Star Chamber FAQ Version 1.0.0 Table of Contents : 1. What is Star Chamber? 2. Win Conditions 3. Definition of terms 4. The game board (maps) 5. Tech : What is it and how is it used? 6. The Races of Star Chamber 1. What is Star Chamber? Star Chamber can be a bit hard to describe to people who've never played it, but I will make the attempt. Please note that this FAQ will not even scratch the surface of the depth of strategies in this game, so go to the website (www.starchamber.net) and download the demo. You won't be disappointed. Star Chamber is an online collectible card game, similar to Magic: The Gathering. It uses 5 "tech" colors which have the same function as the five "mana" colors in Magic, but it has never been a physical card game. It's also a turn-based strategy game in space, similar to the 4X space strategy genre embodied by Master of Orion, Galactic Civilizations et al, yet many of the staple elements of that genre are absent. So what exactly is Star Chamber? I believe that Star Chamber can best be described as an online board game, where players can build ships, citizens and heroes to take over the various planets on the "board". Cards are used to deploy special ships, personae or modifications to gain and maintain control of the board. 2. Win conditions There are three ways to win a game of Star Chamber: Militarily, Culturally and Politically. To win militarily, you must capture the opponent's Homeworld, which is defended by a powerful starbase (as well as any ships he leaves there to defend it). Military wins trump the other two, meaning that if one player gains a military victory on the same turn the other player gets a cultural or political win, the military victory takes precedence. A great deal of enjoyment in Star Chmaber comes from smashing your opponent's fleets into space dust. Culture is theoretically the "easiest" win, as the player must simply control more Artifact planets than his opponent, which give 2 Destiny per turn. The first player to have 30 more Destiny than his opponent wins. However, there are many cards that boost Destiny output, or give you Destiny from sources other than Artifact planets. For example, the card 'Majority Senator' gives you 1 destiny per turn if you have more political influence than your opponent at the Star Chamber. To win politically, the user must win 3 Power Play votes at the Star Chamber. Votes happen every six turns, and various things can be voted for. Power Play votes give you a choice of various bonuses, and three Power Play wins will give you the political win. Alien Support votes will give you Destiny (for the cultural win) in an amount which increases with every Alien Support vote won. Peacekeeper votes will give you access to Peacekeepers, powerful vessels that can turn the tide of battles. Players win additional Peacekeepers for every Peacekeeper vote won. Star Chamber votes often swing the game, and players ignore the vote at their peril. There is no such thing as a tie in Star Chamber. If both players conquer each other's Home Worlds at the same time, whoever has the most Destiny will win. If that is also tied, the player with the most Power Play vote wins will win. If this is ALSO tied (highly unlikely), then some arcane method involving wuzzles determines the winner. 3. Definition of terms. In this section I'll define the common terms used in Star Chamber. For other term, read the on-line manual or try the forums. Any term on a card which is in a grey box (such as 'Stationary') can be moused over for a complete definition. Note : BP = 'Build Points' 3.1 Ships : Ships are vessels that can travel between planets and can carry personae with them. There are three basic stats on ships which need to be understood. A) Attack : Attack power expressed as a number. In a one on one battle, if your opponent's defence rating is lower than your attack rating, he will be destroyed. There are 4 different weapons a ship can possess, which fire at different points in the combat round, so raw attack power isn't a perfect indicator of who will win a battle. B) Defence : Defense power expressed as a number. Defense is divided into Shields and Hull. Damage generally hits shields first. When hull is zero, ship is destroyed. C) Jump : The number of spaces between planets a ship can move. A group of ships can only travel as quickly as the slowest ship. Except when teleported by a card effect, no ship can travel more than one planet in any direction. The four standard types of ships (which you'll generally see every game) are : A) Scouts (8 attack, 15 defense, 3 jump), which cost 5 BP to build. B) Cruisers (25 attack, 30 defense*, 2 jump), which cost 8 BP to build. C) Bombers (No attack, 20 defense*, 2 jump), which cost 4 BP to build. Bombers don't have weapons (generally) but destroy 1 local enemy citizen per turn while the galaxy's at war. They can only be built while the galaxy is at war. D) Peacekeepers (20 attack*, 30 defense*, 2 jump), Peacekeepers have to be won at the vote or brought out with cards. 3.2 Personae : There are two types of personae in Star Chamber : Citizens and Leaders. Standard Citizens can be built for 4 BP, and have 1 influence. Whichever player has more influence at a planet controls that planet. Leaders generally have Leadership, which boosts the damage dealt by your ships. You carry leaders around with your attack groups, and whichever player has more leadership when in combat gets to fire first. Leaders also tend to have special abilities. Leaders can only be brought into play by cards. Each player starts the game with a standard Leader with Leadership 1. 