Games Corner

Pair A Dice Games Corner- August 2026

Pair A Dice Games Corner

August 2026
I think weve written about Star Wars Deck Builder before. It is a tight deck builder similar to Star Realms wherein there is a common row of cards you buy better cards from to add to your deck, you attack the other player’s base (which you can deploy capitol ships to defend), and if you blow up three of their bases, you win.

Its a simple concept. FFG released the first core: Imperials versus Rebels, a second core, Republic versus Separatists, and a single faction pack making it so you could play Mandalorians versus any of the above factions, but especially adds and option for three players to play each other.

So what should we have expected from here?

There’s no limit of options, more factions, sneaky ways to add more content. More beloved characters, like the Emperor, or maybe stuff from the larger SW universe — the content arguably really ends within the early chronology.

I dont think I would have expected this one however.

FFG released a new expansion just for the first core set: Rebels & Empire Reinforcements Expansion, which adds a few key things: Missions and Reinforcements, more Bases, Improved Starter cards, and a Campaign Mode I dont feel like anyone was asking for but is incredible.

Missions are neat. Missions are a new way of adding cards (Reinforcements) to your side. At the beginning of your turn, you turn over two Missions from a stack of missions which describe a card from a different set aside stack, then reveal one. So for example, the Mission is “Restore Imperial Order” which says “when you place 9 resources on this card, put Admiral Thrawn on top of your deck”. So over the course of your turns, you can place any number of resources you want on the mission sitting face up next to your base, waiting to unleash this card on your opponent.

A classic issue is when playing a deck builder is to find an inefficiency when buying cards — you have money you can’t spend. So it means you could dump resources on your turn onto your mission, or slowly drib/drab them into existence while focusing on the main Galaxy row.

But lets talk about Campaign Mode. With a campaign, you play over the course of 5 games to see who takes the galaxy. When you score Missions or blow up Bases, you get a point. Those points can be cashed in to improve your starter cards! No more mere Stormtrooper, now he is a Dewback Riding Trooper who gives you more bonuses!

Additionally, and to me this is the coolest part, after you unlock a new Reinforcement, such as Admiral Thrawn from before, between games you can remove your cards from the Galaxy Deck, and add your cards to the deck. Meaning you are deck building the deck you are building your deck from (brain explosion). Or better said, you can begin to shape the Galaxy Deck into a specific kind of strategy you prefer.

So in my last game I saw synergy with Officers and Fighters, so I removed the AT-ATs and AT-STs from the deck because I didnt see the synergy happening. My wife was doing damage to me with cards which were discarding my hand, so she was removing cards that didnt make me discard.

Not to mention that when you blow up someone else’s base in campaign mode, it is gone for the rest of the campaign. Blow up the Death Star? Much like in the movie, it is gone.

A game of Star Wars Deck Builder is short. You can play a game in 40 minutes or so, so a full Campaign could be played in an evening or over the course of several nights. Also, if you start to get behind, the last game is winner-take-all, so you’re never quite fully out.

Its a totally neat and unique experience. Everything feels organic and like it refreshes the full experience. What a unique way to experience the Star Wars universe.

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