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Topic:
Star Wars CCG: How to Play
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Red84
Title: SWCCG Content Mgr. (Card Games)
Registered:
Oct '00
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Date Posted:
3/6/03 9:09am
Subject:
Star Wars CCG: How to Play
- Date Edited:
3/14/03 8:01am (2 edits total)
Edited By:
Red84
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Okay here's the rules breakdown of how to play the Star Wars Customizable Card Game (by Decipher). All this text may seem overwhelming which is why I can't stress enough that anyone who really wants to learn how to play, visit your local gaming store and ask for a demo.
1. Activate: Count the lightsaber icons on your side of all the locations and then add 1 to that total for yourself. Take a number of cards off the top of your Reserve Deck equal to that number and place them in a pile to the right of your Reserve Deck. This is called your Force Pile.
. Control Phase: It is important to state first that WHENEVER you have a total of 1 or more ability at a location and your opponent does not, then you control that location. However, it is during this phase that if you are still controlling that location you may FORCE DRAIN. When you declare a Force drain at a location you control, the opponent must lose an amount of cards equal to the total Force icons on their side of the location. There are many cards in the CCG that allow you to add to your Force drains, including some of the locations themselves. It is important not to forget that when you are Force draining.
3. Deploy: All cards (except Immediate Effects, Interrupts, and some Epic Events) can only enter play during the Deploy phase. Locations always deploy for free. All other cards have a deploy cost listed on them. On characters, vehicles, and starships the deploy cost can be found in the the little white box at the bottom, left hand corner. For everything else the deploy cost can be found in that card's gametext, usually at the very beginning. If no cost is listed, the deployment is free.
You can only deploy characters, vehicles, and starships where you either have saber icons on your side of a location OR where you have presence (total ability of 1 or more at a location). HOWEVER, Spies are not subject to these restrictions.
Capital Starships cannot deploy to sites and starfighters must deploy with a pilot. Starfighters may also deploy with or without a pilot to a docking bay.
You can deploy as many weapons and devices on a card as you wish, however that card may only use one weapon and one device per turn (except capital starships--they may use as any number of weapons and devices in a turn).
Finally, some cards have a dot (or two or three) next to their name. This means that only one copy of that card (or two or three) can be in play at once. Also there can only be one version of a unique character in play. For instance there are 5 different versions of Darth Vader in the game, but only one version of his persona can be on the table at once.
Persona Replacement: You may REPLACE a persona with another version of that persona if the new version has POWER and ABILITY at least equal to the POWER and ABILITY of the version currently on table. The new version must also obey its deployment restrictions (if any). This action is free, may occur at any location, and the replaced version goes to the Lost Pile.
EXAMPLE: Darth Vader (from Premiere) is on table and you wish to replace him with the Dark Lord Of The Sith version (from Special Edition). Both the POWER and ABILITY is the same so you may proceed with the replacement.
Any cards deployed on or targeting the old version transfer to the new version (if applicable). Anything not applicable is lost.
EXAMPLE: You replace the Dark Lord Of The Sith version with Lord Vader. DLOTS was being targeted by Uncontrollable Fury. Lord Vader cannot be targeted by that card, so it is lost.
4. Battle: To initiate a battle at a location you must use 1 Force and both players must have at least 1 ability at the location. Battles are split up into 3 segments--Weapons, Power, and Damage. Before the Weapons segment, your opponent gets a chance deploy or move as a 'react' with any cards which specifically say that they may do so.
WEAPONS- During this part of the battle characters may fire their weapons (if any). The player who iniates the battle gets the first chance to fire. Look at the weapon to see how it works. It will tell you what you need to do. If a character is 'hit' by a weapon and that character has a weapon that has not been fired, then that character still gets to fire it. Any weapon can only be fired once unless that weapon says otherwise.
