Scorpion Clan Coup Tactical Skirmishes Tournament

thanks to Ryan Dancy from whom I shamelessly lifted section of the Skirmishes Rules

Bayushi Shoju is not the only Daimyo to know of the Prophecies of Uikko. You and the other Daimyo's of your Clan have learned them as well. A dark day is coming. Can you sieze and hold otosan Uchi for your Clan?

Overview

Each player will play 1 army (deck) of a clan. That army will have a marker on the map. The army will move accross the map and encounter other armies as well as other special spaces. Armies that encounter each other will be engaged in battle, and will play that battle out in an abbreviated duel. The object is to belong to the clan that has an army that occupies Otosan Uchi at the end of the Day.

Skirmish rules

Each Participant begins play with a sealed starter deck of a random Clan. The deck should be selected at random - don't open several decks looking for a particularly strong mix of cards. At the option of the Skirmishes organizer, or by mutual agreement of all the participants, booster packs can be supplied as well, provided that each player gets the same type of packs.

No sales, gifts or trades are allowed between Skirmishes participants, with the exception of trades between members of the same clan. Members of the same clan may trade cards on a 1 for 1 basis during the deck construction step. The only exchange of cards allowed thereafter results from losses as described below.

Each participant will divide the cards they control into two groups: Decks and Reserves. All cards not in the Decks of a participant are considered to be in Reserves. When not playing a match, a participant is free to exchange as many cards as he or she desires between their Decks and their Reserves. Players are free to include any cards in their Decks that they wish, provided that the resulting Decks are still "legal" as defined in the rules.

The Decks
Each Participant will represent a single Clan, as defined by their Stronghold. Strongholds cannot be used as Cards At Risk. Once the Stronghold is selected, the player cannot switch Clan allegiance during the event.

Each Participant must use a minimum of 25 cards in both the Dynasty and the Fate decks. If a Participant has lost enough cards to make the construction of a legal Fate or Dynasty Deck impossible, that Participant is disqualified from tournament play and cannot continue to participate.

All other deck construction rules are in effect, including the three card maximum, and the single card limits on Rings, Events, Unique Cards, and Experienced Cards.

Uniqueness must be observed across the decks of all members of your clan. For instance if there were 3 people playing the Dragon Clan, then they may have only 1 Togashi Yokuni between them.

Hantei the 38th, the 4 Walls of Otosan Uchi and all Imperial cards are not allowed in decks.

Cards in Reserve must be kept separate at all times, but available to challengers to be selected as Cards At Risk.

Failure to provide ALL cards controlled by a participant to a Challenger for selection of the Card At Risk will result in the immediate disqualification of the participant from the tournament.

Even though these Skirmishes begin with a sealed deck, the sealed deck rules are not in effect.You cannot use a card that would not normally be able to join your clan, and you must remove duplicate Event, Ring, or Unique cards from your decks before play.

The Duels

So that we may get a larger number of duels in, duels will be much shorter than normal.
Spoils
Before play, the participants examine all the cards controlled by their opponents, and select a card from each to be used as the Card At Risk. In a multi-player game, each Participant will have more than one Card At Risk - one for each of his or her opponents.

Starting
Each Battle will have 1 defender and at least 1 attacker. This will be determined by the order in which people enter a map province. (See movement) The Defender will always go first during a battle, but may not attack on thier first turn.

Each player will be able to start with 2 non-unique holdings with a total gold cost of 6 or less, and 1 non-unique Personality that costs 6 or less already in play. Each Player will begin with 7 cards in his/her fate hand and will have 2 provinces.

Winning
Any player may win out-right by fufilling 1 of the following conditions: If a winner is not decided on by the end of the time limit, the person with the most force on the board is declared the winner. Actions may be taken at this time to increase the force of personalities. The Defender is allowed to calculate force as a defender. All others must calculate it as the attacker.

The winner of the game collects all the Cards At Risk from his or her opponents and assumes ownership of them. The winner of a multi-player game receives all of the Cards At Risk.

The Clans

Each Clan has special abilities based on that clans strengths.
Crab Clan
Defenders of Rokugan. May begin with an extra non-unique personality of up to 6 gold cost when fighting a battle as the defender. This personality must be different from the first. Honor requirments must be followed.
Crane Clan
Courtiers of Rokugan. May begin play with an extra holding of up to 3 Gold cost.
Dragon Clan
Recluses of Rokugan. May begin with 1 ring or 2 actions as part of thier initial hand.
Lion Clan.
Fist of Rokugan. May begin play with an extra non-unique personality of up to 6 gold cost in play if the attacker. This personality must be different from the first. Honor requirments must be followed.
Phoenix Clan.
Mystics of Rokugan. May begin with up to 2 spells as part of thier inital hand.
Scorpion Clan.
Plotters of Rokugan. May blackmail a player at the beginning of a battle. The Scorpion player goes through the Dynasty deck of his opponent and chooses 1 personality to start play in the Discard pile.
Unicorn Clan.
Horseman of Rokugan. May have an extra movement phase after all others have moved.

Movement

All movement uses this map

All movement is recorded and then executed

Each Clan may move 3 Map-provinces per turn. Orders for which ones they are moving too are written and given to the judge, then the results of all movement is done in a random order. If an army moves into a province containing another army, Movement for those clans is at and end, and there will be a battle.

After a battle, the loser must move out of his province. If the loser was an attacker, then he must attempt to move into the province he came from. If he cannot, he may choose any province except 1 that defender deams "protected". If the loser was the defender, he may choose any province except the one the attacker moved from. If there is no legal province to move into, than the loser's army is disrupted.

Disruption

Losing a battle with no where to retreat to cause an army to be disrupted. The Winner gains an extra card as spoils, The Losers army will begin the next turn in thier home province.

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