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:
- Military Victory. Destroying the provinces of all other players.
- Honor victory. Reaching a family honor total of 22 honor.
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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