3.3 Planet Types : Planets have to be captured for resources in order to win the game. There are 3 types of 'minor' and 2 types of 'major' planets. Note : the player must have more influence at the planet to get its full benefit. If influence is tied at a planet (or there are eneemy ships in orbit) the planet is considered 'blockaded' and produces only one BP/Destiny per turn. The three types of 'minor'planets are : a. Industrial : colored a ligth brown, these planets provide 2 build points per turn which can be used to build ships and citizens. b. Artifact : colored green, each artifact planet you control gives you one Tech which can be used to play cards. This works like 'Land' in Magic except that the 'Land' must be captured and held to get the Tech. Artifact planets produce 2 Destiny per turn. The first player to have 30 more Destiny than his opponent wins the Culture victory. c. Barren : as the name suggests, Barren planets generally give you no resources or benefits. There are numerous cards that target only Barren planets however, and several which are most useful when Barren planets are targetted. The two types of 'major' planets are : d. Home World : This is the planet you begin with at the start of the game. It is protected by a Star Base that has 15 influence. It also gains Build Points like an industrial planet. Each Home Worlds starts with 15 Build Points and gains 5 per turn (reduced by 1 BP per turn after each vote). If your Home World is conquered, the game is over. The Home World counts as an Industrial planet, but not a minor planet. e. Star Chamber : The Star Chamber is unique in that no combat can take place there. Many cards target only the Star Chamber, or entities at the Star Chamber. The Star Chamber is where the vote happens after the end of every sixth turn. There are several other types of planetary and non-planetary systems, some unique to particular maps. To find out about these systems, click on them, and then double-click the description icon on the bottom right of the screen. Other common system types include : f. Asteroids : Ships in Asteroid fields take 8 missile damage at the end of every turn. g. Nebulas : Damage taken at Nebulas (from combat or cards) passes through shields. (Ships die when Hull reaches zero). h. Wormholes : Wormholes teleport local ships to a random location on the map. The location will change after every vote. i. Nexus : Nexuses teleport local ships to a random other Nexus on the map. 3.4 Card types : Cards are used to effect the game, deploying special ships, personae and effects. a. Ships, Personae (already described) : Can generally only be put into play at your Home World or Industrial Planets controlled by you, unless they state otherwise. b. Modifactions : These cards always specifiy a target (a planet, personae, a ship, a player, or the galaxy). They are generally permananent, and are known as 'buffs' by game vets. They can be removed by other card effects. c. Zaps : Single-turn effects. Sometimes zaps will also provide permanent buffs that cannot be removed. 4. The game board (maps) Each game of Star Chamber takes place on a game board, known as a map. There are a large number of maps, with more being designed all the time. Occasionally the developpers will hold a map design contest and allow players to design new maps. So how do maps work? What are their important features, and how does map design influence strategy? These questions will be answered below. I will be using the map " XXXXXX " for my explanations. Each map consists of the Home Worlds of both players, the Star Chamber, and the minor systems. Lines between systems, known as 'hyperspace lanes' indicate that ships can travel between them. Occasionally planets will have line with arrows point one way or the other, these are one-way lanes. Each lane line will have a number of prominant square dots on it, this indicates the number of 'jumps' (-1) required to travel all the way across. For example, a lane with 2 dots on it is a three-jump lane. It would take a scout (speed 3) one turn to travel accross it, but it would take a cruiser (speed 2) two turns to make the same trip. You can group ships together for added defence and power, but such groups only travel as quickly as the slowest ship. Prepare to be amazed at my ASCII art skills as I draw the map for " XXXXXX " below. [Art] On this map, there are relatively few planets, all of which which are far from the Home worlds. The only planets which can be reached in one turn (by standard unbuffed ships) are the two barren planets. As there are few artifact planets, decks with a lot of expensive cards may be out of luck, unless you stock cards that increase your tech pool. Cruisers would be much less useful than usual, as it would take them 2- 3 turns to get anywhere. However, because each Homeworld is attached directly to the Star Chamber, each player has to be wary of attacks from that direction, and may want to build cruisers for defense. This map favor scouts and is especially good for the Kej, who have 3-jump cruisers. If you were to build a deck for this map, you would want to put in high-jump ship cards, engine boosts, and cards that let you deploy influence without physically carrying citizens around. The vote is very important on this map, as decks not designed for this map can go into deadlock, fighting back and forth for the same 4-6 planets. This can make a turn 18 political victory both plausible and desireable. Consistently winning the Peacekeeper vote could nab you the ships you need to conquer the enemy Home World. As you can see, the design of this map effects strategy a great deal; quick military victories are difficult, as are Culture victories (due to the small number of artifact planets, which are vulnerable from many directions). Power Play voting cannot be ignored on this map. Each map is different, and brings with it new strategy. The maps are part of what gives Star Chamber its infinite replayability. 