Evading Authority: Infrastructure Required

Sometimes, when building a deck, there are options that simply cannot be left undiscussed. Powerful pods like The Tarkin Doctrine and Asteroid Sanctuary offer such a threating yet versatile toolkit that seemingly any deck could find a way to include them. They beg the question, when will my deck actually be improved by leaving these […]

Horn of Gondor Woes

Of the iconic objects in Lord of the Rings, there are only a few that come to everyone’s mind: The One Ring; Anduril, the Sword that was Broken; the Mirror of Galadriel; Sting; the Horn of Gondor. When a player sits down to play a game in which they are the heroes of Middle-earth, these are […]

Breaking the Blockade

Looking back at the last year of releases, one faction stands far above the rest. Since Behind the Black Sun arrived last September, the Scum faction has gotten a new tournament staple in every pack. From the turbo resourcing in The Spice Trade, to dangerous mains like Bane Malar, and punishing events like Captured and […]

Evading Authority: Avoiding the 8-Slot Syndrome

When I was first introduced to the Star Wars LCG, I was told that the game was designed around having few decisions to make, each with large consequences. The first of these decisions to be made is in deckbuilding. Whereas typical card games give a player 40 to 60 choices, each decision affecting a small […]

Teaching Star Wars

I’ve been thinking a long time on what makes Star Wars: the Card Game so unique and special, and how to teach such a complex game in a way that draws new players in rather than overwhelming them. Hopefully these thoughts are as valuable to you as they’ve been to me.

Strike Economy

Star Wars: The Card Game is different from other card games in a few very significant ways, and one of them is how it treats the value of a unit on the board. In basically every other game I know, quantity is generally better than quality, but that’s not quite true in this one.

The Shadow Archive