There’s always a debate: is it better to experience a completely new game, or one that builds on a beloved classic? Star Wars: Battle of Hoth clearly draws its charm from Episode V: The Empire Strikes Back, but it also cleverly re-imagines the classic World War II board game, Memoir ’44. Days of Wonder has masterfully adapted this two-decade-old design, transforming it into a dynamic platform for reliving Star Wars’ most iconic ground battle. The outcome is a nimble and accessible board game that emphasizes thrilling action and quick, engaging gameplay.
Indeed, pitching this as a Star Wars reskin of Memoir ’44 is spot on. Original designer Richard Borg returns, collaborating with Adrien Martinot to expertly adapt the hex-and-miniatures wargame for this beloved sci-fi universe. The game utilizes a familiar back-and-forth system where players draw and play cards to activate units. This straightforward framework effectively establishes constraints, dictating which troops you can move and attack with each turn. It brilliantly simulates the chaos and uncertainty of command during battle, forcing players to make difficult tactical decisions. Overall, it’s an intelligent system that delivers considerable drama with minimal rule overhead.
Each player commands their own dedicated faction deck. On your turn, you play a single card that corresponds to one of three board sections: the left flank, center, or right flank. Beyond identifying the area, the card also specifies a certain number of units within that area you can activate. Activated units then move and attack by rolling small pools of dice. This system is exceptionally straightforward and intuitive. What makes it truly engaging is how it occasionally restricts you at crucial moments – for instance, preventing you from acting on the right flank just when your infantry squads are taking heavy fire and desperately need support. Moreover, the hidden nature of your opponent’s hand creates a fog of war, making it hard to anticipate where their next counterattack or aggressive push will originate.
This is a scenario-driven game featuring a substantial 17 missions. Victory is achieved by the first player to reach a specific victory point threshold, typically by destroying opposing units. One unique aspect of this system is that units maintain full combat effectiveness even as they take damage, and victory points are only awarded once a unit is completely vanquished. While this abstraction might deter those seeking strict realism, it’s a highly effective mechanism for ratcheting up the drama.
Some of the game’s most gripping moments come when you’re forced to decide whether to play a less efficient card just to activate a critically wounded Snowspeeder squad clinging to life. If you delay for another round or hope for a more powerful card, your unit might be lost forever. This dynamic works both ways, as you’ll often want to target weakened sections of the battlefield, especially if you suspect your adversary might try to retreat their damaged units to safety. Timing is everything.
Overall, it’s an intelligent system that delivers considerable drama with minimal rule overhead.
The dice system itself is remarkably smooth. You roll a specific number of dice based on your unit and its range to the target. Generally, closer attackers hit harder. When rolling, you’re looking for either the symbol of the unit type you’re attacking (like infantry or vehicle) or a universal hit symbol that affects all units. Damage is simply tracked by removing miniatures, making upkeep quick and mostly confined to the initial setup.
The asymmetry between the factions subtly impacts gameplay. Imperial infantry, for example, boast an extra health point, reflecting their larger numbers in the assault on Hoth. Snowspeeders are swift but only deal significant damage up close. Probe droids are elusive but fragile. AT-ATs are truly menacing, unleashing a powerful three-die attack up to three hexes away and requiring a special confirmation roll when damaged to be destroyed. This factional distinction highlights both a strength and a weakness of the game: its extraordinary swinginess.
While strategic decision-making is present, randomness significantly influences the game’s outcome. The cards you draw and the dice rolls you make are profoundly important. There are very few ways to mitigate dice results, beyond seeking cover for defensive bonuses, meaning much of the experience is dictated by the whims of luck. This aspect is even more pronounced than in Memoir ’44 and its other spin-offs, as the battlefield here is scaled down. While this keeps you in the thick of the action immediately, it also limits your ability to maneuver and outposition your opponent. Instead, battles often feel like immediate, side-by-side exchanges of firepower.
It’s clear this experience was intentionally crafted. The smaller board and limited unit variety contribute to a very quick game, with a suggested age range of 8+. Battle of Hoth is undoubtedly a hit with younger players and serves as an excellent introduction to the wargaming genre. However, this doesn’t mean it falls short for those seeking a more robust experience.
Following a recent trend, this game includes what feels like several small expansions right out of the box. Each side features three optional leaders that can be included in any scenario. Players choose one of their three leader options, such as Han Solo or Vader, and shuffle their unique trio of special cards into their activation deck. These additions introduce neat effects and welcome variance.
While the 17 scenarios offer some diversity, they often feel like modified versions of a standard pitched battle. Occasionally, you’ll be tasked with controlling specific positions or focusing on different areas of the board, but there are few genuine surprises. However, an expanded option significantly enriches the experience: two full-blown campaigns. These campaigns feature branching scenarios based on which side wins, along with incremental upgrades that carry over into future sessions. There’s also an abbreviated narrative that closely follows the established Hoth storyline. As a play method, this is a very clever framework that adds substantial depth without overcomplicating the core systems.
Following a recent trend, this game includes what feels like several small expansions right out of the box.
This tendency to include expanded content mirrors a common philosophy seen in crowdfunded titles, where additional value is immediately provided. We’re now seeing this occur with increasing frequency in direct-to-retail games. This approach works particularly well here, as it boosts the game’s replayability and ensures long-term engagement.
It’s important to note that this is primarily a two-player experience, with one person commanding the Rebels and another the Imperials. Although the box states it can accommodate up to four players, this mode of play is generally unsatisfying and best avoided. It works by splitting each side’s forces and dividing them between two players. There simply isn’t enough tactical depth to emerge, often resulting in a slower, more stagnant experience compared to the standard duel format. While it might serve to teach a small group of inexperienced gamers, such as young children, that use-case is limited.
Ultimately, Star Wars: Battle of Hoth is exactly what was expected: a solid design built upon a robust, pre-existing foundation. The care and attention to detail are evident, bringing the setting to life despite the game’s inherent simplicity and high level of abstraction. This game is sure to attract a large number of fans, who will be thrilled to learn that it’s marketed as the first in the ‘Galactic Battles’ series. This hints at more titles to come, with numerous possibilities such as the Battle of Endor, the Skirmish on Naboo, or even a grand space assault on the Death Star II.
Verdict
I’m not sure Battle of Hoth will cause anyone’s head to explode like the Echo base shield generator, but it is a very successful design that is deserving of praise. It’s effective across a wide spectrum of players, and serves as a lightweight entry into the realm of wargaming.


