Imperial Officer – Geektopia Games

Imperial Officer

Minor(s): 4 Stormtroopers

This is definitely an experimental deck, because I had never quite seen a deck like this with 5 characters work until Lee Freeman and his group came up with a clever design, originally for Rebel Troopers.  I haven’t played it enough to tell you that it works, but our limited experience with this deck has been good. It’s fun to throw a wall of white against your opponent with a kind of funny officer behind them. It breaks many rules, especially the Stormtroopers basic deck, but I’ve seen some funky decks work in ways that I’ve never expected, and this might be one of them. We only play it every once in a while and when we do, I actually think it plays a little weak, yet I’ve also seen it win a game so I’m thinking it just might work.

It was asked elsewhere that we “finish” this deck but I think it’s ready, needing clear feedback to think otherwise. Feel free to try it out and let us know if it’s “finished” or not!

If you play it in Vassal, you’ll have to remember to deploy 4 Stormtroopers.

What does this deck do:  Clutters the board with white.  Gives lots of cover for your enemy and lots of cheap, easy targets for your opponents.  Makes you laugh.

Imperial Officer and 4 Stormtroopers
by Roman F, based entirely off of Lee Freeman’s Rebel Trooper deck

Imperial Officer
12 HP
Custom Yellow – 9 cards (Yellow but missing an A3D1)

4x Stormtroopers
4 HP each
Custom Basics – 10 cards

Stormtrooper Basics

2x A4D1
2x A3D1
2x A2D1
1x A2D2
3x A1D2

Imperial Officer – 8 Talent Cards

A3*.  *Add 2 to the attack value for each Stormtrooper that can also attack the target character.

Move Stormtrooper Officer and all Stormtroopers up to 4 spaces each.  Draw a card.

Stormtrooper Officer and all Stormtroopers do 1 damage to all characters they can attack.

Place up to 2 destroyed Stormtroopers back into play adjacent to the Stormtrooper Officer.

Stormtroopers – 4 Talent Cards

A1. The defending character and all characters adjacent to him/her cannot move or attack next turn.

D2*.  *Add 2 to the defense value for each Stormtrooper adjacent to the defending Stormtrooper.

There are some interesting things going on with this deck including:

  • 4 minors (obviously)
  • The ability to bring 2 of them back to life.
  • Non-personality minors (4 of them) with their own talent cards (also 4), including power defense.
  • Major basic deck is missing a card – we used to do this with an old Nute deck… but still, I’m not sure about it.
  • The minor deck breaks all these rules but it’s interesting and it kind of works:
    • 10 cards
    • 2x A4D1 change the dynamic a lot and are really necessary to making this deck work
    • 1x A2D2 and 3x A1D2 doesn’t seem like quite enough defense for a 10-card basic deck.  The 10-card decks always have at least half their cards providing some defense.  Something seems imbalanced about 6 “attack” cards among the 10 basics.  We could turn an A2D1 into an A1D2… but I don’t know, then you only have one A2D1.  Turn An A2D1 into an A2D2 maybe?  That strengthens the deck just that 1 defense point but it won’t matter in a lot of games, so I think that’s probably the way to go.
    • With that tweak, it would be a weak ranged minor deck at its heart, but with an A2D1 and A1D2 changed to 2x A2D2, changing one A3D1 to A4D1 and adding another A4D1.  Not sure when I’ll get around to making this change, though.  It’s a more involved job with the custom hit point card.

The stronger offense with still-weak defense is the key to it.  For an opponent, it’s easy and fun to kill Stormtroopers but this version of them is dangerous with those A4s.  They can surprise you with their power defense and 2 of them can come back, so it can be a challenge.

There are similarities to the Nute Gunray deck — especially the old one — because the minors have their own talent cards and the major isn’t really designed to stand on his own.  Nute, however, has more of a game than this Imperial Officer, who pretty much needs 2 Stormtroopers to be alive to be more than an annoyance.





  1. Dirk says:

    An interesting deck for sure, I actually have at leas one major question: What is hold the line supposed to acomplish? I beleive the wording is not totally clear (at least for me). Does this mean all adjacent Troopers gain an additional 2 on defense for the rest of the game? This would be the only interpretation that comes to my mind that makes sense.

    Have you playtested this deck a bit as I’m not sure if it really works the way it is right now.

    • roman says:

      HOLD THE LINE would be played as a defense by a single Stormtrooper. The defense value of the card is increased by 2 for each Stormtrooper adjacent to the defending one, just that one time when the card is used. There is nothing in the wording about adjacent Troopers gaining any benefits.

      We’ve played this a handful of times over the years so I don’t really know how well it works without more feedback, but I have seen it both win and lose so I think it’s fairly balanced. If you play it, let us know how it goes for you.

      • Dirk says:

        Of course you are absolutely right, somehow my mind made it more complicated than necessary. 😀

        Okay, I’ll try it out. I was just afraid that the troopers just would die like flies because they have so little defense and staying power but it’s possible I’m wrong.

        Thanks for the quick response.

        • roman says:

          I think they probably will die like flies! But there are 4 of them. Just a couple of them need to stick around to give the deck a chance to win. It’s not supposed to be very powerful, but just having 4 minors should make him a good 2v2 teammate.

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