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A Hitchhiker's Guide to Star Chamber Maps - Rival Twins
by XchokeholdX
April 27, 2007
Let's run over the Basics of this map first
It is a (4) jump from your home world to the Star Chamber, so you have to start moving 2 turns before the vote with a scout or cruiser. The two industrial planets Ubetta and Abacus east and west of the Star Chamber could provide extra voters and are just a (2) jump away, so you need to move from there one turn before the vote with either a scout or a cruiser.
On rival twins, both minor industrial planets east and west of the Star Chamber (Ubetta and Abacus) are very important, and losing control of the one on your side of the map usually means you will lose quickly. You should NEVER lose control of that industrial planet.
The Star Chamber itself is a good base to initiate a home world assault, or on one of the lower industrial planets. Leaving a sizable fleet there threatens a lot of other systems, thus opening a lot of options for your board play.
The top industrial planet Elzstar could provide good board position to have easy access to both top Artifact planet Grennel and Thulivor. It's ok not to have control of it in the beginning of the game, but it could become a problem in the longer run, even threatening your home world, so keep an eye on this planet!
At first sight, both Barren planets Hapluff and Ijiana, and the Artifact planets Findor , Chess and Youngblood don't seem too important, but you're wrong, these planets are indeed important. On rival twins, game play is fast, and each planet is important, just look at Kit and Wuppin's commented game.
Hapluff and Ijiana both are good jumpers to each player's home world, and to Elzstar, the top Industrial planet.
Findor and Chess provide a good camping base for your cruisers, since they will both protect your home world and your industrial planet east or west of the Star Chamber.
Youngblood, the Artifact planet beneath the Star Chamber is a dangerous planet, and overtaking it with your fleet could turn out to be disastrous if your opponent "sees through" it. He might go for your home world or your industrial planet on either side of the Star Chamber. You will see that most players will send just a minor fleet to Youngblood to conquer it.
Rival Twins just screams: Cruisers! all over it. All important jump lanes are jump (2), meaning your cruisers can reach almost all important systems. So Military oriented decks and races will just love this map. This does not mean this map is for Military only, no no! It just has a slight advantage over Cultural and Political, and thus can be easily compensated by good board play.
Build choices on Rival Twins are easily predictable, most players will build a cruiser turn 1, but you might see players who like to keep control of planets they visited, build a scout and 2 citizens. They will try to get a hold of a lot of planets fast.
First turn will be all about: can I get to the upper Industrial planet Elzstar, and keep a good hold on it? Or save it for later, and try to control the lower section first? Never forget that you need to control one of the lower industrial planets if you want a good board position on Rival twins!
Tough choices, but a bit easier if your opponent is player a military race and you are not. Facing an Android player for example makes it a bit more difficult to get to Elzstar unscratched. Your initial scout might not make it at all. So you will see that most (read: most, not ALL!) Android, clave, Thrass, Ixa (basically all Entropy races) will go towards Elzstar turn one, since that extra Mounted Laser or Death Ray will make sure they get it.
If you went towards Elzstar on turn one, be careful if your opponent built a Scout and 2 citizens on that same turn at their home world, you might lose Elzstar on turn 3 if he moves it toward one of the barren planets on turn 2. You'll only have 2 build points on Elzstar before he moves in, not enough for an extra citizen and its influence.
Rival Twins is a map that will require a lot of good guessing. Just one overlooked surprise move by your opponent might seal the game quickly. You will see a lot of fleet movement from one of the lower industrial planets towards the Star Chamber and back, just to threaten their opponent side of the map.
None specific, although both Clave and Thrass can build a cruiser and 2 citizens turn one, for a good control of the lower section, while having Entropy to possibly take Elzstar turn 2 if they have some good cards on hand, and the Edge.
Please feel free to add a comment with your views on Rival twins.
| Cosmopolice | Sep 26, 2008 | ||||||||
|---|---|---|---|---|---|---|---|---|---|
| I'd just add that thrass could send their turn 1 scout toward their low indie and build 2 cruisers to move toward the sc and low rival indie for a turn 4 battle. Spore clouds helping they are likely to capture said indie.(with the sc citizen) And from there well, capture the universe. Haven't tried it often but it seems potent. Clave might be able to pull something similar with assistance from their turn 1 scout for enough influence. | |||||||||
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