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|Event signups are closed. Signup sheets will be available at the convention|
|Start Time:||Thursday 10:00 PM|
|Game Master(s):||Paul Powell|
|Age group:||All Ages|
As the Empire player, you start with a MASSIVE force, occupying several worlds, and spread out fairly evenly.
As the Rebel player, your forces are meager and weak. You cannot hold your own in a straight-up fight, or if the Empire can get its big guns faced in your direction.
Each turn, players will be deploying their leaders to accomplish missions or to move fleets, or to thwart your opponent's missions.
Each turn, the Rebels have the opportunity to score an objective (in rare situations, more than one, but even one per turn is a good rate for the Rebels). Each objective scored increases Rebel reputation. If the turn tracker (going up) ever meets the Rebel reputation (coming down), the Rebels immediately win.
All the Empire has to do is destroy the Rebel base. If the Empire finds it early, and if (worse yet for the Rebels) the Death Star is in the vicinity, that's one of the easiest ways for the Empire to win. Leaving an asteroid belt where the Rebel Base used to be. Of course, the Empire could simply drop down enough ground troops to spare the planet itself, but what fun is that?