5. Tech Tech (short for 'technology') is a resource gained from cards or artifact planets, which can be used to play cards. Each player will also get a 'Research Breakthrough' on pre-defined turns (1st, 2nd, 4th, 6th, 9th, 12th, 16th, 20th, 25th, 30th) which will give him the choice to add one of his 'native' techs to his tech pool. Tech acts like 'Land' in Magic, in that it is fully replenished each turn to be used again, and each player can play as many cards as can be paid for yout of his tech pool. Unlike Magic, however, when one of your artifact planets is captured, you will lose whatever tech it was contributing to your tech pool and your opponent will gain a new tech. Like Magic, each tech has a "theme" which flavours the cards in that tech. 5.1 Cyber (blue) is the tech of machines. Cyber cards tend to be ships, hull upgrades, orbital platforms, and anything else having to do with machines. Cyber tends to give defensive rather than offensive buffs, but the extra ship speed provided by many cyber cards can be a huge military advantage. 5.2 Life (green) is the tech of living things, and tends give boosts to the citizens and heroes of the game. It is also the color of all the major Destiny buffs in the game, and can help you gain Destiny for the Culture win. Cards that require only Life tech to play tend to be very powerful, with both personae and ship buffs native to the tech. 5.3 Mind (purple) is all about mental manipulation. Mind has great political buffs, and can help you to steal personae out from under your opponent. Mind tech if for those that like to get their opponent to do the hard work for them and steal his gains out from under him. Many Mind cards allow your ships to avoid battle completely, or slow down an opponent by making his ships/personae stationary (unable to move). 5.4 Order (white) is all about the status quo. Order has buff removal galore, and lots of defensive boosts. Order is for those with a defensive style of play. Order also has a large number of industrial boosts which allow your industrial planets to build ships or citizens faster. 5.5 Entropy (black) is destruction, pure and simple. If you want cards that will turn your opponent into a smear on the wall, then Entropy's for you. Entropy has a lot of cards that increase weapon damage, kill enemy personae or let you destroy things remotely. Entropy is also the tech of Pirates, powerful ships that can be brought out anywhere but which may turn around and attack the person who played them. 6. The Races of Star Chamber There are 10 Races in Star Chamber, each of which uses a unique combination of two "techs" (colors) for their card base. There are also mono-tech cards which are shared between the races that use that tech. Clever deck builders can always "splash" in a non-racial tech, but will have to capture artifact planets (or play tech generators) in order to use the cards. Each race has a special racial ability, and a set of cards which tends to give them advantages in one of the win conditions. The Ferrier, for example, are political powerhouses, but as it's impossible to win politically before turn 18 (must win three votes, which happen every six turns), they tend to be overwhelmed by races that specialize in cultural or military wins. However, there are many cards in their card base that translate political superiority into destiny or military power, so they can viably win in any of the three categories, or at least hold off opponents until turn 18. 6.1 6.1 Androids (Cyber and Entropy): The Androids have the most powerful ships in the game, period. Their ships also tend to be expensive, but who can argue with a single ship that can take on fleets of your opponent's ships? The Androids have the most native ship buffs in the game, and like to use their ships to destroy their opponents' citizens from orbit. Racial ability : Android scouts cost +1 BP to build, but have +X hull and +X beam. Androids cruisers cost +1 BP to build but have +X hull and +X. 6.2 Clave (Life and Entropy): The Clave are great warriors, tending to rely on charismatic leaders to give them a military edge, while they also know how to do research for the cultural win (Life). A good strategy with the Clave is to use their military might to capture and exploit artifact planets for the Culture win. Racial ability : Clave heroes always get +1 leadership, and their cruisers cost -1 BP to build but have -X. 6.3 Ferrier (Mind and Order): The political bigwigs of SC, these guys created the Star Chamber as a forum for the races to work out their differences, but they use their political acumen to steer things the way they want it to go. These guys are just scary politically. They use lots of de-buffs (Order) to keep military races in check, and use persona manipulation (Mind) to take control without getting their hands dirty. Racial ability : They start with an extra citizen (vote and influence) at the Star Chamber. 