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Star Wars TCG

Discussion in 'Archive: Jacksonville, NC' started by Jedi_Natalie, Apr 25, 2003.

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  1. Jedi_Natalie

    Jedi_Natalie Jedi Padawan star 4

    Registered:
    May 20, 2002
    Since I knew Jerri was interested in learning to play I figured I'd make a thread if other people are interested in learning the Star Wars TCG (Wizards new game) and need help with the rules. Its such a fun game!!! Anyone else play?
     
  2. JediKnight_Jerri

    JediKnight_Jerri Jedi Youngling star 3

    Registered:
    Nov 7, 2002
    Yes, it is a fun game. Thanks for putting this thread up for me Natalie! :)
     
  3. Jedi_Natalie

    Jedi_Natalie Jedi Padawan star 4

    Registered:
    May 20, 2002
    Here is a breakdown of the rules in a sort of simplified version:

    Objective: To have control of 2 arenas (you oppenent has no units in 2 arenas) by the end of a turn.

    Setup: This happens at the start of the game and never again. Draw 7 cards. At this time (never again) you can choose to discard any mission and battle cards and draw that many cards. You and your opponent lay down a total of 30 build points (# in the upper left corner). Each time you lay a card down you draw a card. If you cannot build exactly 30 then you partially build a card by laying it down in front of you with the left over number of build. Cards can only go in their appropriate arenas (characters have a purple outline, ground has a green outline and space has a blue outline - these are the 3 arenas). New rule we just discovered - no building mission cards (yellow outline) during the setup - only units.

    Then the turn starts:
    Step 1: Ready Phase: Untap all units. Draw 1 card, put your force counter at 4 (or increment by 4 each turn).

    Step 2: Command Phase: Light side rolls one dice. You now get to build the amount on the dice (if you have a unit in ever arena then you get to add 1 to the dice). Dark side goes first then light. You can partially build a card, you can finish building a card, you can do whatever you want that equals the amount on the dice - so lay down as many cards as you can or build something big. If you want to play a mission card this is the time to do it - you cannot play it during any other time of the game.
    Now you can retreat. Let say you are strong in 2 arenas but really weak in another and your one little unit dosen't have a chance, you can retreat it and it can't be attacked. But be careful because if your oppent wins another arena then they win. When you retreat a unit pull it back into the build zone under the arenas. You may lose presence in one arena but you can start building another unit to send out there with it. During this step you can also take a retreated unit and put it back out again.

    Step 3: Battle Phase: Starting in the space arena look at who has the fastest unit (there are 3 #'s in the lower left corner - it is the biggest one that is on the top - usually 40,50,60). If it is a tie (lets say dark has 60 and light has 60 then dark always goes first in a tie). The fastest will tap their unit (turn it sideways) then choose a unit to attack, then roll dice that equals the power which appears under the speed. A 4,5,6 rolled means it was a hit and a 1,2,3 is a miss. Put one damage counter on the unit that was attacked for each hit. After the attack look at that defending units health (appears under the power) and if there are equal or more damage counters on it than you have health then it is dead and you put it in the discard pile. Now you go to the next fastest unit (this could be back and forth or the dark/light side could end up going several times ina row it all depends on how fast your units are). You will continue this for all of your untapped space units then continue to ground then to characters. Tapping is merely so you know what unit has gone and which ones haven't. All arenas follow the same rules.

    Now you can play a battle card (red outline) at any time as long as its related to what you are doing. There are battle cards that prevent damage like Pilots Dodge Pay 2 force -> prevent 2 damage to a ground or space unit. This does not take 2 damage off of your unit it prevents 2. Let say your opponent rolled 3 hits and you play Pilots dodge you lower your foce counter by 2 and subtract 2 from the damage done, so you place 1 damage counter on your unit. This is one of my favorite cards. Hero's Dodge does a similar thing for characters. Battle cards can do almost anything - power boosts, speed boosts, give you special abilities etc.

    Abilities are what appear in the game text area:
    Evade X - Pay force cost to use this ability. Prevent X amount of damage to that unit.
    Sheild X - When a unit attacks a unit w
     
  4. JediKnight_Jerri

    JediKnight_Jerri Jedi Youngling star 3

    Registered:
    Nov 7, 2002
    Thanks a lot for taking the time to post all this info. Natalie! We really appreciate it a lot! :)
     
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