Star Wars: The Deckbuilding Game
One of the fastest Star Wars games has some spins on deckbuilding.
Be the rebels or imperials in a fight to destroy each other’s bases! Perform asymmetric deckbuilding, supplemented with an interesting bounty system. In 30 minutes, for 2 players.
Video published December 15th, 2023

Use the imperial or rebel deck!

Draw 5 cards, then buy and attack!

Bounty the middle cards with bounty hunters!
How many times played
5 Times! 4 in person, 1 over tabletop simulator (that was first game).
Need to learn how to play? Or want more reasoning for our points? Our review video’s got you!
Component/Art PROS
Filled with art cards! (Thank you FFG for having so many games to take art from!)
Borders for factions keep deckbuilding easy to see
Easy to play/start/see Pros
Easy to see central market with orienting factions to players, with upside down bounty rewards for the other player
Iconography is very clear: attacking, using force, getting resources are all obvious
Rulebook is very clear
Player aids are good
Setup is ultra fast
Gameplay Pros - Collecting bounty is well done
More things to attack in a deck builder (players don’t have standing units with clearing your cards played each turn)
Allows for thematic inclusion of bounty hunters who are good at killing market and giving extra rewards
A bit of a racing game with opponent on buying your card before enemy can bounty it for crazy benefits
Can voluntarily discard it through card abilities to deny
Gameplay Pros - Cool balance between deckbuilding an engine, doing damage, and the force
DECKBUIILDING: Ways to draw more cards, or exile cards, or have archetype synergies
Capital ships are feel-good shield around base
DAMAGE: Want big numbers to smack opponent wo actually win
Or get more guys to attack opponent’s middle row, for more resources/force
FORCE: Prioritizing can give you resources every turn, and having it on your side helps with many card strong abilities (and denies opponent of theirs)
Gameplay Pros - Clear, engaging, accessible asymmetry
Same starting deck, many cards that mirror each other
Rebels: MTG “Aggro Deck”
Hard hitting heroes and big fighter ships
Sabotage through discarding cards from empire
More maneuverable through more exiling ways (killing empire units)
Start with force
Empire: MTG “Control Deck”
About hulking capital ships and more combo-ing bureaucratic card play
Star destroyers and imperial carriers give amazing perks if kept alive, esp. with Tie Fighters
Playing market control through AT-ST’s and Boba fett to slow down rebel buys
Gameplay Pros - TONS of thematic interactions between cards
Princess Leia can grab any rebel card in middle from free (can grab her bro Luke)
Millennium Falcon can bring back Han Solo to draw 2, which maybe lets you play Chewie, to draw another
Grand Moff Tarkin to add any empire card directly into hand to die later, so can get 1 time use tie bombers
Nebulon Frigates to repair base
Jawa Scavengers to buy from market discard
Jabba the Hutt’s barge to grab bounty hunters from discard
Gameplay Pros - Brisk Progression
Attacking mechanic of middle lets you have huge buying swings early
Can kill something to +4 resources on turn 1
Unlimited buys
Capital Ships give income if kept alive
Gameplay Pros - Bases change up game pacing
Choose up 10 as replacement after 1st vanilla one dies
Can get new passive, sudden card buy
Thematic, like Hoth gives armor every turn
Gameplay Pros - Good replayability
Dozens of unique cards
Starting market of 5 is probably different every game (deck of 90 cards)
Switching between “control” and “aggro” styles is fun
Optional modes to choose 4 bases instead of 10, or change win condition for more/less bases to scale time
Theme meeting Gameplay Pro
Design of factions, all of cards, and even base designs speak to something in Star Wars Episode 4-9, including Rogue One and other Disney+ shows
e.g. Death Star can blow up capital ships
e.g. Darth Vader getting boosted from force on your side
Gameplay Cons —2 reasons it doesn’t handle randomness the best way, even for deck builder
1. Short and swingy nature doesn’t let you recover from 1 player’s great turns early
Great hands early in a small deck means snowballing (no cost to playing anything in hand)
E.g. Princess Leia bought 1st turn, which can get you a high value card when played is too good
e.g. Jabba the Hutt early gives you literally everything amazing
2. No idea what’s gonna get flipped over from top of deck to market
Can kill something opponent wanted only for a better thing to come out
Sometimes same card can get flipped and feels bad
Sometimes buying a card for you can unlock amazing buy for opponent on their turn
Hard to calculate to 90 total galaxy cards
We suspect complaints about balance are from blowout games due to people having great openings
Gameplay Cons - Some minor imbalance?
An inkling that Empire is slightly stronger than Rebel in long run, since they’re capital ship centric, which are VERY Efficient card which gives additional health and stats
Empire can also buy neutral capital ships to boost tie fighters
Rebels do have amazing hero cards so not focusing on balance too much for such a light game
Gameplay Cons - Market can stifle
Neutral cards and weak capital ships can just sit there
Game can slow down to past an hour if too much stifling
Gameplay Cons - Funkiness in base balance/design
Both factions have base to buy any card from the middle when switched to
This is auto-lock 2nd base if there’s something 5+ value in the middle
Not so good base: exiling 3 cards from grave, which isn’t as good when cards are never useless, and game is so fast you don’t see too many cycles after exiling
Bit of a damper on replayability once you figure out which bases are actually worth getting
Recommender Score - 7/10 Good
Mechanically, it’s not doing anything too unique in the realm of deck builders, besides killing bounties in the middle.
Randomness issues still don’t prevent this from being VISCERAL STAR WARS FUN! X wings going into combat! Fighting on Endor! AT-AT’s blasting for 6 damage on Hoth! Oh no, the rebel spies are sabotaging my hand again! Oh uhhh a snow speeder just blew up a star destroyer… ah whatever this is meant to be a fairly casual game!
It definitely leans more tactical with new cards constantly coming out, which can be really exciting for those who always want to see new abilities without being forced to read all 10 at once like in Dominion. But it can be definitely frustrating for those who are concerned about consistent fairness.
And this has a similar design approach of Radlands, where you and a buddy play a toned down dueler as you get cards from 1 shared deck… with some mechanical sloppiness because you’re getting cards from 1 deck. But this can be negligible for those looking for the kitchen table accessibility, as Star Wars Deckbuilder is a filler-ish made for a wide crowd. There’s many many Star Wars moments in about 30-45 minutes, which is a huge win, especially if you are one with the force and get it cheaper than MSRP! And there’s an expansion on the horizon to be excited about!
If you’re not into Star Wars, there’s not really anything special here, but there’s also not really anything alarming… maybe you want to start with Dominion though. If you’re really into Star Wars but like something dense, well, there’s always Star Wars Rebellion, or you can wait for the 2024 Star Wars CCG.