6.4 Humans (Life and Order): The Humans spread like rabbits. They can pump out citizens like there's no tomorrow, overwhelming opponents simply by force of population. I'm guessing the developers of this game have big families. The Humans are the most versatile race, and players can strive for all three victory conditions at once with a good Human deck. Racial ability : Humans get a free citizen at their Homeworld after every vote. 6.5 Ixa (Order and Entropy): A tricky race to play right, the Ixa are masters of resource theft. They like to disrupt opponents, and even will kill their own citizens to get an advantage. They are also masters of Pirates and cards that let damage pass through shields. Racial ability : Ixa cruisers have torpedoes (which fire in the first and second round of combat) instead of missiles (which fire in the third and sixth). They get 1 build point at their homeworld every time a citizen controlled by them dies. 6.6 Kej (Cyber and Order): Defensive robots. These guys like to take over industrial planets, use a few production boosts (Order), and crank out ships to do it again. They have lots of speed boosts (Cyber) and defensive boosts (Order and Cyber), so they're good at spreading quickly. Racial ability : Kej cruisers get +1 jump but -X. 6.7 Omior (Life and Mind): The Destiny masters. The Omior can get destiny out of industrial worlds and barren rocks as well as the usual artifact planets. They often control the Destiny vote at the Star Chamber as well. You have to change tactics against the Omior, because if you leave artifact planets to grab industrial planets (where you can build ships and citizens), you'll lose before you can get your fleet together for the final rush. Racial ability : The Omior get 1 destiny per turn. 6.8 Silica (Life and Cyber): The Silica are living rocks. They like to use ground troops to clear the way for their ships, which can then be given defensive mods to keep what they've captured. Silica ships have no shields, but have a regenerative hull instead. Silica are master copy-cats, so if one player brings out his uber-death-star-like ship, you can expect to see a Silica copy of it on the board shortly. A good strategy to use when playing as the Silica is to use any Nebulas on the map as chokepoints, as the Silica's lack of shiels is a distinct advantage. Racial ability : Silica scouts and cruisers do not have shields, but have regenerating hull instead. 6.9 Thrass (Mind and Entropy): The Thrass are brain-eating bugs. Their ships are weak but cheap, but their card base tends to buff entire groups of ships. The Thrass are masters of swarming in, taking over, and then eating the brains out of any citizens in their way. Thrass cruisers, as well as being cheaper, give opponents -1 influence at a planet when they arrive, so you can take over for a turn, eat someone's brain, and be off. The Trass specialize in military (Entropy) and Political (Mind) wins. Racial ability : Thrass scouts cost -1 BP to build, but get -X. Thrass cruisers cost -1 BP to build, but get -X. Whenever a Thrass cruiser arrives at a planet, enemies get -1 influence there until the end of the turn. 6.10 Zhikani (Mind and Cyber): Aaah, the Zhikani. My favourite race. They are masters of citizen control, and can zap citizens from afar and make them unable to move or take over planets. Your big ship is all very well, they say, but you can't do any conquering with it because I just bribed your citizen over to my side. Racial ability : Zhikani get 1 extra point of production (+1 BP per turn) at their Homeworld after turn 6. 7. Sample game To give you a sense of what Star Chamber about, I'll give you a description of a quick game I had some time ago. Each player plans out his moves and hits "go". When both players have hit go, the moves are shown and then you go on to the next turn. I was playing as the Ixa, a tricky race that specializes in controlling pirates, denying the enemy resources, and surprise attacks. At the beginning of the game, each player has a homeworld with a starbase, a scout (weak but can move fast), a citizen (to take over planets with), and a hero (the amount of leadership your hero has decides which player fires first in battle, and can boost damage dealt). Each player also starts with 15 build points, with which to build scout ships (Cost: 5), Cruisers (cost 8), or citizens (cost 4). Each player gets 5 build points per turn at their home-world for the first 6 turns. We were on a map where both of us could easily attack the other (Euclid's Bane). I built a Cruiser and a citizen, figuring he'd do the same. I also played a 1-cost card which was a citizen that can't take over planets, but has other benefits. On the second turn, I had captured a nearby artifact planet with my starting scout, so I had 3 tech to spend. (Research breakthroughs on the first and second turn + 1 artifact planet = 3 tech). I sent my cruiser with both citizens towards his homeworld and expected him to do the same to me. He did. I also gave my cruiser a big weapons buff, a defensive bonus, and played a card which would give me an extra tech. I now had a cruiser powerful enough to take on a starbase, but not strong enough to also destroy any other ships he might build. However, I now had 4 tech on turn 3, and a card in my hand which would let my cruiser's damage pass right through shields. Since about half of a ship's defense is shields, this was enough to win me the game at the end of turn 3. Total game time: 4 minutes. Games in Star Chamber can go for 30 turns (or beyond, if certain cards are played), but are often over before turn 12. Average games last 15- 20 minutes, although I've seen a few epic games go almost an hour. Unlike most other turn-based strategy games, you can play several games of Star Chamber in a few hours. There's more strategy packed into that 20 minutes of game than in any other game I've ever played. 8. Final Note The Star Chamber experience is not for the twitch gamer, nor for the faint of heart. After 2 years of playing, I'm still discovering new combos, deck ideas and strategies I'd never seen before. This is a game I'm going to keep coming back to for years to come, and deserves to be tried by everyone who enjoys a true strategic challenge. Black Dawn