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A Hitchhiker's Guide to Star Chamber Maps
by XchokeholdX
April 6, 2007
Some time ago, someone started these guides on the old client, but never finished and since all is "lost" (e.g. in the old forums), why not start all over?
To open up these guides to new players, let's run over the Basics first in this Article.
The map is the focus of the game. The section of the galaxy where you and your opponent face off is represented by several systems linked together by dotted lines (jump lanes).
A system can be a planet, an asteroid field, a nebula, the Star Chamber, or any other destination of merit in the galaxy. Systems are always named. Planets are the most important (and on most maps, the most plentiful) systems in the galaxy. If a system name appears in gray, that system is uncontrolled. If it is in a player's color, it is controlled by that player. (Look at the player info boxes to see which color represents which player.)
You may see one or more colored dots orbiting a system. Each dot represents a modification that has been played on that system, and appears in the color of the player who controls that modification.
Any modifications played on the galaxy will appear as icons in a column along the right edge of the map. You may double-click any of these icons to make a magnified image of the card appear on the map area. Click anywhere in the map, or on the magnified card itself, to close this image. Any activated abilities you can use are displayed in a row along the bottom of the map.
Each Star Chamber map consists of a Home world for each player and a fixed amount of systems. Some maps in Star Chamber even have some "random" factor, like random Jump lane lengths and random placement of systems. Note that the "form" of each map never changes, just the placement of systems and Jump lane lengths.
Next to the systems you see on a Map, there are also Jump lanes between them. Jump lanes connect systems to each other. A jump lane is a line of dashes and dots. Each dash represents a "length." (For example: A jump lane made up of two dashes separated by one dot is a two-length jump lane.) Fleets can only move between systems with connecting jump lanes. Jump lanes dashes are gray by default. If a player controls both systems at each end of a jump lane, that jump lane changes to his color. (Look at the Player Info boxes to see which color connects to which player.) The jump lane is not actually controlled by a player (nobody ever controls a jump lane); it's simply a graphic representation showing that the region of space is firmly under that player's control.
Now you have been freshened up on the different systems Star Chamber maps have, let's find out what to do with them on each one of them!
I will not tell you exactly how to play on each map, since that will be different for each player. Some like to play aggressively on a certain map, while some opt for cautious. But there are some ground rules that will apply to each map you come across, which I like to call: top 5 of things to look for on a map before looking at your hand:
You are playing an Omior Destiny rush deck, and as it turns out, the map you play on only has 2 Artifact planets. This will mean that you will now have to focus as well on another win options, be it Military or Political. Your deck may be a lot weaker on this map, but clever game play could compensate for that.
You are playing the Silica race, and this map has a lot of Nebulae systems. This means you can safely go into them and even face some battles. Use this as an advantage.
You are playing the Android race, so that contested barren planet might be a good target to get to turn one, since it will provide a good base for later on (e.g. home world assault)
There are a lot of other factors that will influence these questions, like the race you play, the race your opponent plays, your deck, opponent's strategy, etc. But since that would be impossible to guess anyway, I'll just keep to the basics. I will rate each map with what I would call: possibility factor, so you can get an indication which strategy and race are favorable on that map.
| Leto | Apr 9, 2007 | ||||||||
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| Comments: The articles should have the subtext Don't Worry! Also, what on earth does this mean? You are playing the Android race, so that contested barren planet might be a good target to get to turn one, since it will provide a good base for later on (e.g. home world assault) I also want to add that more artifact planets does not necessarily mean easier cultural victories. A planet can gain a destiny victory in 16 turns on maps with two artifact planets with just one card--Archaeologist. | |||||||||
| Leto | Apr 9, 2007 | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| Comments: The articles should have the subtext Don't Worry! Also, what on earth does this mean? You are playing the Android race, so that contested barren planet might be a good target to get to turn one, since it will provide a good base for later on (e.g. home world assault) I also want to add that more artifact planets does not necessarily mean easier cultural victories. A planet can gain a destiny victory in 16 turns on maps with two artifact planets with just one card-- Archaeologist. I look forward to the rest of the series. I think that they should be all be linked from this main page once added to make scanning easier. |
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This site provides detailed information on individual cards, card combinations, strategies, and card decks used by Star Chamber. This turn based strategy game requires a depth of strategic thinking that you won't find in many online games. The community around the game tends to be much more civil than most online communities. If you like to spend your time thinking then this game may well be of interest to you, I invite you to check it out.
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