Basic
Main Page
Trade List
Recent Changes
Card Comments 
Card Combos 
Card Pricing
Full List
Buy and Sell
Reference
Glossary
Public Decks
Player Articles 
Combo List
Web Games
What Card Is That?
Other Games
Stargate TCG
Legends of Norrath
General Tips for Brand New Players
Jon "Wuppin" Allen
Dec 29, 2006
In order to conquer a planet you must have more, I repeat, more influence than its current controller does. Even if you have ships at the contested planet and the opponent doesn't, the original controller keeps the planet when influence is tied.
Having more weapon types is a good thing. This is mostly because of alert crew status giving a +2 damage bonus to every weapon fired. Therefore, playing a modification that gives +3 beam damage, such as Mounted Laser, on a Cruiser (which doesn't have any beam weapon yet) can actually provide the cruiser with +5 damage per shot when it has alert crew. Since beam weapons fire twice, a single Mounted Laser can do a total of +10 damage in combat when defending. This would not be the case if you play a Mounted Laser on a scout, since it already has a beam weapon.
The order of firing is important too. A ship that is destroyed before firing a shot is not nearly as good as one that gets all its shots off before it dies. For this reason, in my book, Torpedo damage is the best type of damage since it fires first. Missile is good since very few defensive mods exist that reduce its damage. Conversely, beam is probably the weakest of the damage types since so many modifications (example Beam Reflector) help to reduce its damage to other ships. Beam is probably the most common damage type as well, which explains why there are so many cards that counter it. Cannon is special in that it is the only weapon type to fire 3 times… although it does fire dead last and therefore requires your ship live long enough to use it. Keep all this in mind when you are trying to estimate the outcome of battles.
Timing when you play a card is very important. A modification does not sound like it acts as quickly as a zap, but in reality the name is unimportant as both act as soon as they are played. Therefore, waiting until the exact turn you expect combat to occur and then playing a weapon mod is usually a good idea. If the opponent knows your ship has a Proton Cannon and will blow theirs up, they aren't going to enter combat with you. Waiting denies them this information.
A zap that does direct damage to a ship such as Space Debris is also worth waiting to use. If you play it on the first turn their scout will have time to regenerate its shields and render the use of your card pointless. Even if they do not regenerate their shields in time to meet your forces, they will be able to see if they have enough hit points to survive combat or not. What you should do instead is wait until an opportunity occurs where 5 more damage will actually kill a ship! Then this card can make a significant difference. One example that happens to me often is when my opponent has 2 citizens loaded onto an enemy scout coming to conquer a planet where I have one scout sitting. Since my scout can only do 12 beam damage and theirs can take 15 damage they are not worried. If you play Space Debris on the turn they arrive at your planet they will take 5 damage, then the 12 from your scout, and blow up. Good-bye enemy scout and citizens!
Using jump modifications such as Engine Upgrade to surprise an opponent is also very handy since they will not expect your cruiser to make that 4-space jump this turn! This helps with voting, conquering, and combat.
Killing a voting persona on the same turn of a vote can potentially let you kill a citizen that has been modified for extra votes eliminating their personaand a useful card from their deck. For example using your Brain Burrower on turn 8 to kill an unmodified citizen at the Star Chamber is not nearly as good as killing that same citizen on turn 12 after your opponent played Power Broker on turn 10. Similarly, holding onto that Power Broker until turn 12 can keep your opponent from knowing exactly who to try to eliminate.
First, this is not Magic: The Gathering. Decks are not everything. In fact, whenever a veteran player describes Star Chamber to a guest in the forums, they often mention that board play, not their deck, is responsible for over half their wins. So don't obsess over building the perfect deck. That said, a solid deck is still important. Many other articles have been written about deck building so I am going to stick to what I think are the basic principals.
I humbly hope this was useful for someone. If you have any questions feel free to private message me in the forums or while I am online. Good luck and have fun!
-Wuppin
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.
If you have any questions or comments on this site, feel free to send me an email.
If you are running a web site and want to help cover your hosting costs as I'm doing here, I recommend that you
Would you like to purchase an ad on this site? You can either visit My Project Wonderful Page or
Note: This page was developed with FireFox. If this page doesn't look right to you, then perhaps you should change web browsers.
169 Card Combos
0 New This Week