Along the lines of To Court the King, it doesn't live up to its predecessor. It's a nice change of pace and uses teh dice combinations differently. Two things keep it down for me. One is the luck since cards come out one at a time and may be useless until another card randomly surfaces. They really needed more than 2 phases. The other is that the +1 chip as a consolation prize seems pretty paltry. But do it thrice, and you can get another turn, which seems to be key.
Akin to Carcassonne where you claim areas and those areas score points based on tiles. This is more mechanics than theme. It plays well enough with some thought going on in the order and selection of tiles to activate the vault or the order side. I think I would rather play Carcassonne though.
Pretty standard trick-taker. Follow suit, highest card wins the trick. The neat aspect is the special function based on the suit. What you win with allows you to move Diamonds (VPs) from Spot A to Spot B: from the supply/showroom/other's showroom to your showroom/vault. Playing off suit also grants those abilities so you are actually relieved to cast off cards. After each round,t eh person collecting the most of each suit gets that action once again. So lots of moving Diamonds in the game.
The flaw I think is that vault (safe) Diamonds are worth 2 VP while showroom (at risk) Diamonds end up at 1 VP. While it takes a bit of manipulating to get Diamonds in the safety of your vault, they can't be touched which makes it hard to catch up to any perceived leader. Meanwhile there is a lot of stealing going on with Showroom Diamonds that tends to harm those already doing a poor job of safeguarding the higher value Diamonds.
It might be better to score those at higher points since that is the higher risk. So banking guarantees a lesser value to give you a more interesting decision.
A fun little "push your luck" diversion. We used the alternate combat which speeds up the game. The game is way to luck-dependent for me to add it to my collection between die rolls and the drawing of the widely varying cards/treasures.
I found it difficult to get the ball to jump in the direction I wanted it to. It seemed to go the opposite of where I intended most of the time. Once it got going though and you were in the middle of the board, it became more more fun.
I wanted to like this game. Star Wars. FFG LCG. What could go wrong? The mechanics seem decent but I just don't have fun playing the game. I just don't feel like I am playing a *Star Wars* game or that my actions even remotely resemble the SW universe in any way.
Netrunner screams theme: I feel like I am attacking an evil corporation or defending it from ne'er-do-wells. Game of Thrones seems like a bloody treacherous war. Lord of the Rings punishes the adventurous fellowship. All of these game sessions tell a story that are set in the exact world they represent. SW:TCG does no such thing.
Quick twist on the card-drafting mechanism. Easy to follow scoring and enough variety on scoring options to keep it interesting. The Chop sticks is a nice touch letting you sacrifice a turn now to be able to grab two cards later and make a more potent move.
I am no fan of Yahtzee but one couple in our group loves it. I was hoping this would be a good compromise and it has worked well! I enjoy the added strategy of figuring out how best to manipulate the dice while they still get to roll a handful of them. Sounds like when we "figure out" the best contingency of courtiers, it may turn into a race game. But since this will be an occasional filler, I think it will have more longevity with our group.