Category Archives: Collectable Card Game

Review: Kingdom Legacy: Exploration Expansion

When I reviewed Kingdom Legacy back in March, it walked away with a respectable 3 out of 5 stars. That’s probably worth explaining because, unlike much of the internet, I don’t believe anything short of perfection deserves to be launched into the sun. A three-star score is a very solid game in my book and absolutely worth playing. Anything above two stars is worth consideration.

That said, Kingdom Legacy wasn’t flawless from the standpoint of objective review. It had a few rough edges, and typically, I would say this is exactly why expansions exist. They’re often a second chance, the patch note in physical form, the opportunity to take a good game and turn it into a great one.

Kingdom Legacy, however, is a unique beast; the exploration expansion, like the many expansions that proceeded are not intended to fix balance or adapt playstyle, they are in a sense, a way to continue your legacy experience as you build up your own personal little world. It’s a bit more like a sequel or director’s cut with extra scenes for something you already love. This expansion isn’t trying to fix anything, for better or worse.

Unlike many of the other expansions for Kingdom Legacy, Exploration is not a modest little add-on either. There are almost as many cards here as in the original box, which means there is an awful lot of new content to explore. Yes, the pun is entirely intended, and no, I refuse to apologise for it.

So the question here isn’t whether Kingdom Legacy: Exploration fixes the game; the question is more about how it expands on the already awesome gameplay you know and love.

Overview

Final Score: christmas_star christmas_starchristmas_star( 3.15 out 5) Good Game!

One thing worth pointing out about my rating system is that it’s not necessarily a reflection of how much I like a game. Instead, it is an attempt to score games against a consistent structure that’s intended to be as objective as possible and fair as possible across all game reviews.

If you don’t believe me, consider that Blood Rage is still the only game in GamersDungeon.net history to receive a perfect 5 out of 5 stars, yet it does not even make my personal top twenty games of all time list. Meanwhile, Great Western Trail has sat comfortably on that list for nearly a decade despite earning only 3 out of 5 stars in my review. What I play and what rating a game gets using my rating system are not always going to align. Preference is not the same as judgment.

I consider Blood Rage to be a master class in game design and publishing. It is a perfect game, but that doesn’t necessarily mean that it flies to the top of my playlist. I enjoy it, but perfection and preference are not always bedfellows.

Kingdom Legacy falls into exactly that difference and, ultimately, so does Kingdom Legacy: Exploration.

If you asked me over a cup of coffee what I think of Kingdom Legacy, I would tell you it’s one of the most addictive solo card games I have played in years. It has occupied an embarrassing amount of my table time, and this expansion simply gives me even more reasons to keep shuffling cards instead of doing something sensible with my time.

As my wife says when she catches me on the deck shuffling cards, “Are you gonna do that all day?”, The answer is, yes, now fetch me a beer, wench!, I have a kingdom to run! (Note: this joke was approved by the wife; no husbands were injured or killed during the writing of this joke.)

Kingdom Legacy is an exceptionally simple game to learn and an addictive game to play that is just perfect as a solo experience. It has a ton of nuanced decisions that will have you asking the question, what if I… quite a bit.

In fact, this happens often enough that I am seriously considering adding a personal score to future reviews just to separate objective analysis and my personal preferences.

Kingdom Legacy: Exploration does quite a bit to change the overall rating of the original game, not so much because the latest edition of the game (2nd edition) changes anything, but my entire reflection on what this game is and how it is played was vastly altered by adding an expansion to it. Not that it changed how you play, but more like it opened a new avenue of understanding just what this game is about and what about it makes it so brilliant while also simultaneously exposing some of its flaws as a product.

In Exploration, you will find lots of cards that play off each other, but you won’t get them all in play, so there are some tough choices to make that you will have to ponder, but as was the case in the base game, it’s not always 100% clear how these will impact you in later stages of the game. That is the fun part with this system: you do stuff to see what happens.

If you already enjoy Kingdom Legacy and your first thought after finishing a campaign was “I wish there was more of this,” then congratulations, your wish has been granted ten times over. This expansion adds more cards, more scoring opportunities, and more crucial decisions to the expansion of your kingdom than the core game did to this point.

On the other hand, if the base game never clicked for you, Exploration is unlikely to perform some sort of cardboard miracle. It is unapologetically an expansion for existing fans, and there is absolutely nothing wrong with that. While many expansions try to patch weaknesses or inject additional or new systems to attract new players, Exploration instead looks at Kingdom Legacy, nods approvingly, and says, “Here, have more.”

All of the new content focuses on the later stages of the game, where your kingdom is already sprawling, but like the core game, every decision has layers of consequences attached to it. Just like the base game, you will only see a fraction of the available cards in any single campaign, meaning it will take many plays before everything reveals itself. In a way, that is a flaw with Kingdom Legacy as a product, as it is a legacy game designed to be played once.

Thankfully, the designers anticipated that. Unlike the core box, Kingdom Legacy: Exploration is designed to be played twice, meaning two base game campaigns (two kingdoms) can make full use of a single expansion.

And, as has become almost standard practice with this legacy game, sleeving the cards allows you to preserve and reset the experience if you prefer your kingdoms recyclable rather than disposable.

So what new treasures does Exploration offer? Well, if you’re a fan of this game, you’re in for a treat!

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Good card quality cards with great documentation and online support for the game.

Cons: No major flaws, but there is nothing awe-inspiring; it’s just good.

Component quality in Kingdom Legacy: Exploration is identical to that of the core game, which is to say, quite good.

There is admittedly not a great deal to discuss here because, at the end of the day, it’s still a box full of cards. Thankfully, they are good quality cards with a nice finish and perfectly in line with what you would expect from a modern collectible card game. They shuffle well, hold up to repeated play, and serve that aesthetic and addictive process of card handling we all love perfectly.

The instructions for integrating the expansion into the base game are clear and straightforward, avoiding the all too common expansion tradition of making you search three rulebooks and a forum post from 2022 just to figure out where one deck is supposed to go.

It also benefits from the same excellent online support as the core game, making setup and rule questions easy to resolve.

Most importantly, the expansion feels completely consistent with the original release. Nothing about the presentation feels rushed or tacked on. It looks, feels, and plays like it was always intended to be part of the Kingdom Legacy experience, and for that reason, it earns exactly the same score as the core game, which is to say there is nothing particularly awe-inspiring; it’s just good.

Theme

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: Mechanics and theme connect to create an addictive engine-building game with personality.

Cons:  The use of AI images absolutetly kills this game’s spirit, it makes it feel generic and uninspired with many poorly curated images.  It’s all rather soulless.

The central theme of Kingdom Legacy: Exploration is exactly what the title promises. Exploration opens up vast new lands to discover, unique buildings to construct, interesting people to recruit, and specialised equipment to uncover. All of this greatly expands the number of scoring opportunities available while also giving the impression that your kingdom has matured and is entering a much more robust level of growth. It’s all thematically well-connected.

In terms of expansions, there is no official order in which expansions for Kingdom Legacy are to be played, but to me, it felt quite right to have exploration be the first; it just feels like a natural fit.

Mechanically, I would not say the expansion dramatically changes the experience. It’s very much just more of the Kingdom Legacy you already like, which is exactly what fans are looking for. There are a handful of new events and scoring opportunities that are genuinely clever and produce the same little moments of surprise and satisfaction that made the base game so addictive. Nothing here fundamentally changes my opinion of the theme, but there are plenty of memorable moments that will leave you smiling just the same, and that is all I can say about that without spoilers.

Unfortunately, there is one grim topic that still hangs over Kingdom Legacy like an unwanted random event card, and it is more relevant now than when this game was first released.

Neither the second edition nor the Exploration expansion addresses the game’s reliance on AI-generated artwork; in fact, it leans fully into it as if this is not a major controversy in the board gaming world, a major miscalculation on the part of the publisher. The visual style remains inconsistent, with AI images that often look poorly curated and disconnected from one another.

This is a very common opinion about the use of AI images in board games. I would recommend that anyone publishing a board game in the future avoid AI art like the plague; whatever the benefit is, it’s not worth the backlash. AI art used to be disliked; at this point, using it makes you a pariah.

My position on the use of AI in board games hasn’t changed, which is to say, I don’t really care that much about it for hobby projects and small struggling publishers trying to get their game out, but I recognise that it’s an obvious shortcut, and it typically quite dramatically reduces the quality of a game. This is very true for Kingdom Legacy; it’s a considerably lesser game because of the use of AI images.

