If there is one thing I am, I’m a sucker for something that I think is really cool. About a year ago I stumbled upon the Wizards of the Coast booth at the Los Angeles Comic Con. In that booth my daughter and I where introduced to the 3D Pocket Model Game ‘Pirates.” We spent a good amount of time playing the game there. It was fun and at the time straight forward; well, what made it straight forward was the booth rep standing next to us explaining the game play as we went along. When we got home, we modified the game play just a little to make it easier to start sinking each others ships.
Now, you have to be asking yourself: “Kal, what does this have to do with Star Wars???”
Well, Wizards of the Coast happens that have a 3D Pocket Model Game based on Star Wars (https://secure.wizkidsgames.com/StarWars/). The game started with a Base Set that included ships from all six Star Wars movies. You could have the Falcon, Jedi Starfighters, New Republic Star Destroyers and ARC-170’s in one fleet. The other fleet could have TIE fighters, X-Wings, Y-Wings, Imperial Star Destroyers, Blockade runners and; oh you get the idea. The set has a lot of space ships in it.
The follow-on series covers a Ground Assault within the Star Wars Universe. This set has AT-AT’s, TIE tanks, AT-ST’s, Speeder Bikes, Jedi Tanks, Droid Drop Ships and, well you get the same idea here. It covers anything that has to with a ground assault with some space ship thrown in.
From appearances, the game must be a hit because they have added two new sets after the Ground Assault launch with a third on the way and two more in the wings. The new sets that are out now are Order 66 (March ‘08) and Scum and Villainy (May ‘08). Another set scheduled for release in July centers around the Clone Wars. The two sets in the wings come from a post on the website Star Wars Pocket Model TCG Community (http://www.swpocketmodels.com) are listed as Secret Weapons and Galaxy at War.
What I hope to with this review is two fold; not loose you along the way (number one) and give you an honest take on the game (number two). I’m not going to get completely involved with the game play or give strategy tips. That is covered in a link I provide below that leads to a flash based movie that explains everything better then I can.
When you purchase your first pack of pocket models, it contains everything you need to start playing. A pack contains 4 to 8 SW Pocket Models, 6 game cards, 2 micro dice and complete rules. What I really like about this game is the pocket models themselves. These tiny “models” come on what could be considered a large credit card with punch out ship pieces. You could say that the pieces are about as thick as a CD or DVD and are laid out so all the pieces you need for that game piece are on the card. Be warned, some pieces can be pretty small so it does make it hard for someone with big fingers to put some ships together. BTW, no glue of any kind is needed. Each ship has slots and notches that are used to put the pieces together, think of this as an old “Snap Tight” model kit but on a very small scale.
The “models” are really cool once built. The pieces appear to be photo realistic and have some great detail on each model. But, you can tell that to make the different squadrons or attack forces, Photoshop was used for color changes and the like.
I have to confess here and now, I have way too many of these ships. You could say that I have a main fleet (which are built) and a reserve fleet (which are not built). Once you get hooked, it can lead to way too many. Think of them as “rabbits,” they just keep propagating and it’s hard to stop.
The one problem I have is the game play, specifically on how to move the pieces. Okay, if you play the game please bare with me because I am not bashing the game. WizKids has a great website that covers the game play in a flash movie. The movie makes it easy to follow along and is designed to get someone who’s never played before up and running in no time. To see how the game is played, follow the link below and click on the nav buttons to the left and follow along. I’ll wait until you get back……
http://www.wizkidsgames.com/StarWars/howtoplay/
You’re back, great. Now wasn’t that a great explanation of the game play? My problem with the game however is how to move the ships/pieces in a reasonable way. When my daughter and I played the Pirates game at LA Con, the side of each ships card had a red line for the distance a cannon can fire and a white line for how far a ship can move. To move your pirate ship, you lined up the nose of your game piece to the white line and slid the piece along that line until you reached the end. It was easy to understand how far a ship can move. And, when you wanted to attack an opponent, the red firing line showed if you where close enough to be effective.
The Star Wars ship cards do not have this feature. Sure when it comes to firing a laser, you pretty much know it’s going to travel a great distance before it “burns out.” It’s the movement of a game piece to me that’s confusing. I understand the rule of five but the “virtual” game board you set up only has “Home Zones” but nothing with squires to place/move your ship on. The game appears to be designed so you can play this on a carpet, table top, or floor. That’s great and all but there is nothing that shows you the distance a particular ship can move before it needs to stop. With the Pirates game, when your ship reached the end of the white line your move was over. In this case, even the movie showed the Star Destroyer just move out if it’s home zone and stop. Then it shows five ships at various distances just move then stop.
The game is fun to play and the ships are great collectables to have and display. What I would love to see (even thought I can do this myself) is something added to the cards to show at least how far a ship can move before they need to stop.
I hope you enjoyed this review. Any comments, good or bad are always welcomed. I can take it
This is you Uncle Kal signing off.