I recently picked up Star Wars Duels, a card game from
Hasbro with an obviously popular theme, at the behest of the six
year-old Little Guy, who saw it on sale at our grocery store and
immediately wanted it to try for our weekly family game night. I’m
not a huge fan of card games, though we have a number we enjoy
because they’re right at the Little Guy’s level and work with
engaging themes (particularly Godzilla Stomp and Otters).
Star Wars Duels pleasantly fits into that category, combining
modified “War” gameplay with colorful images of Star Wars
characters kids love.
The 54-card deck comes with a rules flyer and a reference card for
some of the symbols used in the game. They’re standard playing
card-sized cards, though given the box size and the intended audience
I somewhat expected slightly larger, more kid-friendly cards. Each
card comes with a blue, red, or yellow border for the heroes,
villains, and neutrals (mostly creatures); a full-color photograph of
the character; their name; a card value from 1 to 10; and one or two
symbols related to the character’s affiliation. The heroes and
villains each have 23 cards, with 8 yellow cards devoted to neutrals.
Card values seem a bit inconsistent, but vary from a standard playing
card deck spread: 8 to 9 cards of the lower values (1–3); 4 to 7
cards of the middle values ( 4–6); and 3 to 4 cards of the highest
values (7–10).
The rules provide a structure much like the card game “War”
but with several twists. Players divide the deck evenly, then draw
five cards for their hand. Each turn the winner of the previous round
plays one, two, or three cards while the opponent tries playing cards
to beat the total value of cards played. One just can’t toss out
any three cards, though; cards played must have matching affiliation
symbols which have nothing to do with the card value and everything
related to the particular character on the card. The rules call these
“power-up link symbols” since they essentially allow players to
“power up” one card with additional related cards. Blue hero and
red villain cards have one or two symbols denoting their association
with the Jedi, Rebels, Droid Army, Sith, or Bounty Hunters. (Neutral
yellow cards have no such symbols, making them weak on their own;
except for Anakin Skywalker from the prequels, who’s associated
with both the Jedi and Sith). So one might play C-3PO (3) and Admiral
Ackbar (3) together since they both have Rebel symbols, for a total
of 6. Some have more than one symbol allowing for some interesting
combinations.
I’ve discussed the limitations of the children’s card game “War” before and my historically themed solutions to its complete
lack of player choice. Star Wars Duels modifies “War”
significantly enough to make it a game filled with player choices and
fun tension. The use of a five-card hand – similar to the “strategy war” variant of the game, where players choose one card to play
from several they hold in their hand – gives the otherwise simple
game a significant element of player choice. Enabling players to form
thematically appropriate combinations of cards increases the range of
choice: do they play a powerhouse combo this round or save the
individually powerful cards for later? The game uses an interesting
mechanic for breaking ties in which each player puts up three cards
as collateral and re-fights the battle with cards remaining in their
hand; the winner takes all...the collateral, the cards from the tied
battle, and the cards used in the tie breaker.
A great deal of this game’s appeal among young players centers
on familiar Star Wars characters. Kids might find the cards
appealing with their large images of characters from the prequels,
classic movies, and The Force Awakens. The odd combinations or
strange adversaries can sometimes provide humor: Kylo Ren (8) beaten
by young Obi-Wan Kenobi (9); or Padme (4) and BB-8 (2) (both Rebels)
against C-3PO (3) and an Ewok (1) (also both Rebels). The Little Guy
even made some amusing associations on his own, commenting that at
one point he played mother/daughter combinations of Padme and Leia
and a father/son combo of Anakin and Luke. Ignore the in-game
continuity of various characters from different sides and in-universe
eras battling against each other and avoid analyzing why one major
character’s card has a lesser value than another; one can find that
kind of thematically faithful action in other, more involved games,
but not at this enjoyably basic level.
The rules also include a quick-play variant in which players split
the deck by red and blue cards, essentially playing the light side
and dark side of the force, with the yellow neutral cards evenly and
randomly divided between them. This game seems ideal for younger or
newer players, since the game ends when one player depletes her draw
deck; the player who captured the most enemy cards wins. It’s far
more satisfying thematically than the regular game, as it pits light
and dark side characters against each other, though characters from
the prequels can still battle those from The Force Awakens.
The game certainly reinforces school concepts such as number
recognition, addition, and greater than/less than, all with a
pleasant veneer of Star Wars to distract them from the fact
they’re actually putting their lessons to good use.
As with “War,” Star Wars Duels can seem to stretch on
forever as one player tries to deplete the other’s deck. When we
play we agree on a limit, usually the number of times we go through
the deck. The quick-play variant rules offer a shorter game with its
single pass through each player’s deck, ideal for younger kids with
shorter attention spans (and impatient adults). One could also play
the regular game with three or four players, deploying cards
face-down to reveal them simultaneously.
Star Wars Duels offers a satisfying game adults can share
with kids incorporating a popular theme that can help keep everyone
engaged. For us it’s provided a break from more serious, complex
gaming fare, a chance to reinforce math lessons from kindergarten,
and some humorous moments making odd character combinations. The
recommended age of “7+” works best; younger players with a
fluency in numbers from 1–10 and some basic addition skills could
play it with some coaching (the Little Guy is six years old and did
just fine), while older players approaching 10 might find it boring,
especially if they’re used to their parents exposing them to more
involved games.
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