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Making the Jump from NOOB to New Player
Star Chamber is not an easy game to learn. The board game part is difficult to grasp. The cards are varied and often unintuitive. Taken together, its enough to stump even the smartest MENSA members.
The second problem confronting new players is that they’re likely to lose. A lot. We’ve seen several players get so frustrated at their inability to win after a week or two, that they give up on the game completely. To make matters worse, the starter decks are, to put it bluntly, uncompetitive at best, even among new players.
Rather than watch our community lose new players, we thought a series of articles on how to modify the starter decks into something more competitive would be both useful and fun. Fun or us, and hopefully useful and fun for new players.
When we set out to modify the starter decks, we set rules for ourselves - we would use, as much as possible, the cards already present in the deck, and add common cards. The reason for these self-imposed rule is simple - new players are unlikely to have access to specific rare or uncommon cards, and they will have access to a full set of common cards, plus, the deck should introduce a player to what its like to play each given race.
If you’re a new player, ask others for spare commons. Most of us give away our extra common cards for free (TIP: Under no circumstances should you pay anything for common cards. If a particular player is asking for event passes or your rare or uncommon cards in exchange, try someone else.). Thus, a new player should be able to assemble our modified deck without further investment.
In this first article, we examine the Clave starter deck - Nargha's Vengeance.
The Clave are one of the most aggressive races in the Star Chamber. At their best, Clave decks combine the destiny control of Life based cards and the pure destructive power of Entropy. Fortunately for the new player, the starter deck does both. Unfortunately, it does neither one very well.
Let’s take a look at the deck list and break it down card by card.
Nargha's Vengeance
Race
0I0 Clave
Draw deck (40 cards)
After having removed the wheat from the chaff, we decided the theme of our modified deck would be angry, vicious lions! Our deck would make use of the conqueror bonuses and lean more toward entropy than life.
SIDEBAR - Tech Curves - We’ve made a number of references to a tech curve and you may be wondering what we mean. A deck’s tech curve refers to the order in which a player should select her technology breakthroughs. Understanding a tech curve is a key to understanding good deck building.
Take, for instance, the Homesteader and Threat of Violence. The Homesteader’s tech cost is 4 Life. Threat of Violence’s tech cost is 4 Entropy. Both life and entropy are the native techs of Clave, so they both fit in the same deck right? Most likely, the answer is “no”. Because if you put both cards in the same deck, the actual tech cost of one or both cards becomes 4 Life 4 Entropy. The reason is that if you want to play both cards, you’ll need to develop a total of 8 tech breakthroughs.
Another example from our modified deck - we liked the Grunt card, but opted to leave it out. The reason for this is our deck’s tech curve goes from 1E to 1E1L, 2E1L, 3E1L, 3E2L, 4E2L, 4E3L, 4E4L. Which means the actual cost of playing the Grunt card is 4E3L. The Grunt provides good value when it costs 1E3L, but it’s a terrible deal at 4E3L. He’d be more expensive than General Nargha (Living Ledgend)!
Understanding your deck’s tech curve is a fundamental skill for good deck building. When you select cards, keep in mind their actual tech cost in your deck.
Race - 0I0 Clave
Draw deck (43 cards)
So we’d modified the deck in a way we thought made sense. But was it truly competitive? There was no way to known until we tried it. Our results were good in several games we played in the Mezz (Casual Lobby), but that wasn’t a real test. People often play fun and unusual decks in the Mezz, and don’t often play finely tuned tournament decks. Fortunately, the Even Stevens III tournament was only one day away.
The Even Stevens series of tournaments are player-run events in which the prizes are distributed to all participants equally. It provides a less pressure-intensive and more relaxed play atmosphere. The competition, however, is no joke. Veterans dominate these events. Even Stevens III was no exception. Zorro played the modified starter deck in the event, hoping it would be competitive in a tournament.