When I reviewed the original Kingdom Legacy release, I was willing to overlook AI in the rating because Kingdom Legacy was clearly a passion project from a small team experimenting with a new idea, and I was happy to give it the benefit of the doubt that this shortcut was taken out of necessity.

That argument and the leeway given are no longer appropriate. Kingdom Legacy has found an audience. It received a second edition. It has successfully launched many expansions. It is no longer an unknown experiment but an established product from a successful and prominent publisher with a proven record of success.

Simply put, any excuse given by an established publisher about why they use AI Images rather than hiring a real artist simply does not fly and should be vigorously opposed.

I think board game fans are justified in not supporting AI-generated games, as it damages the hobby as a whole. The more people that do this, the more it will normalise, and the less distinct and unique games will become. As hobbyists, we should fight against, speak out against, and reject AI art in our games, especially from established publishers who should know better and have the means to do better.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: It has that addictive, just one more turn presence, lots of cool surprises for existing fans.

Cons: The legacy component of this game is out of place; it’s more a nuisance than a feature.

Writing a gameplay review for a legacy game is a strange challenge because the entire point is that I am not supposed to tell you what happens. It’s a bit like reviewing a detective novel by saying, “The ending is great, trust me,” and hoping everyone simply accepts that.

So I am going to dance around the spoilers as gracefully as I can.

Kingdom Legacy: Exploration focuses, like all of the Kingdom Legacy expansions, on the late stages of your campaign. The core game is all about building your tiny kingdom from a few acres of land. The expansions are where you get to take that creation out for a victory lap and see what else it can become.

I think that is one of Kingdom Legacy’s greatest strengths. That feeling of civilisation building.

By the time you reach Exploration, you’ve already made dozens of unique decisions that shaped your kingdom. You have watched opportunities come and go, suffered through disasters, stumbled into unexpected successes and built something that somehow feels distinctly yours. It’s just a deck of cards, yet it develops a surprising amount of personality.

That is also why Kingdom Legacy is so addictive.

The attachment is not really to the mechanics but to the story that emerges from your choices and micro experiences that feel great in solitude. You want to see what happens next, even if what happens next is another tax collector demanding resources you no longer have.

Exploration gives you exactly that. It hands you another toy box filled with new lands, new scoring opportunities and new cards to weave into your existing kingdom. It’s undeniably fun, and there is plenty to discover.

At the same time, I never felt that the expansion fundamentally refreshed the experience in some meaningful way. Unlike most expansions to games, there wasn’t this “oh wow, ok that changes everything” moment. It was basically the same game with new cards.

By the time your kingdom is fully developed, when you complete the base set, those additional rounds in the expansion feel more like extending a great evening than starting a brand new adventure. I enjoyed every minute of it, but there is an unavoidable sense that you are still playing with the same systems and the same ideas.

The best comparison I can think of is playing Magic: The Gathering with your favourite deck after adding a handful of exciting new cards. The deck is better, you have a few new tricks, and you are happy to keep playing it, but part of you is also looking forward to the next expansion that introduces an entirely new set and shakes everything up so that you can build new decks.

There were also a few moments that genuinely caught me off guard.

Without spoiling anything, Exploration hides several clever little surprises that feel almost like easter eggs for dedicated players. Those moments produced exactly the kind of grin that made me keep turning over cards long after I probably should have gone to bed.

The expansion also introduces some additional resources and gameplay elements. Whether these originated here or appeared in other expansions first, I can’t say, but they were new to me. They add some welcome variety and interesting decisions without dramatically changing the flow of the game.

I realise this entire section has been frustratingly vague, but that is the price of reviewing a legacy game without ruining the experience.

So let me keep the gameplay conclusion simple.

If you enjoyed Kingdom Legacie’s mechanics and addictive just one more turn nature, then Exploration is an easy recommendation. There is a huge amount of content packed into the box, plenty of new ways to develop your kingdom, lots of satisfying scoring combinations and a handful of genuinely delightful surprises waiting to be discovered. It never reinvented the game for me, but it absolutely reminded me why I enjoyed it so much in the first place.

Replayability and Longevity

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_star

 

Pros: The experience of building up your kingdom is dramatically enhanced by a large library of new cards to explore and add to your kingdom

Cons:  It’s too confined and short; you’ll finish this expansion in a single sitting, and then it’s over forever.

Replayability in a legacy game is always a slightly awkward subject because, technically speaking, there is none.

The game is designed to be played once, experienced once and then retired. It is an engine built with a finite amount of fuel; eventually, the tank runs dry.

Kingdom Legacy: Exploration is essentially an extra fuel tank bolted onto the side of the original game. It extends the journey, gives you more places to visit and more things to discover, but eventually you arrive at the same destination.

There is something genuinely satisfying about the finality of that experience. Picking up a kingdom that you thought was finished, dusting it off and giving it one last adventure feels surprisingly nostalgic. Your little collection of cards has history. You remember why that building is there, why that character survived and why you still refuse to forgive that one event card that nearly ruined everything.

The problem is that while the game’s end is satisfying, it’s not a game end where you’re done with the game forever.

One of the most common comments you will see about Kingdom Legacy is that everyone is trying to figure out how to avoid the legacy component. It’s just a bad fit for this game.

That is perhaps the greatest strength and the greatest weakness of Kingdom Legacy.

When you finish, your immediate reaction is not relief or closure. It is the overwhelming urge to shuffle everything up and play again, because that is what we do with games we love. Replayability is, after all, one of the defining reasons this hobby exists.

Thankfully, Kingdom Legacy offers a very easy way to bend the rules. Sleeve the cards, use removable markers and suddenly the entire legacy experience becomes reusable. It is not difficult to do, and it is absolutely the approach I would recommend to anyone buying the game.

However, I have to judge replayability based on the experience the designers intended, not the one clever players can engineer for themselves.

Viewed through that lens, Kingdom Legacy: Exploration is still a one-time journey. It is an excellent journey, a memorable one and a longer one than before, but once you reach the end of the road, there are no official turns left to take.

You can always get another expansion, though, so there is that.

Conclusion

As a system, as a gameplay mechanic and as an overall experience, I think Kingdom Legacy and Kingdom Legacy: Exploration are fantastic. I have absolutely no hesitation recommending them to anyone who enjoys card games and is looking for a satisfying solo experience.

In particular, if you enjoy engine-building games that capture the feeling of growing a tiny settlement into a thriving civilisation, Kingdom Legacy delivers that experience in abundance. Every new card feels like another chapter in the story of your kingdom, and that sense of progression remains one of the most addictive gameplay loops I have encountered in recent years.

That said, I would be remiss if I did not climb onto my soapbox for a couple of minutes.

The first issue is the legacy component itself.

I have never quite shaken the feeling that Kingdom Legacy does not actually want to be a legacy game. It is almost as if someone designed an excellent solo engine builder and then, somewhere late in development, another person walked into the room and declared, “What if we made players throw it away when they finish?”

Nothing about the underlying design really benefits from being disposable, and unlike most legacy games, Kingdom Legacy is too short to give you that sense of finality and closure when you’re done playing.

In fact, I would argue the opposite. Once you understand the systems and discover the different paths available, the natural instinct is to immediately start another campaign and try something completely different. The game is packed with meaningful choices and interesting combinations that beg to be explored.

That is the mark of a highly replayable game. Yet, by design, replayability is intentionally limited.

Yes, you can sleeve the cards and preserve everything, and I strongly recommend doing exactly that, but I still find the official approach to be an unnecessary restriction on an otherwise brilliant design.

The second issue is the continued use of AI-generated artwork.

I genuinely do not understand why publishers continue to ignore what has become one of the loudest conversations in modern board gaming. Whether you personally love AI art, hate it or fall somewhere in the middle, it is impossible to deny that a majority of the hobby simply does not want it in professionally published games.

Art is one of the cornerstones of board games; it is a thriving place of creativity and imagination, to trade that in for AI slop, which is all you will find in Kingdom Legacy, is a tragedy. This game deserves so much better!

It’s so unfortunate because beneath those visual shortcomings lies one of the most charming solo card games I have played in years. Kingdom Legacy: Exploration expands everything that already works, adds meaningful content and provides several genuinely memorable surprises without losing the addictive engine-building that makes the original so compelling.

FryxGames understands and is perfectly capable of producing great art for their games, as was illustrated in the amazing work done on Fate: Defenders of Grimheim. The use of AI in Kingdom Legacy was a conscious business decision, and FryxGames has been quite open about it, offering its own take and justification for its use. The debate regarding AI in board games is far from settled, though the most likely conclusion is that we will continue to see its use with increasing consistency.

