Hoth is not exactly a cozy place. It’s cold, it’s messy, and everything is trying to shoot at you. In Star Wars: Battle of Hoth, you’re dropped right into that moment where the Empire slowly pushes forward with those big walkers, while the Rebels try to hold things together just long enough to not get completely overrun.
That’s basically what this game is about. You’re not playing the entire war, just small parts of it. Different scenarios, different situations, different problems to deal with. I like that approach. It keeps things focused, and it also means you don’t need a whole evening to feel like something actually happened.
👥 2-4 players, ages 8+
⌛ Playing time: 30 minutes
📝 Designers: Richard Borg & Adrien Martinot
🎨 Artwork: Ben Carre, Christophe Duhaze, Tony Foti & Clément Masson
🏢 Publisher: Days of Wonder (Review copy provided by Asmodee Belgium)

Gameplay Overview
The game is played on a hex board split into three sections. If you’ve played Memoir ’44 before, you’ll feel at home almost immediately. If you haven’t, don’t worry, it’s not complicated.
Each turn starts with a command card. That card tells you how many units you can activate and where. Sometimes left, sometimes right, sometimes a bit of everything if you’re lucky. There are also cards that let you do something a bit different, which helps keep things interesting and breaks up the standard flow a little.
This is really where the game comes together. You never fully control your army. You look at your hand, you look at the board, and sometimes you just go, “well… okay then.” I mean, that’s kind of the point. You’re not executing a perfect plan, you’re reacting to what’s possible in that moment.
Once you’ve picked your units, you move them. Infantry is simple: move a bit and shoot, or move further and don’t. Vehicles are faster, and snowspeeders in particular can move quite freely, which feels right for what they represent. Terrain matters more than it first looks. Trenches help you stay alive, rocks slow you down, and some terrain blocks line of sight while others don’t. It’s not complicated, but it does change how you look at each move.
Then you roll dice to attack. Hits remove miniatures, retreats push units back. And retreats can actually hurt you if there’s nowhere to go, which is something we only really noticed after a few plays. It makes you think a bit more about where your units end up, not just where they go.
Victory is about collecting medals. Usually you get them by eliminating units, but sometimes you get them for holding certain spots on the board. So it’s not always just about fighting. Sometimes you’re just trying to stand in the right place and survive long enough, which… feels very on theme, honestly.
There’s also a campaign mode where scenarios link together. We didn’t go all-in on that yet, but I like the idea. It gives the battles a bit more weight instead of everything resetting after each game.


Artwork, Components, and Visual Design
There’s quite a lot in the box. Board, miniatures, cards, terrain, tokens, the usual mix. It looks good on the table, which helps, because this is the kind of game you might want to leave set up for a bit longer.
The miniatures are probably the main draw. You’ve got the walkers, the snowspeeders, the troops. They’re not painted, but they don’t really need to be. The shapes are clear enough that you always know what you’re looking at, even from across the table. And yes, putting an AT-AT on the board is still fun. I don’t think that ever gets old.
The board leans heavily into the icy theme, with lots of blues and whites. The terrain tiles help keep things from feeling too static, since scenarios change the layout quite a bit. It’s more practical than anything else, and that works here.
Cards are easy to read, which matters because you’re constantly checking them. The card holders are one of those things I didn’t expect to use much, but they actually help keep things organised, especially when you’re playing with more people.
Nothing here feels overdone. It’s just solid and functional, and that fits the game.


Our Experience
The first thing we noticed is how quickly the game clicks. You don’t spend much time figuring things out, and once you start, turns move along at a steady pace. It’s easy to follow what’s happening on the board, and that makes it quite approachable, even for people who don’t usually play this type of game.
What we noticed pretty quickly is how often you have to adjust your plan, depending on the cards you have and what’s happening on the board. Sometimes the unit you want to activate is in the wrong section. Sometimes your best option is available, but the terrain makes it less effective. And sometimes you just have to accept a slightly weaker turn to set up something better later.
Terrain ended up playing a bigger role than we expected. Not because it’s complicated, but because it keeps influencing your decisions. Moving into certain spaces can stop your turn or limit what you can do next. Other positions give you protection or block line of sight. After a few games, you start to see how much of the game is really about positioning rather than just attacking.
Combat itself is quick to resolve, but it still creates a lot of moments that stick with you. You’ll have turns where everything lines up and it works, and others where it just doesn’t. The AT-ATs are a good example of that. They feel strong and hard to deal with, which fits perfectly. But even when you hit them, you still need that extra roll to actually bring one down. It creates those moments where you lean in a bit, hoping this time it works.
One rule we really liked is that damaged units keep their full attack power. It means every unit stays relevant until it’s completely gone. You can’t just ignore something because it’s down to its last miniature, which keeps the board active and forces you to finish what you start.
Retreats also became more important the more we played. They’re not just a side effect of combat. They can push units out of position, break lines, or even cause losses if there’s nowhere to go.
We also tried it with more players, and that worked better than expected. Talking things through, making plans together, and reacting as a group adds something extra. And yes, occasionally blaming your teammate when things go wrong is definitely part of the experience.


Our Thoughts
This is a polished and accessible tactical game that does what it sets out to do really well. It plays smoothly and doesn’t get bogged down in rules or details. That alone makes it a strong option for a lot of groups.
At the same time, it’s very clearly built on an existing system. If you’ve played Memoir ’44 or similar games, you’ll recognise the structure immediately. This isn’t trying to push that design in a new direction, but rather to present it in a different setting. Whether that works for you will depend a lot on what you’re looking for.
The depth here is mainly in the moment-to-moment decisions. It’s about reading the board, choosing your targets, and making the best use of the options you have. It doesn’t really reward long-term planning in the same way heavier games do, but that also keeps things moving and makes it easier to get into.
I also think it’s worth being clear about who this is for. If you’re a Star Wars fan looking for a tactical game that’s easy to pick up and doesn’t take forever to play, this fits really well. If you enjoy this style of gameplay but want something lighter and more approachable, it also works. If you already own similar games and are looking for something deeper or more complex, this might feel a bit too familiar.
Still, I think what the game does well, it does consistently well. It’s clear, it’s approachable, and it manages to capture the feeling of that battle in a way that makes sense on the table. And honestly, moving those AT-ATs forward while the Rebels are just trying to hold things together a bit longer… it’s hard not to enjoy that, even when things don’t go your way.
📝 We received a copy of the game from Asmodee Belgium.








