IrishCyborg

Custom Fan made Star wars Clone Wars Prequel Expansion

21 posts in this topic

Posted (edited)

Hi!

I'm creating a prequel expansion to Star Wars Rebellion. The expansion's current working name is Star Wars: The Clone Wars board game. Just stressing something; Disney, Lucasfilm, and FFG endorse this game in no way. I've started work on the leaders, with many of their first iterations ready. I will be playtesting this game using Vassal, there will be a sign-up form soon.

Darth Vader has turned to the dark side

A preview of Darth Vader. You may notice the little lightsaber, that's a new skill called Force. The reason he has one less diplomacy than in Rebellion is because he is still filled with hate.

You can read more about this fan made expansion on my blog here.

Regards,

IrishCyborg

Edited by IrishCyborg

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Before you design leader's I'd consider thinking about what you want the core gameplay to be. The primary conflict in the clone wars was totally different and there was a lot more parity in military strength between the sides.

You could absolutely use the same map for such a game. But the core rules would need to be a bit different.

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Posted (edited)

I've actually got the rules mostly ironed out, I'm currently typing them down.

 DarkLord.png

The separatists use this Dark lord leader and can reveal him using special missions. He does not have to be Palpatine, he could be Kenobi or any other Republic leader.

 

The map will also probably be different, to include planets like Teth and Cristophsis (is that how you spell it?)

Regards,

IrishCyborg

Edited by IrishCyborg

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Posted (edited)

I've created a form to sign up to playtest this game using Vassal here. If you have time to spare playtesting, please do, the more playtesters the better the game is for everyone!

Here's one of the planned Republic figures, the Venator -class star cruiser. I digitally rendered this using Krakelin's 3D model.

VenatorFigure.png

Regards,

IrishCyborg

 

Edited by IrishCyborg

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I'm curious about the objectives. Though the idea of the republic having one leader who is the "dark lord" and they have to figure out who he is is fascinating. Sorta like rebellion but using leaders instead of systems. I can dig it.

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4 hours ago, davidumstattd said:

I'm curious about the objectives. Though the idea of the republic having one leader who is the "dark lord" and they have to figure out who he is is fascinating. Sorta like rebellion but using leaders instead of systems. I can dig it.

 

Most likely, the Separatists will have objective cards to win, although some of their missions may also give VP.

Republic will probably win once the dark lord has been revealed. Even though that is not thematically correct, seeing as Palpatine was revealed but still won, I still think it is the best win condition for the Republic.

Regards,

IrishCyborg

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On 4/10/2017 at 8:12 PM, IrishCyborg said:

Most likely, the Separatists will have objective cards to win, although some of their missions may also give VP.

Republic will probably win once the dark lord has been revealed. Even though that is not thematically correct, seeing as Palpatine was revealed but still won, I still think it is the best win condition for the Republic.

Regards,

IrishCyborg

This is the hardest part of handling a Clone Wars game as both sides were basically being played by the same guy, so no mater who won everyone lost. Which is why I liked the talk people had of making it a three sided game where Palpatine was his own side who could move either side's fleets and was trying to make the game go long and keep one side from winning. His winning condition being related to time mostly. Whereas for the Republic and CIS it was more of a classic wargame.

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2 hours ago, davidumstattd said:

This is the hardest part of handling a Clone Wars game as both sides were basically being played by the same guy, so no mater who won everyone lost. Which is why I liked the talk people had of making it a three sided game where Palpatine was his own side who could move either side's fleets and was trying to make the game go long and keep one side from winning. His winning condition being related to time mostly. Whereas for the Republic and CIS it was more of a classic wargame.

 

I did think of using that, but I decided I would prefer to keep it two players and just roll the dark lord in with the Separatists.

Personally, I think that the hardest part to implement will be Order 66. I'll still need to make it possible for the Republic to win, because otherwise Order 66 is just an immediate win for the Separatists.