For existing fans the recommendation is incredibly easy.

There is more kingdom here, more discoveries, more clever interactions and more reasons to spend another evening telling yourself, “Just one more turn.”

If, however, you’re protesting this game because it uses AI art, know that I get it; The publisher does as well. In fairness, the official position of the publisher is that it’s too expensive to have that much art in a small, cheap solo card game, and that very well may be the case and logic behind its use. That may even be sufficient justification, a reasonable excuse, but there are plenty of other ways to work around the cost associated with art; people have been printing games without AI art for a very long time. There are other solutions; this is not a new problem.

Review: Star Wars Unlimited – A Lawless Time

Full disclosure time. When it comes to Star Wars Unlimited, I need to lay my cards on the table. I think Star Wars Unlimited is one of the best collectible card games ever made. Full stop. No exaggeration. Which means doing an unbiased review of one of its expansions is going to be challenging, but we will take a crack at it.

When I put together my Top 10 Collectible Card Games of All Time list back in 2024, Star Wars Unlimited landed at number two. Yes, I did place The Lord of the Rings cooperative card game above it, but the gap between first and second place was razor-thin. The only reason one ranked above the other is that lists demand a winner. On another day, depending on my mood and what deck just crushed me the night before, the rankings could easily flip. Besides, even though my son’s name is Luke, with a middle name Skywalker, not joking, I tend to be more of a fantasy guy. I just couldn’t have a blond, blue-eyed Gandalf running around the house. Some sacrifices had to be made.

Now we arrive at A Lawless Time, the latest expansion for Star Wars Unlimited. While I could spend several paragraphs talking about the game itself, I generally avoid reviewing collectible card games as a whole. Trying to review a living card game is a dangerous business because everything changes over time. New sets release, metas evolve, balance shifts, and suddenly an article written six months ago feels like it belongs in a dusty Jedi archive somewhere.

Expansions are a bit different. A set exists in its own little bubble. You can judge the mechanics, themes, artwork, and overall experience without worrying that future releases will completely rewrite the conversation.

Before we go any further, though, I do want to address something that confused a few readers when I wrote my comparison between Star Wars Unlimited and Star Wars Destiny. In that article, I ultimately chose Destiny as my personal favorite between the two games. Naturally, some people looked at me like I had just claimed a stormtrooper was an excellent shot.

“How can Destiny be your favorite if Unlimited is the better game?”

Well, the answer comes down to the difference between quality and preference, objective review and “what do I want to play ?” These are different constructs, different ways to look at a game.

I don’t think Star Wars Destiny is a better game than Star Wars Unlimited, not even by a long shot, but I love it just the same. It was a chaotic mess, but it was really fun to play.

In my opinion, Star Wars Unlimited is the better-designed game, no question about that at all. I made that clear in the original article. It is tighter, deeper, and far more competitive. But Star Wars Destiny, despite its flaws, is just incredibly fun to play. You roll dice, ridiculous things happen, and the randomness creates moments that feel cinematic and chaotic in the best possible way.

Deck building matters in Destiny, but it does not completely dominate the experience.

Star Wars Unlimited is a different beast entirely. This game is a serious competition for Magic: The Gathering. The deck building is deep and meaningful, the gameplay is more deterministic, and the competitive structure feels extremely solid. The meta evolves constantly, with one dominant deck rising to power only to get hunted down by the next clever creation waiting in the wings.

Star Wars Unlimited is a traditional collectable card game in every sense of the word; it’s all about opening up those boosters, trying to find rare and powerful cards, and trying to build that perfect deck. Whenever a new expansion like A Lawless Time comes out, the game sort of resets as everyone scrambles to come to grips with how the game has changed as a result.

It is also much more of a traditional collectible game, complete with premium cards, hyperspace variants, showcase leaders, foil treatments, and enough ultra-rare cardboard to make collectors quietly question their financial decisions.

And it is a blast, pun intended, but I can’t explain why I would still rather play Star Wars Destiny on most days because it’s just silly and fun, for me, that usually trumps “good design”.

But this article is not about Star Wars Unlimited as a whole. We are here to talk about A Lawless Time, the newest expansion for the game, and whether this set deserves a place among the best releases the game has seen so far.

Alright, that was a lot of rambling right out of the gate. Enough nonsense. Let us get into it.

Overview

Final Score: christmas_starchristmas_starchristmas_star christmas_starchristmas_star(4.95 out 5) Near Perfect!

The focus of A Lawless Time leans heavily into the murky criminal underworld and rebellious fringe of the pre-Original Trilogy era. Characters like Saw Gerrera, Tobias Beckett, Jyn Erso, Director Krennic, and Enfys Nest all make appearances, drawing heavily from Rogue One and Solo. That also means we get younger versions of some familiar faces like Han, Lando, Leia, and Chewbacca, which gives the set a nice sense of timeline identity without feeling overly restrictive.

Cards like Tobias Beckett harken back to movies like Solo, but while that in itself is fun, the real trick is going to be coming up with clever ways to use new leaders like this in decks. The theme is awesome, but the real juice here is deck building oppertunities and A Lawless Time is chock-full of them.

There is also a healthy dose of material from the Disney television series, particularly Andor, which feels like a natural fit considering the expansion’s focus on spies, thieves, mercenaries, and morally questionable operators who probably have at least three bounties on their heads at any given moment.

At the same time, A Lawless Time continues Star Wars Unlimited’s habit of treating the Star Wars universe like an enormous toy box rather than a rigid timeline simulator. Expanded universe oddities make appearances too, including Lepi characters, the rabbit-like humanoids that still somehow feel less strange than some of the creatures hanging around the Mos Eisley cantina.

The set is technically rooted in a specific era, but aesthetically it plays much looser with the timeline. Jabba the Hutt, Bib Fortuna, and Boba Fett all make perfect thematic sense here, but several cards clearly use imagery and inspiration pulled directly from the Original Trilogy era. Characters like Malakili, the unfortunate rancor trainer from Return of the Jedi, and Garindan, better known to casual fans as “the weird elephant spy guy” from New Hope, are very clearly channeling classic trilogy energy.

Personally, this does not bother me in the slightest. If anything, it is part of the charm. At this point, I do not particularly care what exact slice of Star Wars an expansion focuses on as long as it delivers more smugglers, bounty hunters, shady deals, blasters, cantinas, and people making terrible life choices in space. Give me more of it. Always.

Mechanically, A Lawless Time introduces two major mechanics to the game, one of which feels almost guaranteed to shake up competitive play in a meaningful way. Credit Tokens.

Credit Tokens are essentially temporary resource acceleration, but unlike traditional ramp cards, they give players short bursts of explosive momentum instead of permanent growth. Cards like Unmarked Credits can generate a Credit Token for a very small investment, allowing players to effectively jump ahead on resources for a turn. Play it early enough and suddenly aggressive decks are threatening plays a full turn ahead of schedule, which is the kind of thing that tends to make control players stare nervously at their opening hand while reconsidering all of their life choices.

What makes Credit Tokens especially interesting is that they create tempo spikes rather than long-term economic advantages. That distinction matters. Traditional ramp permanently changes the pace of the game, but it works out as a sort of slow start to gain a resource advantage later. Credit Tokens instead create windows of opportunity, which feels very appropriate for a set themed around criminals and opportunists looking to cash in fast before things inevitably explode around them.

While credit tokens can produce a short-term burst, some cards like The Max Rebo Band can act as a slightly more permanent ramp. The art on this card is iconic!

The other major addition is the introduction of Multi-Aspect Cards, including the new Triple Aspect cards. Characters like Ezra Bridger and Zeb Orrelios require significant deck-building commitment, but they also reward players for branching into combinations that normally would never exist together.

Some of these cards gain additional bonuses depending on which aspects are present in your deck beyond their basic requirements, which quietly opens the door to something Star Wars Unlimited has only lightly touched until now: true cross aspect synergy and hybrid design space.

That may end up being one of the most important long-term additions in the entire set, or it might end up being a gimmick that doesn’t quite stick the landing; it’s really impossible to say at this point.

Multi-Aspect cards are either going to be a major part of the competative meta game, or irrelevant. Right now, it’s really hard to say which way its going to go.

Up until now, aspects have largely maintained fairly defined identities and playstyles. A Lawless Time starts poking holes in those walls. Suddenly, you can see the possibility for decks that blend mechanics, keywords, and abilities in ways that previously felt awkward or outright impossible. It rewards experimentation, and collectible card games are usually at their best when players are encouraged to become slightly deranged scientists in search of broken combinations.

