Review

Glenn Drover's Empires: Galactic Rebellion

Empires: Galactic Rebellion promises a smoother, space-themed Age of Empires, but to me it mostly succeeded in “improving” the parts that made the original interesting. It has a strong finale and a rare niche as a light area-control game for six, yet overall it feels like a cash grab with dreadful artwork.

Glenn Drover's Empires: Galactic Rebellion

Glenn Drover's Empires: Galactic Rebellion

Published
2016
Designer
Don Beyer, Glenn Drover
Publisher
Eagle-Gryphon Games
Players
2–6
Playing time
180 min

Having played Deluxe Age of Empires quite a lot, I had every reason to get excited when Empires: Galactic Rebellion was announced with promises of “improved and streamlined gameplay,” fixed problems, and Star Wars inspiration. In the end, though, the improvements seem to have targeted the very parts that made Age of Empires good. And the artwork? Honestly, among the worst I have seen in a game—let alone one marketed as deluxe. At least my copy was number 1000 of 1000. I suppose that unlocks some kind of collector achievement.

At the table, this is a light area-control game, which does have some value because options like that for six players are not exactly abundant. Its basic feel is about contesting space, but the game I played did not bring out especially tight or exciting conflict.

The flow stays fairly light until the ending arrives, when the tension finally rises and rebel mothers start weeping. In the second session especially, the interaction was more social than the honest brawling I want from an area-control game; there was company and conversation, but not enough bite.

I did not have a bad time, and I will not deny that the explosive ending can give a game one final spark. But as a whole it remains unbearable nonsense and a cash grab, clearly worse than Age of Empires, which at least has something to say. I could play it again only to make sure I am not being unfair to it, but for now it is very close to “nothing to write home about.”

Updated session

The second game did not materially change my opinion; if anything, it confirmed it. With a respectable group of five rather than the full six, the experience remained social rather than particularly confrontational. The game still has some use as a light area-control option for a large group, but it did not suddenly reveal depth or a reason to choose it over Age of Empires.

Source: BoardGameGeek

0 comments

Read on

All reviews →
  • Arcs

    Arcs got a second chance with the advanced rules, asymmetric alien factions, and powers—and, to my surprise, it was genuinely better this time. It still did not solve my central complaint: the table carries the burden of balance, not the game itself.

    EdgyJellyfish · 22 Jul 2026
  • Stupor Mundi

    Stupor Mundi is a euro packed with cards, cubes, and assorted bits that, for me, ends up overly dry and painfully forgettable. I did not have a bad time, but it is an easy pass.

    EdgyJellyfish · 4 Mar 2026
  • Rock Hard: 1977

    A well-produced, properly thematic package hiding an exceedingly bland game of luck. One play may get some laughs; a second is hard to imagine.

    EdgyJellyfish · 12 Nov 2025

More by EdgyJellyfish →