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Ok, I've got the rest of the leaders created, in roughly alphabetical order:

asoka_1_orig.png    boba_orig.png

c3po-r2d2_orig.png    cadbane_orig.png

cody_orig.png    darklord_orig.png

darthvader_orig.png    dooku_orig.png

grievous_orig.png    gunray_orig.png  obi1_orig.png    padme_orig.png

palpatine_orig.png    poggle_orig.png

rex_orig.png    savage_orig.png

skywalker_orig.png    t17_orig.png

tarkin_orig.png    ventress_orig.png

wattambor_orig.png    windu_orig.png

yoda_orig.png    yularen_orig.png

maul.png

You can see all the images here on my website.

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I've just finished the board for the game, I made it completely from scratch, the images are mostly taken from Wookiepedia.

gamemap-copy_1_orig.png

Note that both Coruscant and Geonosis are always loyal to their corresponding sides.

And the other possible starting positions are shown below.

starting-positions-small_orig.png

You can read more about this game on my website.

P.S. I explain these --> neutral.png?1492675087  on my website.

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Great approach for a Star Wars: Rebellion expansion... love the cards, map and your game-play theory.

I think the factions and victory conditions are where things get complicated.  As someone mentioned above, in the Clone Wars it didn't really manner if the Separatists or the Republic won,   it was more a bid for the Sith  to destroy the Jedi and rule the galaxy, so I think a mechanic could be devised (it is quite possible -- just have to give it some thought).  It would be something along the lines of not having a CIS and Republic player, but one player playing the Sith and the other the Jedi.  Maybe the Sith player can command units during his turn where he can move the CIS forces with Dooku and the Republic forces with Palpatine on the same turn -- and even have them battle each other, if that works to their advantage.  And the same goes for the Jedi.  So the character cards would indicate their force allegiance (light or dark) and their political allegiance (CIS, Republic)

The victory conditions could be tracking the advance or retreat of darkness... or preventing Order 66 from being issued by uncovering Palpatine... or some combination or totally other idea.

Just brainstorming here... a lot more to consider, but that would be a completely different way to play Rebellion.

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Posted (edited)

Quote

Great approach for a Star Wars: Rebellion expansion... love the cards, map and your game-play theory.

I think the factions and victory conditions are where things get complicated.  As someone mentioned above, in the Clone Wars it didn't really manner if the Separatists or the Republic won,   it was more a bid for the Sith  to destroy the Jedi and rule the galaxy, so I think a mechanic could be devised (it is quite possible -- just have to give it some thought).  It would be something along the lines of not having a CIS and Republic player, but one player playing the Sith and the other the Jedi.  Maybe the Sith player can command units during his turn where he can move the CIS forces with Dooku and the Republic forces with Palpatine on the same turn -- and even have them battle each other, if that works to their advantage.  And the same goes for the Jedi.  So the character cards would indicate their force allegiance (light or dark) and their political allegiance (CIS, Republic)

The victory conditions could be tracking the advance or retreat of darkness... or preventing Order 66 from being issued by uncovering Palpatine... or some combination or totally other idea.

Just brainstorming here... a lot more to consider, but that would be a completely different way to play Rebellion.

 
 
 
2

You know, it might actually be better to seperate the Jedi/Sith from the fight like you're saying, and kind of automate the Republic/CIS. 

This would also actually be more accurate, as the Jedi could essentially do anything they wanted, but the Republic was severely hampered by the Senate. The same happened with the Sith and the CIS, only to a lesser extent.

I think I'd still keep the dark lord secret, so that the Jedi do not know who he/she(Darth Padme?) is.

I especially like the part where the Sith causes Republic & CIS forces to fight, I'll have to give a reason for them to do so. Maybe battles increase the darkness?

Thanks,

IrishCyborg

Edited by IrishCyborg

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Posted (edited)

I just realised I've missed the build numbers on the board, but since I'm using @hstruman 's idea (look above) of playing as either Jedi or Sith instead of Republic or CIS, I won't need that, as building will be automated.