Beyond the new mechanics, A Lawless Time also revisits many existing keywords and gameplay systems, often remixing them into new combinations. One thing I noticed almost immediately was how many cards feature “When Played” effects. They are everywhere in this set.

Is this a good card. I find it increadibly difficult to tell, it would require many….many games to make that determination, at least for me. From a simple reading though, this sounds awesome, but is it cost effective, that is the real question with multi-aspect cards.

That gives the expansion a very active, tempo-driven feeling where cards often generate immediate value the moment they hit the table. Even units that may not survive long enough to act can still impact the game instantly, which creates faster pacing and more tactical decision-making.

Of course, the real question with any new expansion is never whether it will affect the game. It absolutely will. The real question is whether players will use the cards the way the designers intended.

History suggests the answer is probably “not even remotely.”

This is the eternal challenge of designing a collectible card game. Developers can spend months testing interactions, balancing mechanics, and carefully tuning power levels, only for players to collectively lock themselves in metaphorical garages for two weeks and emerge with some horrifying deck combo capable of breaking the laws of nature by turn three.

And frankly, that is part of the fun.

Components

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Top-tier card quality, the best in the business.

Cons: The tokens included with the game have and continue to suck, and most people continue not to care, myself included.

I will keep this section brief because component quality in collectible card games falls into a very strange category. It is simultaneously one of the most important aspects of the hobby and also one of the easiest places for a modern publisher to score points because there is only one acceptable quality level. It’s an all-or-nothing deal.

At this stage, premium component quality is not a luxury in the CCG world. It is the bare minimum requirement for entry. If players are going to spend money chasing rare cardboard rectangles like bounty hunters tracking fugitives across the galaxy, those rectangles better feel fantastic in the hand.

And Star Wars Unlimited absolutely clears that bar with room to spare.

The cardstock is excellent, the printing is sharp, the colors are vibrant, and the overall presentation has that polished, premium feel you want from a modern collectible card game. The hyperspace cards, foil treatments, showcase leaders, and other premium variants continue to look spectacular in A Lawless Time. Pulling a high rarity card still delivers that little burst of dopamine that convinces your brain that opening “just one more pack” is somehow a financially responsible decision.

More importantly, the readability and usability of the cards remain excellent despite the increasing mechanical complexity of the game. Fantasy Flight has done a very good job maintaining clean layouts and visual clarity, which becomes increasingly important as more keywords, mechanics, and interactions enter the card pool.

As has been the case throughout the entire Unlimited run, the tracking components, like health, shields etc.. have and continue to suck. They are paper-thin cardboard pieces, something you expect to get from a cereal box rather than a CCG. No one actually cares because no one actually uses these, but if this is your first venture into Star Wars Unlimited, you will be disappointed.

Most avid fans of Star Wars Unlimited will tell you that the first order of business is getting some acrylic tokens. They are relatively cheap and an almost manditory replacement for the crappy tokens that come with the game, which coincidently are not worth the paper they were printed on.

Star Wars Unlimited meets all standards of quality effortlessly.

It aced the assignment. Moving on.

Theme

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: A Lawless Time represents, in my humble opinion, the best parts of the Star Wars Universe.

Cons: I couldn’t come up with anything.

Getting the theme right in a Star Wars Unlimited set is incredibly important, but let us be honest, Star Wars as a setting does a lot of the heavy lifting here. Give me almost any vaguely thematic expansion title tied to this universe and I could probably brainstorm two hundred card ideas before my coffee gets cold.

That is part of what makes Star Wars such an absurdly powerful setting for a collectible card game. The universe is so rich with characters, locations, factions, ships, weird aliens, criminals, bounty hunters, and background cantina weirdos that the design space feels almost endless.

So naturally, A Lawless Time absolutely nails the theme. The real discussion is not whether the expansion succeeds thematically, but how it succeeds and which cards really sell the fantasy.

As the name suggests, the underworld side of Star Wars takes center stage here. Smugglers, mercenaries, syndicates, criminals, bounty hunters, and opportunists dominate the set both mechanically and aesthetically. This is the dirty back alley side of the galaxy where everyone looks suspicious, every deal feels illegal, and trusting anyone is generally considered a tactical error.

One of the things I really appreciate about this set is how strongly it leans into recreating specific Star Wars archetypes and scenes through deck building. You can build a proper Jabba’s Palace-themed deck, which is fittingly one of the spotlight archetypes for the set. There are strong hooks for Syndicate and Black Sun style builds, Rogue One-focused rebel groups, Solo-inspired underworld crews, and classic Original Trilogy infiltration themes.

From the art to the impact, everything about Star Wars Unlimited cards just oozes theme.

You can even recreate the entire “absolutely nothing suspicious happening here” sequence from Return of the Jedi with cards like Lando’s Underworld Disguise and Leia’s Disguise. The fact that these cards exist at all makes me irrationally happy.

In fact, I think A Lawless Time may be one of the richest sets yet for thematic deck building yet. There is a very noticeable focus on recreating scenes, crews, and faction identities from the films and shows, but importantly, the cards are also mechanically designed to work together.

That matters more than it might sound.

One of the occasionally awkward things about Star Wars Unlimited in earlier sets was that cards clearly inspired by the same scene or faction did not always synergize particularly well in actual gameplay. You would build a deck that looked perfect from a lore perspective, then discover half the cards were fighting each other mechanically like rival bounty hunters arguing over a contract.

A Lawless Time feels much more deliberate in this regard. The thematic decks are not just flavorful; they are functional. The set actively rewards players for leaning into those themes instead of accidentally punishing them for trying to build something cinematic.

That is a huge win for this guy who loves a good thematic deck!

This also feels like the perfect place to talk about a few of my favorite cards in the set from a thematic perspective.

The Triple Aspect Cassian Andor is fantastic. As somebody who absolutely loved the Andor television series, this card immediately jumped out at me. Making Cassian a multi-aspect card feels incredibly appropriate because the character himself operates across so many different worlds and moral lines throughout the story.

Mechanically, the card is excellent too. At four cost for a 4/4 body, Cassian already presents a legitimate threat, but the additional support he provides to your other units gives the card real presence on the board. It feels versatile, tactical, and quietly dangerous, which is basically the perfect representation of Cassian Andor as a character.

Then there is the new Jabba the Hutt leader card, which I absolutely adore and strongly suspect could end up being one of the sets defining cards.

The design here is brilliant because it captures the feeling of Jabba operating an entire criminal empire built on favors, debt, and recycling disposable employees. The ability to return Underworld cards to your hand while immediately refunding part of the cost with Credit Tokens creates this constant sense of greasy value generation where Jabba always seems to come out ahead somehow.

And that is before he even deploys.

Once Jabba enters play, things get ridiculous in the best possible way. Being able to play Underworld cards directly into play and potentially grant them Ambush if you spent a Credit Token opens the door for some genuinely terrifying combinations. Giving units Ambush is an enormously powerful effect, especially in a set already built around tempo swings and explosive turns.

The card feels dangerous. It feels manipulative. It feels unfair in that very specific way great villain cards often do.

Most importantly, it feels like Jabba.

This may be my favorite card in all of Star Wars Unlimited. I have so many deck ideas that I suspect I’m going to end up with multiple Jabba The Hut decks.

That is really the strength of A Lawless Time as a whole. The mechanics and themes are constantly reinforcing each other. The cards do not just reference Star Wars lore; they actively recreate the feeling of these characters and factions at the table.

There is far more happening in this expansion than I can reasonably fit into a single review, but thematically speaking, A Lawless Time absolutely sticks the landing.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_star

Pros: New mechanics introduced in this set are easy to use and impactful.

Cons: There is nothing revolutionary about these mechanics; in a way, they are overdue concepts we expected to get at some point.

It is very difficult to separate reviewing the gameplay of Star Wars Unlimited as a whole from reviewing a specific expansion like A Lawless Time. In many ways, they are inseparable. Every new set becomes part of the larger ecosystem immediately, like tossing another dangerous creature into an already overcrowded trash compactor.

That said, I do think there are a few ways to specifically judge what A Lawless Time brings to the table mechanically, particularly through its two major additions: Credit Tokens and Multi-Aspect cards.

Starting with Credit Tokens, I think this mechanic has the potential to significantly impact the game, both immediately and long-term.

What makes Credit Tokens interesting is that while they technically function as ramp, they do not behave like traditional resource acceleration. Previous ramp strategies in Star Wars Unlimited were generally about long-term advantage. You invested resources now so you could build toward massive late-game turns later. The goal was usually to outscale your opponent and eventually start dropping absurdly expensive threats while they stared helplessly across the table, wondering where everything went wrong.

