Solitaire Rules (homebrew)

By MarthWMaster, in Star Wars: The Card Game

Here are some tentative rules I've put together for testing the flow of a new deck, without the need for a partner player to try it out with. Listed are the specific changes made to the game to handle solitaire play. The goal for each side remains the same: DS wins by reaching 12 on the Death Star dial; LS wins by destroying three objectives.

Attacking/Defending (either player): When you attack, always assume that the engagement is opposed. However, in the absence of cards in the opponent's hand, one only need play a single card with any Force icons to win the edge battle. To make things a little more challenging, and to simulate that not every edge battle is equally critical for either player: in order to "win" the edge battle as the attacker, you must discard 1 card for each attacking unit with edge-dependent combat icons. (For example, if you attack with two units, each of whom has at least one edge-dependent combat icon, you must discard 2 cards to consider yourself to have won the edge.) Striking as the attacker is treated as normal. For simplicity's sake, assume that all of the defender's objectives have 5 damage capacity. You may engage up to three objectives per turn.

Opponent's Turn: There is no strict combat phase on the opponent's turn. Since the opponent never has units in play, his strikes against your objectives must be represented abstractly. By default, the opponent deals 5 damage to your objectives, starting with one that is currently damaged, if any. (For example, if you have two undamaged objectives and one with 3 damage and 5 damage capacity, the opponent deals the remaining 2 damage to that objective, and 3 more to an undamaged objective.) To reduce the damage dealt on the opponent's turn, you may focus any number of ready units (treating the committed-to-the-Force rules as normal) and deal any amount of damage to them instead, in the order of your choosing. In addition, if you focused at least one unit, you may discard any unwanted cards from your hand, as though defending in an edge battle. Finally, if you have fewer than 3 Force icons on ready units committed to the Force during the opponent's Force phase, the Balance of the Force shifts to the opposing side.

Let me know if you have any comments or suggestions; this is definitely a work-in-progress, still.

Edited by MarthWMaster

Might be useful, but I think that the "5 damage when defending" might be too heavy from the start, especially since that doesn't represent the build-up of forces or the advantage of winning the Edge battle.

I'd say that dealing damage should go in steps. 3 in the opponent's first turn, 4 in the second and 5 in the third and after (reset if you play a board-sweeper)

To represent the edge battle as defender: to win you must discard X+1 cards in the edge battle (where X is the number of defending units) If you win the edge battle, you strike first and "destroy" the opponent's heaviest hitter, reducing the total damage dealt by 2.