POWER- To determine who wins a battle add the powers of all your characters and/or vehicles (if the battle is at a site) or starships (if at a system or sector) that are participating in the battle--including 'hit' characters, vehicles, and starships. At this time you may reveal the top card of your Reserve Deck and add the number in the black circle to your power. This is your battle destiny. Battle destiny also triggers something called attrition, but this is the most advanced concept of the game and for now it is not important.
The player with the highest total power is the winner.
DAMAGE- During this segment both players "forfeit" any characters that have been 'hit' by weapons (any and all cards that are deployed on or targeting them are also lost). At this time the player who lost the battle must lose an amount of cards equal to the difference between the two total powers. So if you had 5 power and you opponent had 12, then you would lose 7 cards. You may also forfeit a character who was in the the battle to help satisfy the battle damage using the number in the black box under the deploy cost (this is known as that card's forfeit value). So, if your battle damage was 7 and you have a card with a forfeit value of 5, you can forfeit that card to reduce your battle damage to 2. Keep in mind that you can use the forfeit value of any 'hit' cards that you had to lose. SPECIAL NOTE: Characters aboard a creature vehicle may "jump off" (disembark).
5. Move: During this phase you may move your characters and vehicles using their landspeed (this costs 1 Force per card). Characters have a landspeed of 1 (unless otherwise noted) and vehicles have their landspeed printed on the card. You can only move these cards to a site that is adjacent to the one you are currently at or 'shuttle' them up to a capital starship at the related system. You can also 'docking bay transit' these cards to any other docking bay on the table. To do this, you move any/all the cards for the amount of Force listed on your side of the docking bay Instead of 1 Forcde per card). Characters may get on (embark) or off (disembark) a vehicle for free.
To move a starship between systems it must have a hyperspeed number and a nav computer/astromech icon. If there is no icon you will need to deploy or move a charcter aboard who has one of these icons. (Most starships do not need their own astromechs).
To move the ship you look at the hyperspeed number. This tells you how many parsecs the starship can move. Now look at the parsec number printed on the system location you are currently at and compare it with the other parsec numbers. Let's say your starship with a hyperspeed of 4 is at a system with a parsec of 2. You can move to any system with a parsec of 0-6. Basically you subtract the parsec number of you're at from the parsec number of the location you want to go to and as long as that number is equal to or less that your hyperspeed number you can move to that system. This also costs 1 Force per starship.
Your starfighters may embark or disembark from a capital starship (with sufficient capacity) for free OR take off or land at/from a reated exterior site for 1 Force (for free if at a docking bay). TIEs may ONLY land or take off from a docking bay.
Starships with docking capability (which it will say on the card) may dock with another docking capable card for 1 Force. You may then transfer characters between the two ships for free.
Each card may only use their landspeed/ hyperspeed, docking bay transit, shuttle, land, or take off once per turn; transferring, embarking, and disembaring are unlimited and may be done any number of times per turn.
6. Draw: You may draw any or all cards left over in your Force Pile (that you activated) into your hand. Recirculate your Used Pile and your turn ends.
And that's about as concise as you can get the rules for the Star Wars CCG. If you have any questions feel free to ask.
-----signature-----
Josh "Red 84" Radke Kashyyyk Flight Leader Please check out GQB's debut web comic--updates each Wednesday: http://grailquestbooks.com/gqbblog/comics/the-shadow-of-the-stars/
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Restrainingbolt
Registered:
Feb '02
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Date Posted:
3/7/03 3:33pm
Subject:
RE: Star Wars CCG: How to Play
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Just wanted to say, nice job Red!
R'Bolt
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BrenDerlin
Registered:
Apr '01
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Date Posted:
3/7/03 4:45pm
Subject:
RE: Star Wars CCG: How to Play
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*BUMP*
Oh, wait a second.....
-----signature-----
"Torg, why is there a pair of pants lying on the floor of your office?"
"They're my emergency pants."
"........"
"Torg, why do you have emergency pants?"
"I Don't know. But with every hypothetical I've come up with, I'm glad I have them!"
