CONTROL THE GALAXY

By Drebble

Ever want to have a full blown war between LS and DS without having to make a special deck with more than 60 cards? Here's how! The idea of the variant is this: now you can play with all your main charqacters, because your Life Force will not normally be damaged directly. Your cards will, for the most part, enter the Lost Pile only from play. The object of the game changes, so that it is possible to win with both players still having cards left in their reserve deck. This allows both sides to pull out all their favorite cards and develop meaningfull, longterm strategies instead of one little trick (catching a hapless stormtrooper by himself and attacking him with the entire Rebel Alliance!) absurdly winning you the game. Try it out!

Rules Variant: CONTROL THE GALAXY! by Drebble

1. Object of the Game: Be the first one to control 7 of the opponent's force icons at the beginning of your control phase. (12 icons for a longer game)

2. No Force Draining in this Rules Variant. However, cards that boost Force Drains are used to boost the number of icons at a site for the purposes of winning the game. Thus, the Trash Compactor is worth one Control Icon for the Rebels. Darth Vader's lightsaber & Presence of the Force at Obi-Wan's Hut is good for 5 Control Icons, etc. Thus, the balance of the game is not upset as it would if Force Draining were simply abandoned without something similar to replace it (as it is in other play variants without Force Drains). There's simply a new reason to control the galaxy.

3. Your Life Force is not damaged from battles. The cards at the locations are lost instead. Here's how it works: Attrition for the winner of the battle works the same: if the loser draws destiny, the winner suffers attrition equal to the amount of the loser's destiny. However, the loser's attrition is equal EITHER to the winner's destiny OR to the winner's battle damage, whichever is GREATER. Thus, two Star Destroyers attacking a Y-Wing may not be able to draw Destiny, but they WILL destroy that ship if it's dumb enough to stay and fight them (yet if the Y-Wing is able to draw destiny, it can still take out a SD on its way out!) Conversely, the loss of that Y-Wing is NOT going to cost the Rebels the entire game (as it ridiculously would in the regular rules). As I said, a bit more realistic.

4. In order to stop people from playing dinky cards to stop huge armadas from controlling the locations they need to win the game, another new rule: instead of having to be the only one with presence at a location, you simply need to Occupy (with presence) the location and have more than twice the power of your opponent there. This makes it easier to control a location, and stops one side from frustrating the other by popping one little card in a location every turn to stop them from controlling the location. In other words, to stop your opponent from winning the game, you need to Occupy key locations with at least half the power that your opponent has at that location.

Note also that you only win on YOUR CONTROL Phase, so that you can't deploy and move to instantly win the game. Your opponent always gets at least one turn to try and stop you.

Please try these out with your regular decks, and let me know what you think!


Drebble
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