Credit Tokens operate very differently.

As there are ways to earn credits, naturally their is a way to counter them. I love the image on this card, so bad-ass!

They create temporary bursts of momentum rather than permanent economic advantage. A card like Unmarked Credits can effectively push you one turn ahead on tempo, allowing aggressive or tempo-focused decks to accelerate into stronger plays much earlier than expected.

That distinction matters a lot.

Temporary ramp changes the pacing of the game in a completely different way than permanent ramp. Instead of slowly building superiority, Credit Tokens encourage explosive sequencing and pressure spikes. It is not about dominating the late-game economy. It is about kicking the door open early and throwing your opponent into survival mode before they can stabilize.

That alone is enough to create entirely new archetypes.

And while the initial card pool supporting Credit Tokens is still relatively small, there are already hints of where the mechanic could go. Jabba the Hutt is the obvious standout example because he does far more than simply generate temporary resources. He turns Credits into an engine. Bib Fortuna also plays in this design space, generating Credits in more creative and synergistic ways.

That is what makes the mechanic exciting. Right now, it feels restrained, but you can already see the future design space opening up behind it like a blast door slowly creaking apart.

As a gameplay mechanic, I think Credit Tokens are excellent. They are mechanically useful, strategically interesting, and thematically appropriate all at once. That is usually the sweet spot for a great CCG mechanic.

It is also exactly the kind of mechanic that sends players sprinting back to their old deck boxes looking for terrible ideas they are suddenly convinced are brilliant.

Now, the other major addition, Multi-Aspect cards, is much harder to evaluate right now.

Unlike Credit Tokens, which immediately slot into existing strategies fairly naturally, Multi-Aspect cards feel more experimental. Their true strength is going to depend heavily on how the competitive scene evolves over the next several months.

Still, their arrival feels almost inevitable.

The so-called “rainbow deck” has been a staple concept in collectible card games for decades. At some point, players always start asking the same question: “What happens if I ignore all reasonable deck-building restraints and jam everything together anyway?”

A Lawless Time finally opens that door properly.

It was inevitable that bases would play some sort of roll in bringing rainbow decks to life, there are a few different combinations of this epic base action.

Personally, I find the mechanic fascinating, though not necessarily revolutionary for my own playstyle. Most of my current decks already function primarily around two aspects, with the third aspect often feeling more like a light splash than a core identity. Going beyond that starts to feel increasingly unstable to me.

But that is preference, not criticism.

Because, from a design perspective, Multi-Aspect cards massively expand what is possible in Star Wars Unlimited. They allow abilities, strategies, and mechanics that were previously locked away inside separate faction identities to start interacting in entirely new ways.

That is a huge deal.

Even if the first wave of Multi Aspect decks ends up inconsistent or awkward, the mechanic itself represents a major expansion of the game’s design space. In the long term, I suspect A Lawless Time will ultimately be remembered as the set where Star Wars Unlimited fundamentally widened its mechanical horizons.

And if I had to make an early prediction, I would not be surprised at all if Multi-Aspect cards eventually become a dominant force in the meta. Players love flexibility. They love experimentation. Most importantly, competitive players love discovering combinations the developers never intended.

That combination usually leads to madness eventually.

As a whole, A Lawless Time introduces two mechanics that almost feel overdue in hindsight. I am actually a little surprised neither temporary ramp mechanics nor Multi Aspect cards appeared earlier in the game’s lifespan because both concepts are fairly classic territory for collectible card games.

But perhaps that timing is exactly why they work so well here.

Star Wars Unlimited spent its early sets establishing strong foundations and clearly defined identities. A Lawless Time feels like the point where the game finally loosens its collar a bit and starts exploring just how weird and creative things can become.

Replayability and Longevity

Score: christmas_starchristmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: This game is not only addictive to play and collect, but deck building is endless and amazing. A Lawless Time raises the stakes exponentially.

Cons:  If you can find something to complain about here, leave a comment. I would be curious to know what it is.

When it comes to a collectible card game, replayability is not just important; it is everything. You can have great mechanics, beautiful artwork, and clever design, but if the game does not keep pulling players back to the table, it simply does not survive.

Fortunately, Star Wars Unlimited handles replayability with absolute precision, and A Lawless Time continues that trend without missing a beat.

There is almost something unfair about judging replayability in a CCG expansion, because the system itself is built for endless play. Once you are invested, the game becomes a constant cycle of tweaking decks, testing ideas, adapting to new cards, and occasionally convincing yourself that this next version is definitely the one that finally works.

A Lawless Time adds fuel to that fire in exactly the right way.

I’m not a huge fan of Magic: The Gathering anymore these days, I personally don’t think it has aged well but there is no doubt that I’m in a minority opinion here. Suffice to say that Star Wars Unlimited is a superior game in every measurable category, so if MTG has lasted for decades, I suspect there is a lot of hope of seeing Star Wars Unlimited have a nice healthy run. At some point however I suspect just like Magic: The Gathering they are going to start running out of ideas. Are we going to see Star Wars Spider Man cross-over at some point?

New mechanics like Credit Tokens encourage players to revisit older decks and rethink their tempo and resource curves. Multi Aspect cards open the door to entirely new archetypes that did not previously exist. Even if you do not build around them immediately, they linger in the back of your mind, quietly suggesting increasingly questionable deck ideas at inconvenient times.

On top of that, the strong thematic focus of the set encourages a different kind of replayability. It is not just about winning, it is about building something that feels right. You are not only asking “Is this deck good?” but also “Does this feel like the crew I want to play?” That combination of mechanical depth and thematic freedom is a powerful hook.

And of course, every new expansion reshapes the broader ecosystem. Existing decks evolve, old strategies get new tools, and entirely new approaches emerge. The game never really resets, it just keeps expanding outward.

That is the magic of a well-designed CCG.

There is no real ceiling here. Like Magic: The Gathering, this is the kind of game that can stay in rotation for years, even decades. As long as new sets continue to deliver meaningful additions, the replayability effectively becomes limitless.

A Lawless Time does exactly what it needs to do. It keeps the engine running, adds new layers to explore, and gives players even more reasons to come back for another game.

Conclusion

I have to admit, reviewing a CCG expansion is a bit of a strange experience. It is the first time I have done it on this blog and I am not entirely convinced I have done it justice. Part of me feels like I should have spent more time diving into individual cards, because that is really where this expansion shines.

A Lawless Time taps directly into the parts of Star Wars that I personally enjoy the most. Not just the characters, but specific moments and scenes. There is something very satisfying about seeing those moments translated into cards that actually work together on the table.

For me, the Jabba’s Palace sequence has always been a standout. There is a lot of nostalgia tied up in that whole section of Return of the Jedi, so being able to recreate that experience through themed decks is a huge win.

So I will just say it plainly. This is my favorite expansion for Star Wars Unlimited so far.

That is not purely because of the mechanics, although they are solid and interesting. It really comes down to the setting, the tone, and the sheer number of opportunities to build decks around some of my favorite parts of the Star Wars universe. That is what pushes it over the top for me.

If you are already playing Star Wars Unlimited, you probably do not need me to tell you to pick this up.

The more interesting question is whether this is a good entry point if you are new to the game.

My answer is fairly simple.

Start with the core set. It is called the core set for a reason. It lays the foundation, gives you the essential tools to understand the game, and offers a lot of value right out of the box. You can technically jump straight into an expansion, but you will get a much better overall experience if you begin there.

After that, expansions are largely self-contained in terms of theme and direction, so you can absolutely start with A Lawless Time. In fact, I would argue it is one of the more approachable sets. The new mechanics are easy to grasp and the themes are clear, which makes it a comfortable place to begin building decks.

I would also recommend Jump to Lightspeed alongside it, simply because it is another strong set with a lot of fun and interesting cards to explore.

At the end of the day, A Lawless Time is a great expansion. It brings meaningful mechanics, strong thematic cohesion, and a lot of personality to the table. More importantly, it captures a very specific slice of Star Wars in a way that feels both playable and memorable.

And that is really all I am looking for.

Review: Kingdom Legacy – Feudal Kingdom

When my review copy of Fate: Defenders of Grimheim arrived in the mailbox, the folks over at FryxGames slipped in a little bonus: a low-footprint solo legacy card game from 2024 called Kingdom Legacy: Feudal Kingdom.