Edited by IrishCyborg

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Not Trolling hee, but where is Jar Jar Binks? It would be hilarious if he turned out to be the Dark Lord :D

But all in all, this seems really complicated, especially since you have some quetionable design choices here in making Vader part of CIS.

I would make "war objective cards" that tell your fleets and troops to go somwhere and you have to assign a leader to it so they move, which hampers your efforts to find out who the dark lord is. Make the Dark Lord not being controlled by one of the players, but by the game itself, like the viruses in Pandemic.

I am just tossing these ideas out here, but if you like I would dicuss them further.

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8 minutes ago, TheMOELANDER said:

Not Trolling hee, but where is Jar Jar Binks? It would be hilarious if he turned out to be the Dark Lord :D

But all in all, this seems really complicated, especially since you have some quetionable design choices here in making Vader part of CIS.

I would make "war objective cards" that tell your fleets and troops to go somwhere and you have to assign a leader to it so they move, which hampers your efforts to find out who the dark lord is. Make the Dark Lord not being controlled by one of the players, but by the game itself, like the viruses in Pandemic.

I am just tossing these ideas out here, but if you like I would dicuss them further.

 
 

Think of your least favourite republic leader I created. I removed Jar-Jar because I preferred the other leader. :D

I'm actually going to go with @hstruman's idea of making the players play as Sith or Jedi instead of CIS or Republic. I'm going to simulate the Republic & CIS moving with army cards, which will say something like "Move 1 Venator, 2 Gunships, and 3 Clone troopers to Cato Nemoidia", as an example.

I'd love more suggestions though!

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1 minute ago, IrishCyborg said:

Think of your least favourite republic leader I created. I removed Jar-Jar because I preferred the other leader. :D

I'm actually going to go with @hstruman's idea of making the players play as Sith or Jedi instead of CIS or Republic. I'm going to simulate the Republic & CIS moving with army cards, which will say something like "Move 1 Venator, 2 Gunships, and 3 Clone troopers to Cato Nemoidia", as an example.

I'd love more suggestions though!

That is a good idea, but you still need to bind the Jedi to certain systems sometimes because of the war. The Jedi were the gernerals during that conflict so it would be strage i they could just wander all around they want.

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Oh yeah, the Army cards would also have 2 Jedi pictured, and you would be forced to place one in the attacked system. Continuing the above example, the army card might have Anakin and Ahsoka pictured, and you could choose to send either Ahsoka or Anakin, and use his/her combat values during that battle.

P.S. May the Fourth be with you!

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You have some really great ideas going here! Very intrigued to see where this goes. How do you plan to print the models for the new ships?

As for Order 66, isn't that just the artificial time limit for the game, similar to the Rebels getting to to the end of the reputation track in Rebellion? 

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Posted (edited)

1 hour ago, Frobozz said:

You have some really great ideas going here! Very intrigued to see where this goes. How do you plan to print the models for the new ships?

As for Order 66, isn't that just the artificial time limit for the game, similar to the Rebels getting to to the end of the reputation track in Rebellion? 

 
 

For the ships, once I've found the models (I've only got the Venator currently), I'll use either a 3D printer or shapeways.com to get them 3d printed.

For Order 66, I think there will be a Darkness Marker on a track of 10-16 spaces, and the Sith will perform missions to attempt to sway the force towards the dark side. At the same time, the Jedi will be attempting to stop that as well as find out who the Dark Lord is. When the Darkness reaches the end of the track, the Sith will win, as the war has gone on long enough for the citizens of the galaxy to believe that the Jedi are traitors, and so Order 66 is executed.

Edited by IrishCyborg
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Thought, what if When the Dark Lord is discovered, rather than ending the game, you trigger order 66, the you have a roll off of troops vs commanders. If your commanders survive, then you win, or go into final confrontation with the dark lord with whoever is left.

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