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Bib Fortuna, Twi'lek
Registered:
Jul '99
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Date Posted:
3/7/03 9:31pm
Subject:
RE: Star Wars CCG: How to Play
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LOL, I had just made one of these myself; it's a bit more concise than your version, but I also added "starting the game" too:
Starting the game:
1) Play a Starting Effect (if any)
2) Play an Objective (and the cards it says to play) or a starting location.
3) Play a Starting Interrupt (if any)
Both players draw 8 cards to make a starting hand.
Dark side player takes his turn as follows:
1) Activate phase.
Count up the number of Force icons on your side of locations in play, and add 1 to that number. Move up to that many cards from your Reserve Deck to your Force pile, one at a time.
2) Control phase.
If you control a location (have 1 or more ability where your opponent does not), your opponent loses 1 Force for each Force icon on the opponent's side of that location.
3) Deploy phase.
Deploy cards from your hand to table. Characters can deploy to sites or aboard vehicles and starships. Vehicles can deploy to sites or aboard starships with capacity. Starships can deploy to systems, sectors or docking bays. When you deploy a card, you have to pay its deploy cost; move Force cards from your Force pile to your Used Pile in order to pay for cards.
4) Battle phase.
If both players occupy a location with 1 or more ability, the player whose turn it is may initiate battle there for 1 Force.
4a) Weapons segment
Both players take turn performing actions in this segment of the battle, such as firing weapons or playing Interrupts.
4b) Power segment
Add up the power total on each side. If either player has at least 4 ability participating, that player may draw a battle destiny to add to their power total.
4c) Damage segment.
The player with the lowest power total loses the battle. He then suffers battle damage equal to the difference. He must lose that much Force. Alternatively, he could forfeit participating cards from the battle location; they absorb battle damage equal to their forfeit value. If a player drew a battle destiny, the opponent must forfeit enough cards from the battle location whose forfeit totals at least that battle destiny number. Cards that are hit by weapons must also be forfeited at this time, regardless of who won the battle or if you drew a battle destiny. Forfeiting a card simultaneously satisfies battle damage, attrition and weapons hits.
5) Move phase.
You may move your cards from location to location. Each card may only make one regular move per turn. This movement generally costs 1 Force per card moved, unless the cards say differently.
6) Draw phase.
You may draw leftover cards from your Force pile into your hand.
Place your Used Pile beneath your Reserve deck, and this ends your turn. Your opponent then takes his turn following the above procedures.
-----signature-----
Delta 5 in the EUDF, armed with a canon cannon
Comic Book Guy: Once again, my underwear has become tangled in a cow catcher.
Homer: Unguarded breakfast, the sweetest taboo.
Ralph: It tastes like burning!
I have more posts than you.
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Artie-Deco
Registered:
Aug '01
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Date Posted:
3/8/03 2:27pm
Subject:
RE: Star Wars CCG: How to Play
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Bib and Red, you both forgot the most important thing....
At the end of your turn, after you recirculate your used pile, you must say "The Force is with you" to your opponent!
How could you forget such an important rule?
-----signature-----
Those who seek the LORD lack no good thing.
-- Psalm 34:10
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Bacabachaui
Title: Manager Emeritus
Registered:
Jan '02
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Date Posted:
3/8/03 5:48pm
Subject:
RE: Star Wars CCG: How to Play
- Date Edited:
3/8/03 5:58pm (1 edits total)
Edited By:
Bacabachaui
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LOL. I remember that! Does anyone ever actually do that?
-----signature-----
"Our dice, like our dreams, are a portable treasure."--NetCowboy
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Bib Fortuna, Twi'lek
Registered:
Jul '99
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Date Posted:
3/8/03 5:57pm
Subject:
RE: Star Wars CCG: How to Play
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I try to remember to do it in my tourneys.
-----signature-----
Delta 5 in the EUDF, armed with a canon cannon
Comic Book Guy: Once again, my underwear has become tangled in a cow catcher.
Homer: Unguarded breakfast, the sweetest taboo.
Ralph: It tastes like burning!