Naturally, that caught my attention immediately. Not only is it another Jonathan Fryxelius design (love!), but it’s actually part of a whole series of games. I love a good game series with lots of expansions. There is nothing quite like finding a game you enjoy and then having lots of avenues to explore!

Now, before we go any further, I should disclose something: I have a bit of a chip on my shoulder when it comes to legacy games.

Don’t get me wrong, I love the legacy games conceptually. But I also have a long-standing beef with one of their core components, which puts me in something of a philosophical quandary.

I adore the sense of discovery: opening secret packs, unlocking new rules, and watching the game evolve over time. That part is fantastic. What I don’t love is the idea of marking up boards and cards, tearing components apart, and ultimately playing through a game once before tossing the whole thing in the trash.

Ever since my experience with My City, which, incidentally, is one of my favorite legacy games to date, I’ve made it something of a personal mission to find ways to “cheat the system” and turn legacy games into replayable ones. In other words, I try to enjoy the legacy experience while quietly circumventing its main gimmick.

So when I opened Kingdom Legacy, the very first thing I did was exactly that: figure out how to bypass the whole “play it once” concept.

The most obvious and easiest way to circumvent the whole one-and-done legacy thing is to sleeve the cards and use a whiteboard pen instead of stickers. That effectively turns this legacy game into a replayable…for the lack of a better word, normal game.

My issue with disposable legacy games is really twofold.

First, if I discover a game I genuinely like, for which Kingdoms definitely qualifies, I’m probably going to want to play it more than once. As I learned with My City, simply buying another copy isn’t always an option. Games go out of print, sell out, or become difficult to find. Discovering a game you love, playing it once, and then being unable to replace it can be a frustrating experience.

Second, and perhaps more importantly, it just feels wrong to throw games away. It’s not really about the money; that part is mostly irrelevant to me. But there’s something inherently wasteful and eco-unfriendly about creating a product that is intentionally designed to become garbage. It’s the equivalent of putting bananas in plastic shrinkwrap. Why people? Why? Is there some kind of race to see how fast we can blow up our planet or something that I don’t know about?

Board games already require a fair amount of material to produce; the entire process is very ecosystem-unfriendly. There’s cardboard, paper, ink, plastic, shipping, the whole production chain has a pretty shitty footprint, especially since most things are made in China. Designing a game specifically to be destroyed after one playthrough feels… a little out of step with the spirit of the 21st century. There is enough crap going into the dump without us creating games with that sole purpose.

Alright, rant over.

The good news is that most legacy games aren’t particularly difficult to adapt if you want to make them replayable. Personally, I suspect the “destroy it as you play” concept is more of a marketing trend than a design necessity, and one that will fade over time.

With that said, let’s talk about Kingdom Legacy: Feudal Kingdoms.

I say that with a slightly raised eyebrow, because reviewing a legacy game is always tricky. A big part of the experience is exploration and discovery, uncovering new rules, cards, and surprises as you progress. Spoiling those elements in a review would unravel that fun, and I don’t want to do that.

So instead of giving away details, I’m going to focus on impressions and sensations. Think of this less as a traditional breakdown and more as a guided glimpse into what the experience feels like, without ruining the surprises.

With that in mind…

Let’s get into it.

Overview

Final Score: christmas_starchristmas_starchristmas_star (3.15 out 5) Good Game!

I always love it when I come across a game that’s difficult to compare to anything else. That usually means we’re dealing with a genuinely original idea, and Kingdom Legacy fits that description remarkably well.

At its core, it’s a solo card game, which on paper might not sound particularly groundbreaking. But the elegance of the design and the flow of the gameplay elevate it into something truly special.

The premise is simple: you are building a feudal kingdom from what feels like its absolute earliest beginnings, essentially planting a flag in the wilderness, and gradually developing it into a thriving micro-empire.

The game begins with a humble deck of just ten cards. Each round, you draw and play four cards face up, deciding how to use the resources on them and whether to upgrade one before they are all discarded. Then you draw four more and continue until your deck runs out.

These are your starting 10 cards as you open the box, which includes 139 cards. It’s a humble begining but before too long, these empty fields and forests are going to be a thriving feudal empire filled with people, structures, and much more.

Once the deck is empty, you reshuffle and begin a new cycle. But this time things are different. Some of your cards may have been upgraded, and two new cards have been added to your deck from a hidden stack, let’s call it the legacy stack.

And just like that, your kingdom grows.

Throughout the game you’ll also discover additional cards from the main hidden box, steadily expanding your deck and unlocking new possibilities. Each cycle through the deck represents another stage in the growth of your kingdom as you develop buildings, resources, people, and capabilities. The goal of the game is to score points, but there is no victory condition; you are effectively competing against everyone else playing the same game in a sort of ladder, which you can review online.

On the surface, the system is incredibly simple.

But once you start playing, you quickly realize that every decision, every card played, every upgrade chosen, every new discovery, nudges the game in a different direction. And thanks to the many surprises hidden within the legacy box, the experience becomes wonderfully varied and highly decision-driven, and quite personalized. Your experience can and will be quite different each run through.

In fact, the idea that this is a “play it once” legacy game, considering how dynamic things are, struck me as almost absurd after my first session.

I don’t just find playing Kingdom Legacy one time an absurd concept; I find that to be true with all the legacy games I have played. My City is one of my all-time favorites. I have played it through the campaign at least a dozen times. I don’t really understand the appeal of making games that you are supposed to play once and then toss. I love these games!

On the very first day I had the game, I had already completed a second run. By the end of the week, I had played through it four times, and I still wasn’t even close to feeling finished with it. A great sign for the game’s addictive nature, not particularly good as a legacy concept. With legacy games, I want to play them once, be satisfied, and be done with it. For it to feel unfinished, which is almost certainly going to be the case here, as if I’m missing out on something, that is a feel-bad moment.

This is a game that I simply could not put down. It was addictive, surprising, and consistently engaging. Even after multiple playthroughs, I was still discovering new cards and exploring different strategic approaches. I can’t imagine anyone being satisfied playing this game through just once.

Simply put, this game is quite brilliant.

I loved it from the word go, and I’m extremely glad I found a clever way to sidestep the “play it once” limitation (sorry, FryxGames!). If I hadn’t, I might have needed to buy this game ten times just to satisfy my curiosity, and even that might not have been enough.

There are quite a few mini and larger expansions for the game, so plenty to explore is already available for this one.

In fact, I actually think it would have negatively affected this review had I only played it once. The first go felt very unsatisfying. I realized a bunch of things about the game, and I was eager to correct my mistakes. Had I finished with the game at that moment, I think that addictive aspect would have waned into something I did once and moved on, which is what I usually do with games I don’t like.

This is a legacy game that begs to be played again and again. It’s clever, engaging, and endlessly fun. Even now as I write the review, I think I rather be playing it.

Without question, it’s one of the most enjoyable solo gaming experiences I’ve had in quite a while. Really great discovery.

Components

Score: christmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_star

Pros: Good quality cards, far better quality than you would expect for a game you are intended to play through once.  These cards will last.

Cons: It would have taken very little effort to un-legacy this game; it’s an unnecessary gimmick.

Since Kingdom Legacy is essentially a card game, there isn’t a huge amount to say about the components themselves, but what’s here is perfectly solid.

The card quality is more than adequate for the job, in fact, arguably, these cards are as good as any collectable card game you could buy. The artwork maintains a reasonably consistent aesthetic across the deck, and the rulebook is clear and easy to follow.

One particularly nice touch is the inclusion of a QR code that links to a tutorial video. The video is exceptionally well done and walks you through the basics quickly and clearly. After watching it, you’ll be more than ready to start playing.

Fryxgames does bang up job of supporting their games, the tutorial is one of the best I have seen for a game in a really long time. After watching it, you won’t need a rulebook.

There’s also an additional website that provides a card-by-card explanation of the entire deck. It’s almost overkill in terms of support, but it’s certainly appreciated, especially if you run into a card interaction that makes you pause for a moment.

All things considered, it’s a very competent production.

Theme

Score: christmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_star

Pros: The flow of time and empire building engine support the feeling of progression.  The card effects and thematic elements of the cards are on point.

Cons:  The use of A.I. art is going to annoy people; this is effectively an A.I. art-generated game; there is nothing original here.

The theme in Kingdom Legacy: Feudal Kingdoms is surprisingly strong for such a small card game. As you progress through the deck, you genuinely get the feeling that time is passing and your tiny outpost is slowly evolving into a functioning kingdom. That steady sense of growth taps directly into the addictive appeal of civilization-building games.

