SWCCG Campaign Rules
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Tired of the same old round robbin tournaments ?
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Here are campaign rules which I've used with success.
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I present here 3 types of campaign rules .
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I Point Style
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II Territory Style
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III Tile-Sectional Style
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In Type I :
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Like USCF Chess rating system. But with a simple twist
to tailor to star wars.
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Every game you play gives you points. If you lost you
get a number of point equal to half of the number of cards
in your opponent's lost pile.
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If you win you get the number of points equal to
the number of cards in your opponent's lost pile.
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You play to 1,000 points. At every 100 points you get
a title and a "skill"
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0-100 Private
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101-200 Start w/ +2 force@beginning Ensign
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201-300 Start w/ abil 2 char in hand Lieutenant
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301-400 Start w/ +4 force@beginning Lieutenant Commander
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401-500 Start w/ power<3 ab<3 charplay Commander
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501-600 Activate 1 extraforce/turn Captain
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601-700 You go first in game. Commodore
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701-800 Activate 2 extraforce/turn Vice Admiral
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801-900 9cd-Start a character in hand Rear Admiral
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901-999 Deploy free 1 of anything Admiral
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1000 Winner
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Powers are not cumulative but a evolutionary
i.e. when you are a commodore you lose the powers
of the captain.
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Type II
Type III
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Type II and Type III Campaigns are similar save for the
expansion systems. Type III Tile campaigns are simpler
and more tactically oriented.
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In these tournaments/campaigns you vie for territory and
expand as you play and win.
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In Type II :
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(1) Obtain a star chart map to play with
you can draw one up as well , this system
will work with nearly any type of map.
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(2) Parse the map up into territories/star systems.
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(3) The concept of a strategic turn and a tactical combat
is important. A strategic turn gives you resources
to aid in a tactical combat. A tactical combat is
a game of SW:CCG.
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(4) The rules herein are "baseline" rules and are fully playable,
though can be easily expanded and improved.
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(5) A strategic turn consists of
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(a) Getting resources
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(b) R+D
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(c) Building forces/infrastructure
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(d) Moving
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(e) Challenging
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(f) Playing the Tactical combat (from the Challenge)
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GETTING RESOURCES
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(6) Getting resources - money . Each star system /territory gives you
a certain amount of money and ore. Your starting location
gives you 10 points of money and ore / turn.
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Roll randomly for every other location/territory for how much
money and ore you get from that system if you control it.
a d8 for money and d6 for ore.
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R+D
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(7) R+D : Spending money in R+D will improve your combat.
Every 250 pts of money you spend you get either :
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(a) produce +1 att war units
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(b) produce +1 defense war units
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Every 380 pts of money you spend you get either :
(a) produce war units which travel 2 systems away
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BUILDING
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(8) Every 150 pts of money (cumulative) you spend you get either :
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(a) +10 money / turn from a system
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(b) +5 ore / turn from a system
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(9) You can build a war unit for 10pts of money and 10pts of ore.
everyone starts with 3 war units. Each war unit fights at
5 attack and defends at 4.
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You can build a system defense base for 20pts of money and
20 pts of ore. Each SDB fights at 5attack and defends at 10.
You begin with 1 SDB on your home world.
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MOVING
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(10) War units can travel 1 system distance each turn
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CHALLENGING
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(11) When war units arrive at a system you don't own
a challenge occurs.
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(12) A neutral system which you arrive at automatically has
1 SDB (5/10) which you have to overcome.
If you can overcome it you take the system.
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(13) If the system is occupied by another player you
play a tactical game (a game of 60cards SWCCG - the winner
of the tactical game adds : (the # of cards left in their
reserve deck at the end of the game)/(6.0)
to his attack value if attacking or (#reserve/6) for defense if
defending.
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(14) Note - strategic combat movement is simultaneous
and combat is considered to be resolved
simultaneously.
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(15) To resolve - compare attack vs defense is attack
is greater than defense, then the attack was
successful, and the system changes hands. if
defense is greater than attackthen defense defends
successfully. and all the a are destroyed If the
attack wins, all of the SDB are eliminated and roll
%ile dice to determine how much of the ore mines
and money production is left.
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NEXT TURN
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(14) Turn starts again.
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(15) Turns continue until 1 player controls 70% of all of
the systems.
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In Type III :
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(1) Players each start with 1 tile (4 corners of the board).
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(2) You can play on a chess board for simplicity.
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(3) Every strategic round you select a contended square.
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(4) You play a round and the winner of that round gets the square.
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(5) Every tile gives you 1 victory point.
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(6) Player with the most victory points when the board is full wins.
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(7) If a square is already "occupied" then the player is "defending"
his square. and gets to start with 3 lands out in play.
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(8) Two "defending" rounds cannot happen in a row. (So if you
randomly roll a occupied square on round, the next round roll
for an unoccupied square.)
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In step (4) To determine the "winner" of a round can be done
in many ways - the simplest is just to have a "minitournament"
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Concept : Ben Cheung
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Design : Ben Cheung, Copyright 5/1996
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Star Wars CCG : From Decipher Games , Inc.