I have more posts than you.
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SithDooku
Registered:
May '02
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Date Posted:
3/9/03 11:13am
Subject:
RE: Star Wars CCG: How to Play
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Is that really in the Rule Book?
-----signature-----
S I T H D  K U - HAS GONE
I'm gone from the Boards, If you miss me feel free to AIM me, my SN is StuckNMove.
Thanks for all the good Times Baca, Benji, Siri, Marie, and DAN!
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Ultima_1
Registered:
May '01
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Date Posted:
3/9/03 11:39am
Subject:
RE: Star Wars CCG: How to Play
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Yeah, the early ones at least. I haven't actually seen anyone do it though.
-----signature-----
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Artie-Deco
Registered:
Aug '01
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Date Posted:
3/9/03 8:32pm
Subject:
RE: Star Wars CCG: How to Play
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Oh, I did it all the time when I played. It sure beats saying, "I'm done. You're turn."
-----signature-----
Those who seek the LORD lack no good thing.
-- Psalm 34:10
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MoronDude
Title: Former CR Southern Nevada FF
Registered:
Nov '00
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Date Posted:
3/9/03 9:22pm
Subject:
RE: Star Wars CCG: How to Play
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I usually go about 3 or 4 rounds saying "May the Force be with you.".... then it gets reduced to "GO!"
-----signature-----
Life is a placebo, masquerading as a simile. Burd Points: 73 and counting...
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BigPoppaJabba
Registered:
Jun '01
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Date Posted:
3/9/03 11:44pm
Subject:
RE: Star Wars CCG: How to Play
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The first time I played someone I didn't already know was when I took a deck to the gaming shop. I said "May the Force be with You" at the end of the turn. He lookled at me with a "are you on drugs?" look for aboyut a minute. I decided to point out that very imoportant rule to him. Nonetheless, he chose to never say it in the game.
-----signature-----
9-11. Never forget those innocents who died.
I'd be interested to hear from other SW fans who have Tourettes Syndrome.
Yes, all the spelling mistakes in my posts are intentional
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SithDooku
Registered:
May '02
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Date Posted:
3/10/03 10:14am
Subject:
RE: Star Wars CCG: How to Play
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Thats the best!
-----signature-----
S I T H D  K U - HAS GONE
I'm gone from the Boards, If you miss me feel free to AIM me, my SN is StuckNMove.
Thanks for all the good Times Baca, Benji, Siri, Marie, and DAN!
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BrenDerlin
Registered:
Apr '01
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Date Posted:
3/12/03 4:35am
Subject:
RE: Star Wars CCG: How to Play
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Actually, in a lot of games I play, we end up not saying much at all. If we do, it's usually me starting it. We'll basically watch what the other person is doing, and only talking to count up drains, or battle, or when it's necessary. Kinda sad, actually.
-----signature-----
"Torg, why is there a pair of pants lying on the floor of your office?"
"They're my emergency pants."
"........"
"Torg, why do you have emergency pants?"
"I Don't know. But with every hypothetical I've come up with, I'm glad I have them!"
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SithDooku
Registered:
May '02
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Date Posted:
3/12/03 3:27pm
Subject:
RE: Star Wars CCG: How to Play
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I tend to talk with my apponents even if they don't respond, I like to tick ppl off....
-----signature-----
S I T H D  K U - HAS GONE
I'm gone from the Boards, If you miss me feel free to AIM me, my SN is StuckNMove.
Thanks for all the good Times Baca, Benji, Siri, Marie, and DAN!
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Darth_Tynaus
Registered:
Jan '03
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Date Posted:
3/16/03 7:21pm
Subject:
RE: Star Wars CCG: How to Play
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I gotcha one that one. I'll have to print this out for me and my friends.
-----signature-----
Laugh it up fuzzball
Have you ever danced with the devil in the pale moonlight? I ask that of all my prey.
He's no good to me dead
Don't Move Jedi
I'm just a simple man making his way through the universe.
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