Each new round feels like another step in the development of your realm. You shuffle up, draw your cards, and start experimenting, trying to find clever ways to make your engine run just a little more efficiently. When everything lines up, and your kingdom starts humming along, it’s incredibly satisfying.

The game offers a surprising number of directions you can take your civilization. There are many ways to generate victory points and multiple development paths to pursue. In my experience, the most effective kingdoms tend to become broadly capable across several areas while leaning into one or two specialties.

Over repeated plays, I suspect most players will naturally gravitate toward their own preferred style of kingdom-building.

Even after several playthroughs, it’s difficult to say exactly how far you can push the scoring ceiling, but the important part is that the scoring system feels tightly connected to the theme. You are often faced with the classic “do I advance my engine or do I score points?” dilemma. In most cases, efficient expansion is the path to scoring more points, but eventually, you need to finish projects, which are the main way to get points. Growth and victory are closely intertwined, which reinforces the sense that you’re building a thriving realm rather than simply chasing numbers.

The artwork does a perfectly adequate job of representing the theme, though it’s obvious that all of it was generated using A.I. tools. The styles vary quite a bit, and the level of detail can fluctuate from card to card. The obvious is obvious here.

I’ve been fairly vocal about my position on A.I. art in games, and in short, it doesn’t bother me much. From a practical standpoint, it doesn’t impact gameplay. In a card-heavy game like this, hiring a team of illustrators would dramatically increase production costs, I get it. As it stands, Kingdom Legacy sells for around ten dollars. With fully commissioned artwork, that price could easily triple.

People are quite vocal about A.I. art, to the degree that if a game is discovered to be using it, people will not buy it on principle. While I personally don’t care, it doesn’t detract from my enjoyment of a game; I would not recommend it for professionally published games. A.I. Art is for freeware and print-to-play stuff; it’s for amateurs, not professionals.

Some people feel very strongly about the issue, and that’s fair. Personally, coming from an IT background, I tend to view A.I. as another step in technological evolution, something that will either find its place or fade away over time. Either way, it’s not a battle I feel particularly compelled to fight.

That said, from a purely artistic standpoint, A.I. art does tend to cap the ceiling a bit. At its best, it’s mediocre, but rarely exceptional. And because of that, it does have an impact on the overall presentation of the game.

I think the answer to A.I. art is, if you’re a publisher of professional games, don’t use A.I, period. Find another way.

Gameplay

Score: christmas_starchristmas_starchristmas_starchristmas_star
Tilt: christmas_starchristmas_starchristmas_starchristmas_star

Pros: Excellent card-building engine, very addictive, hard to put down, big design space to expand into.

Cons: You’re not going to be satisfied playing this as a legacy game once, like most legacy games.

At the heart of Kingdom Legacy is a deceptively simple idea: draw four cards and try to do something clever with them. But as the game unfolds, that simple premise gradually blossoms into a web of interesting decisions and opportunities.

Each round begins with those four cards, which represent the resources, actions, and opportunities available to you at that moment. Your goal is to combine them in ways that allow you to upgrade cards, expand your kingdom, or unlock new elements from the hidden deck.

One of the key decisions each round revolves around the Advance action. The catch is that whenever you upgrade a card, everything else in your hand is immediately discarded. That means a lot of the resources you generate in a turn will often go unused.

However, the Advance action lets you draw two additional cards into your pool. You can repeat this action multiple times if you wish, expanding your options, but the trade-off is that the more cards you draw this way, the fewer you’ll ultimately be able to use efficiently.

This simple decision point ends up driving much of the strategy. Ideally, you want to accomplish upgrades using only the original four cards. The more often you can do that, the more efficient your kingdom-building engine becomes.

When you play your opening hand at the start of the game, it’s not hard to imagine where the game is going. The coins on the top left are resources you have to spend, and the middle right shows you the cost to upgrade the card, which allows you to flip it for the improved version of it. This is kind of the core procedure in the game. The catch is that, regardless of how many resources you have, you can only upgrade 1 card, and then everything is discarded.

Another fascinating aspect of the design is how the card pool is structured. Roughly half of the cards in the game are not part of the standard legacy draw deck. While you might encounter around seventy cards during the normal flow of the game, the rest can only be accessed through specific upgrades or special effects.

In a typical playthrough, you might only acquire a third of those cards. That means if you play the game once and move on, as the traditional legacy format suggests, you’ll never even see a huge portion of the content.

Which is exactly why the “play it once” idea feels a bit absurd here.

There are 139 cards in the deck, but in an average game, you might see around 100 of them. If you played this game only once, you would be effectively throwing out close to 40 cards you never even saw or used. That is so strange to me, I can’t get my head around it.

Even after my sixth playthrough, I was still discovering cards I had never seen before.

On top of that, each card has four possible upgrade levels, and they’re not always linear. Some upgrades branch left or right, forcing you to choose between different development paths. Because of this branching structure, it’s practically impossible to see every upgrade chain in a single game.

This is why I described the game earlier as a kind of card-based crack. Once you start discovering new cards and exploring different upgrade paths, it becomes very hard to stop. I ended up playing 3-4 hours at a time.

Another important element of the game is the appearance of enemy cards in your deck. Without spoiling anything, these cards represent threats to your kingdom and can seriously hinder your development if left unresolved. Having a plan on how to deal with them is crucial to success.

The good news is that there are often multiple ways to deal with them. The game rarely forces you into a single solution. Instead, you’re constantly weighing different approaches and considering which path will serve your long-term strategy best.

And that’s really the beauty of the design. Very rarely are you staring at only one or two possible actions. Most turns involve several viable choices, each with its own risks and rewards.

For me, this is exactly what I want from a solo game: something thoughtful, puzzle-like, challenging, and highly replayable. Kingdom Legacy: Feudal Kingdoms absolutely nails that formula.

There is one minor issue worth mentioning, though it’s more of a physical component quirk than a gameplay problem.

The orientation of cards in your deck actually matters. As a result, when shuffling, you have to be careful to keep every card facing the same direction. Inevitably, at some point during play, you’ll drop a few cards, or perhaps the entire deck, and when that happens, it can be difficult to remember which way everything was facing.

Late in the game, especially, that can be a bit of a headache.

It’s not a major problem, but it does mean you’ll want to shuffle carefully and treat your deck with a little respect.

That small quirk aside, from a gameplay standpoint, Feudal Kingdoms is superbly designed.

Replayability and Longevity

Score: christmas_starchristmas_star
Tilt: christmas_star

Pros: If you circumvent the legacy gimmick, this game is highly replayable with lots of expansions you can get into.

Cons: Like all legacy games, replayability is technically not a thing at all.

Feudal Kingdoms is an addictive game for all the classic reasons that empire-building games tend to be addictive. There’s that familiar “one more turn” feeling, the excitement of resetting and trying a different approach, and the satisfying sense of time passing as your tiny settlement slowly grows into something resembling a proper kingdom. All of that works together to make the game very easy to play repeatedly.

That said, this is a legacy game. If you strictly follow the intended “play it once and retire the game” philosophy, then the replayability score is effectively zero.

So this puts me in a bit of an awkward position when it comes to scoring replayability in the review.

If you approach the game the way I do, finding a way to keep everything reusable so you can play it multiple times, then the replayability is outstanding. Under that approach, I would easily rate it 5 out of 5 stars.

If, however, you follow the traditional legacy model and treat the game as a one-and-done experience, then what you really have is a 5–6 hour campaign. After that, the game has essentially completed its life cycle. Under that interpretation, the replayability score drops dramatically, probably to a 0 or 1 at best.

Even then, it’s worth noting that the value proposition is still pretty good. It’s honestly hard to think of many ways to entertain yourself for five or six hours for around ten bucks. So it would feel a little unfair to judge it too harshly purely on that basis.

In the end, I decided to split the difference. I scored it a 2, but applied a tilt of 1 so that the overall review isn’t overly penalized by a design choice that is, in many ways, inherent to the legacy format itself.

Conclusion

Whether you buy into the legacy model or not, for 10 bucks, this game is an absolute steal. I have already gotten more enjoyment out of it than most of the 40-50 dollar games on my shelf; it’s a fantastic value and an awesome night’s entertainment.

I do, however, think that circumventing the legacy thing is something you will want to do so that you can enjoy this game over and over again, and I do think most people will want to. It’s a great game, and it deserves repeated plays.

High recommendation from me, especially if you like empire-building games and don’t have any sort of affliction about playing a solo game. For me personally, it triggered an almost immediate response to buy up all of the other expansions for this game series, of which there are several.

