potential to be as good as Descent.
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