Review
Imperial Stars II: Legacy
A well-made, old-school hex-and-counter space wargame that does not pretend to be more complicated than it needs to be. The deluxe edition may sting at its suggested retail price, but at a discount it is very easy to say yes to it.
- Published
- 2014
- Designer
- Chris Taylor (I)
- Publisher
- Pungo Games, Victory Point Games
- Players
- 1–2
- Playing time
- 60 min
I had both Astra Titanus and its original print-and-play version on my radar for a long time, without ever pressing the button. But when I found the final deluxe edition discounted at the French retailer, I moved quickly—because, let’s not kid ourselves, its suggested retail price stings a little. And one useful clarification from the outset: do not let the Legacy subtitle confuse you. There is no campaign or legacy element here; this is an honest, old-school space wargame.
At its core, Imperial Stars II: Legacy is a conflict between two empires trying to wipe each other out, played on a map of hexes and counters. It is one of those games that retains the charm of classic hex-and-counter design without drowning you in it: the rules are very good and streamlined, so the battle sets up and moves along without unnecessary friction.
The two sides have slight asymmetry in their ships, with orders of battle that somewhat recall naval warfare in the Pacific: one empire is carrier-heavy, while the other leans more heavily on battleships. The eight different maps change the setting and the strategies, while the two expansions add new ships, technologies, and events, offering even more ways to revisit the same space confrontation.
For me, this is a very good one-hour wargame: satisfying without becoming a burden, and flexible enough that it will get plenty of table time in our two-player sessions during 2026. I can comfortably recommend it to every hex-and-counter fan who does not have a personal vendetta against dice.
Source: BoardGameGeek
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