A Long Weekend of Board Games: Star Wars Imperial Assault, El Grande, and 7 Wonders Duel

A long weekend of board games: Star Wars Imperial Assault, El Grande and 7 Wonders Duel

A long weekend of board games: Star Wars Imperial Assault, El Grande and 7 Wonders Duel

I’ve had Star Wars Imperial Assault for a while now. Ever since I got it on New Years Eve, it has been sitting in the corner of my playroom without playing. But not intact. I had looked at the rulebook, looked longingly at the plastic figures (especially that formidable AT-ST), and dreamed of epic Empire-Rebel clashes. You know, what the original trilogies are made of!

However, he wouldn’t stay in his unplayed state forever. Last Sunday 4 of my friends and I sat down for an afternoon / evening of play with the hopes that Imperial Assault would be on the menu. When we unboxed the game, cut out all the pieces, and set the board in place, we walked over to Imperial Assault knowing we would have some rules hiccups and stumbles as the game comes with, in fact, 3 pounds of rules to go. But after going through the tutorial mission and the very first campaign mission, it was well worth it.

1. The Imperial Assault in Star Wars

The implementation: It really helped that the tutorial mission gave us a good overview of how Imperial Assault works. We decided that instead of strictly adhering to the layout, we would go ahead and have the Rebels choose their characters. One person chose the Melee Wookie, another took a purple-skinned Rey, another went with a Han female, and the last person chose the sniper. I would play the role of the evil Galactic Empire. With that, the battle is on!

What happened: In the tutorial, Imperial troops had to access a computer terminal. Of course, the rebels had to prevent this from happening at all costs. As an Imperial player, I decided to pretend by having the stormtroopers load up the nearest computer terminal. The hope was that I could open the door and cause enough distraction that all the rebels were busy defending this place while leaving the other side vulnerable.

And it almost seemed to work with the stormtroopers clustered around the gate until the Wookie decides to open the gate and charge into battle while the Sniper begins to prey on the soldiers. The soldiers hung on, as did the Imperial Officer, who all got a few shots, but eventually all succumbed to the Wookie’s righteous fury and a few sniper shots. On the other side, the droid Probe and the E-web engineer tried to stop at the other door to access the terminal, but were encountered by Purple Rey and the woman Han who, with the help of an item in a crate, were able to disable the E-web engineer and take down the droid Probe, especially when the Han woman fired first.

Fresh from their victory, the rebels, in their infinite insolence, decided it was time to try the campaign mission. They arrived at the scene with the goal of destroying signaling beacons, but were encountered by another group of stormtroopers, a probe droid, and an Imperial officer. The battle was fierce and Violet Rey was quite injured, but otherwise everyone was fine. Entering the compound housing the remaining beacons proved to be a more difficult affair, and the Imperial Troop’s backup units did not help events either. The Rebels won, but only the skin of their teeth by destroying the last beacon on the very last turn. Once the dust settled, one of the heroes was injured and another was about to be injured.

Final thoughts: It was an incredible nail breaker from start to finish. I was delighted to see how cinematic the whole experience was. The stories that unfolded during the game will become a part of the shared experience and, most importantly, of the excitement. Whether it’s seeing the Rebels do a last-minute swipe to get to the goal in no time at all or running into an incredibly stubborn door (she’ll live in infamy forever), Star Wars Imperial Assault creates memorable moments. It was hard to stop and not play another mission.

A long weekend of board games: Star Wars Imperial Assault, El Grande and 7 Wonders Duel

2. Duel of the 7 wonders

The implementation: But before I even started playing Star Wars Imperial Assault, I decided to teach two of my friends 7 Wonders Duel. Both of them enjoyed the original 7 Wonders and I hoped they would enjoy 7 Wonders Duel as much as I did.

What happened: Having 4 wonders at your disposal to build allows for a different approach to building wonders. And since this was their first time using the in-game economy system, it’s more difficult to determine which cards to prioritize or whether Progress Tokens are so beneficial. I think the game-changing moment was when one of the players managed to get their hands on the Military Progress token and used that advantage to push the token to the 10 VP side of their opponent’s board, doing so. actually enter. As someone who has experienced the same from another player, I can say that this token can really force you to change your priorities when playing.

Final thoughts: From the feedback I received both players seemed to enjoy the game, saying it was easier to learn than the original and definitely better than the 2 player variant found in the original. .

A long weekend of board games: Star Wars Imperial Assault, El Grande and 7 Wonders Duel

3. The Great

The implementation: It’s probably a strange way to end the night, but pleasant nonetheless. After this Imperial Assault game, we all settled down on El Grande. If you’ve read my other game session post on my first time playing El Grande, you’ll know how excited I was with the in-game mechanics, especially how the Secret Territory Dial works. And since this particular band is really into games, I thought they would like it too.

What happened: The explanation of the rules went really well and pretty much everyone had fun with some of the plot cards or cards that relied on using the secret territory wheel to really bring out the antics. of El Grande. One player took an early lead due to the large number of caballeros he was able to unleash on the board, but everyone quickly ganged up against him and also scored territories he had no influence over to catch up. Eventually I managed to take the lead, but then got embarrassed, losing control of my home territory in the process. The match was in doubt until the end, where the match ended in a tie for first place between me and whoever was first for most of the match.

Final thoughts: Originally, I had advertised El Grande as a less violent, more mental version of Small World and I liked to think the game lived up to that promise. The player who was in the lead for much of the game was very visibly delighted with their mechanics and loved how fun some of the cards were. Again I think this game has worked really well with the audience and I hope it will be on the table more often!


While Imperial Assault was the big winner of the night, with its cinematic screenings and tantalizing campaign offerings, El Grande did well, as did 7 Wonders Duel. The only thing I can hope for is that the Imperial Onslaught persists and that we can approach it as a full-fledged campaign that will see the rebels reap huge rewards or meet some of the colorful heroes and villains that populate the Star Wars universe!

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