SWCCG Campaign Rules

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Tired of the same old round robbin tournaments ?
Here are campaign rules which I've used with success.
I present here 3 types of campaign rules .
I Point Style
II Territory Style
III Tile-Sectional Style
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In Type I :
Like USCF Chess rating system. But with a simple twist to tailor to star wars.
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.
If you win you get the number of points equal to the number of cards in your opponent's lost pile.
You play to 1,000 points. At every 100 points you get a title and a "skill"
0-100 Private
101-200 Start w/ +2 force@beginning Ensign
201-300 Start w/ abil 2 char in hand Lieutenant
301-400 Start w/ +4 force@beginning Lieutenant Commander
401-500 Start w/ power<3 ab<3 charplay Commander
501-600 Activate 1 extraforce/turn Captain
601-700 You go first in game. Commodore
701-800 Activate 2 extraforce/turn Vice Admiral
801-900 9cd-Start a character in hand Rear Admiral
901-999 Deploy free 1 of anything Admiral
1000 Winner
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
Type II and Type III Campaigns are similar save for the expansion systems. Type III Tile campaigns are simpler and more tactically oriented.
In these tournaments/campaigns you vie for territory and expand as you play and win.
In Type II :
(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.
(2) Parse the map up into territories/star systems.
(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.
(4) The rules herein are "baseline" rules and are fully playable, though can be easily expanded and improved.
(5) A strategic turn consists of
(a) Getting resources
(b) R+D
(c) Building forces/infrastructure
(d) Moving
(e) Challenging
(f) Playing the Tactical combat (from the Challenge)
GETTING RESOURCES
(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.
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.
R+D
(7) R+D : Spending money in R+D will improve your combat. Every 250 pts of money you spend you get either :
(a) produce +1 att war units
(b) produce +1 defense war units
Every 380 pts of money you spend you get either : (a) produce war units which travel 2 systems away
BUILDING
(8) Every 150 pts of money (cumulative) you spend you get either :
(a) +10 money / turn from a system
(b) +5 ore / turn from a system
(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.
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.
MOVING
(10) War units can travel 1 system distance each turn
CHALLENGING
(11) When war units arrive at a system you don't own a challenge occurs.
(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.
(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.
(14) Note - strategic combat movement is simultaneous and combat is considered to be resolved simultaneously.
(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.
NEXT TURN
(14) Turn starts again.
(15) Turns continue until 1 player controls 70% of all of the systems.
-------------- In Type III :
(1) Players each start with 1 tile (4 corners of the board).
(2) You can play on a chess board for simplicity.
(3) Every strategic round you select a contended square.
(4) You play a round and the winner of that round gets the square.
(5) Every tile gives you 1 victory point.
(6) Player with the most victory points when the board is full wins.
(7) If a square is already "occupied" then the player is "defending" his square. and gets to start with 3 lands out in play.
(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.)
In step (4) To determine the "winner" of a round can be done in many ways - the simplest is just to have a "minitournament"
Concept : Ben Cheung
Design : Ben Cheung, Copyright 5/1996
Star Wars CCG : From Decipher Games , Inc.

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