Great game, great time

Star Wars Destiny vs. Star Wars Unlimited – The Battle of Star Wars CCG’s

I get a lot of questions from readers. Some are wild, some are insightful, and some are just thinly veiled excuses to argue about dice rolls. But none show up in my inbox more often than this one:

“Which is better, Star Wars: Destiny or Star Wars: Unlimited?”

Honestly, it’s such a common question that I feel like Obi-Wan being asked for the millionth time if the Force can help you win at sabacc. So fine. Today, we settle this. Lightsabers down, cards up, let’s talk Destiny vs. Unlimited.

Now, if we’re going strictly by canon, this fight is already over. Destiny was discontinued back in January 2020 with its swan song set, Covert Missions. Unlimited, on the other hand, is still very much alive, kicking, and racking up wins like a young Luke Skywalker.

I was sad to see Destiny get discontinued, but I was not terribly surprised by it. The game had a lot of business issues related to supply, and it was way too expensive.

But here’s the thing: every CCG veteran knows that just because something is “out of print” doesn’t mean it’s “out of the fight.” If history has taught us anything (besides never betting against Han in a tight spot), it’s that the old guard sometimes outshines the flashy new kid on the block.

Case in point: Legend of the Five Rings. The AEG original ran for a glorious twenty years, shaping stories, tournaments, and countless arguments about clan honor. The Fantasy Flight reboot barely limped to four years before being retired. By any metric, the classic run was the true Shogun of Rokugan.

Legend of the Five Rings was a complex and deep CCG with a dedicated following, an awesome community, and a very long history. I loved this game; one of my biggest regrets in life was selling off my collection many moons ago. What a fool I am!

But I digress. We’re not here to talk samurai, we’re here for blasters and dice. So let’s buckle in and jump to lightspeed: it’s Destiny vs. Unlimited, once and for all.

What Makes A CCG “good”

Before we can really pit these two games against each other, let’s get our bearings and talk about what actually makes a good CCG. I mean, sure, flashy art and cool tokens are nice, but if that’s all it took, every holochess set on the Millennium Falcon would be tournament-ready. In my book, there are three pillars that matter most.

First: the mechanics have to be balanced. No single meta should be the Death Star of the game, capable of blowing up entire tournaments just by existing. Winning and losing needs to happen on the battlefield (or playmat), not in the deckbuilding phase where whoever owns the shiniest, rarest card automatically wins.

Second: theme matters, a lot. Especially when we’re talking about a galaxy far, far away. If Jar Jar Binks somehow outmuscles Darth Vader in combat, then we’ve veered straight into “special edition” nonsense. A good CCG should feel like the universe it’s set in, so that both fans and players are immersed in the same story.

Third, and maybe most important: publisher support. Sets need to release on a steady cadence, playtesting has to be tighter than a stormtrooper’s helmet, and the collectible element has to actually feel… collectible. Publishers can’t be afraid to step in with bans, errata, or even mid-course corrections when something breaks the game. And when they do mess up (because they will mess up), they’ve got to fix it faster than the Millennium Falcon making the Kessel Run.

Now, sure, there are other things that make a great CCG, but without these three, the whole enterprise collapses. Get these wrong, and no amount of flashy marketing or movie tie-ins will save you.

Alright, let’s talk Destiny for a minute.

Back in April 2018, I wrote a review for Star Wars Destiny where I boldly proclaimed:

“The robust nature of CCGs combined with FFG’s commitment to the product means this game likely has a long and bright future ahead of it.”

Yeah… about that. Let’s just say that prediction aged about as well as Anakin’s relationship with sand.

The truth is, Destiny never really hit hyperspace on any of the three pillars that make a CCG thrive.

Balance – The game looked balanced at first, but cracks started showing up after the first set. These balance issues piled up, whole metas dominated by a handful of characters or combos by the 3rd set. By the end, they would have had to ban entire card types to straighten out the game. It was quite broken in the end.

Theme – They nailed the Star Wars feel, no argument there. Rolling those chunky dice and throwing Darth Vader into the fray felt amazing. But mechanically, a lot of cards just did variations of the same thing, and after the initial hype, the design space started to feel cramped. It was like being promised a galaxy of possibilities and then realizing most of the planets were just Tatooine with a different filter. By the 3rd set, you had dozens of cards that all did things so similar they were practically the same card, and the costs of cards could vary drastically, and rarely did any of it make thematic sense.

Publisher support – FFG wanted to back Destiny; you could sense that they thought they had a big winner on their hands, but the Force wasn’t with them on logistics. Supply shortages, constant delays, and radio silence for excessively long periods meant the community spent more hours speculating on forums than actually playing. By the time new sets arrived, the hype had often fizzled.

Here’s the thing: when Awakenings dropped, Destiny felt incredible. It had that fresh, lightsaber-sharp energy, and it was easy to see why so many of us believed it had a long future. But by the second and third sets, the cracks had become death-star-sized.

The final set of Destiny illustrates one of the key problems of the game: an inflexible design space. They ran out of ideas way too soon, and the games different sets became quite indistinguishable from each other. For the most part, they started to feel very repetitive.

And just to twist the vibroblade a little deeper, Destiny was stupidly expensive. Even by CCG standards, it was pretty ridiculous with a tough entry point for new players. If you wanted to be competitive, your wallet felt it. Big time.

Don’t get me wrong: I still love Destiny despite it all. I’ll happily crack it out for a casual game, and it’ll always have a special spot in my collection. It really is a one of a kind, a true diamond with rough edges.

As a long-term product, I don’t think there was much hope. This game pulled a Boba Fett, awesome in its debut, but swallowed by the Sarlacc pit way too soon.

Star Wars Unlimited

Star Wars: Unlimited landed in March 2024 with all the pomp and circumstance of a new Imperial Star Destroyer sliding out of drydock. The hype was real, the launch was smooth, and yes, it came from the same publisher that once gave us Destiny. Déjà vu, anyone?

But here’s the difference: Unlimited actually nailed the three pillars of CCG success. No gimmicky dice, no fiddly side mechanics, just a straight-up, classic collectible card game. FFG followed a tried-and-true model like they had a copy of The Jedi Path propped open on the table.

The result is a well-balanced, well-supported game that wears the Star Wars theme like a perfectly tailored robe. Every detail feels polished, every release has hit its mark, and the game hums along with the confidence of a Jedi Master. By all practical measures, Unlimited is CCG perfection.

Star Wars Unlimited knows its audience. If you are going to launch a starter set for a Star Wars Game, your opening play is a duel between the two most famous characters in the setting. This was a fantastic starter set, even if you don’t plan to collect Unlimited, its worth getting. It’s that good!

And yet… here’s where the holocron cracks. For all its precision, Unlimited doesn’t really have that wild spark of uniqueness that sets it apart in any way. There are no dice rolling across the table, no risky design choices, no “wow” factor that makes you stop and say, THIS is what makes this game special. Instead, it feels like Magic: The Gathering, just dressed in Star Wars robes.

Don’t get me wrong, it’s a fantastic design. I enjoy it, I collect it, and I’ll happily sit down for a game when the opportunity arises. But I don’t wake up at night plotting new deck builds like I did with Destiny or find myself agonizing over deck-building problems like in Lord of the Rings LCG. Unlimited is a reliable, polished, and thoroughly fun game, but it doesn’t break the mold in any way; in fact, it’s using the most traditional CCG mold there is.

Destinity vs. Unlimited

Alright, the cards are on the table, the dice have been rolled, and the time has come to declare a winner.

And the winner is… Star Wars: Destiny!

Now, hear me out. The logic is simple: if I’m reaching for a game right now, between these two, Destiny is the one I grab.

It’s flawed, no one’s denying that. But it’s also unique, risky, and downright fun. Destiny brought something to the table that no other CCG did: dice. Rolling those chunky, shiny dice, seeing what the Force decides… it’s unpredictable, it’s exciting, and it’s exactly the kind of chaos a Star Wars game should embrace.

Don’t get me wrong, I love Unlimited. It’s polished, dependable, and a joy to play. This isn’t a duel to the death between two CCGs, I’ve got at least a dozen on my shelf, and there’s room in this galaxy for all of them.

When I reach for a CCG, I want something special. Something that separates it from the cookie-cutter card games that populate the universe. Destiny has that spark, Unlimited I don’t thing does. There have been plenty of games like Unlimited, but there’s never been anything like Star Wars Destiny before, and there hasn’t been anything like it since. One of a kind. Risky. A little chaotic. That’s why, in my book, Destiny still rules the galaxy.