Grezz is a relatively new player who is improving every day. In this tournament, he played what appeared to be a destiny rocket Clave deck. Zorro got the early advantage by blocking Grezz’s access to the Star Chamber on Romdulin (the planet just above the Chamber and in between the two industrial planets). This blockade proved decisive as Zorro swept the first vote and furthered his advantage by blockading Warner (the artifact planet just below Grezz’s homeworld.). These strong blockades forced Grezz to build up his fleet, during this time, Zorro conquered all the artifact planets and quickly won a cultural victory.
After the game, Grezz told Zorro that he’d selected the wrong deck - he’d accidentally selected a deck of all common and uncommon cards he’d made for the uncommon ground tournament held a few days earlier. We were happy the modified starter had won its first tournament game, but didn’t take too much comfort since it obviously wasn’t confronting a tournament tuned and rare-heavy deck.
Executor is a clever player with a knack for pulling off surprises. This game was no exception. Executor was playing an Omior deck with a cyber splash, giving him access to powerful Zhikanii and Silica cards. Executor’s deck was very aggressive.
Things began poorly for Zorro who lost his early scout and leader on turn two during a battle on Nuvark (the barren planet between both players’ homeworlds) - Executor played a Sun Bloom on his scout. Stung by the early disadvantage, Zorro limited his expansion in the Arena around the Star Chamber to one industrial planet, and used several scouts to block Executor’s citizens from the Star Chamber.
Executor won the Peace Keeper vote, and Zorro planted a time bomb on it. These moves, combined with cruiser played out of Zorro’s hand on Scrom, allowed him to gain a decisive edge, and conquer the other industrial and artifact planet, while maintaining his blockade. Executor tried to create threats against Zorro’s home world, and left his own somewhat vulnerable. Zorro’s fleet pounced on Executor’s home world for the win.
We knew this would be a tough match up. Tsai is perhaps the strongest active Thrass player, and he was playing a deck which makes excellent use of the Thrall Chamber, as well as other Thrass powerful rare cards such as the Hive Queen (Reborn), Parasite and Harvester. Our modified deck’s biggest weakness, political control, was tsai’s greatest strength. Given this, Zorro decided his best course of action was to play as if he had 18 turns to pull of a military or cultural win. In essence, he completely ceded the Star Chamber vote and devoted all his early resources to capturing the planets on the top of the map.
The action was tense, and in the early game, tsai was outmaneuvering Zorro. However, Zorro was able to declare war using Threat of Violence, and used bombers to consolidate his hold of the upper artifact planets, while sending a fleet to capture Praxion (the artifact planet below the Star Chamber).
By this time, tsai had exhausted his reserve time, and was forced to move quickly. This led to a strategic miscalculation on his part, allowing Zorro to win by destiny on turn 18 - right before tsai had a chance to win the decisive 3rd power play vote and the game. In truth, had tsai not been forced to rush due to time pressure, he probably would have recognized the danger of earlier and tried to avert it. This game was not so much won by Zorro as lost by tsai.
So is this modified starter deck competitive? We think so! And we have a tournament victory to prove it. Our modified starter faced stiff competition from strong players and prevailed. We can’t guarantee that a new player can use this deck and win immediately, but unlike the unmodified starter deck, this one won’t get in the way.
We believe this modified starter deck, which only uses cards found in the deck itself or common cards new player can obtain for free, is fun and competitive. However, adding certain uncommon and rare cards does make it stronger. Here is a modified version of the modified starter deck that incorporates several rare and uncommon cards.
Nation of Claves
Race
0I0 Clave
Draw deck (44 cards)
5C101 Mark of Entropy
5C102 Mark of Life
4C71 Mauling Crew x3
4C73 Mounted Pulse Gun x4
4C24 Battle Totem x2
2C12 Gunner x2
2C29 Dilettante x2
1U56 Proton Cannon
4R45 Storm Clan Radicals
5C33 Iconoclasts x2
1U18 Bounty Hunter
5C20 Roving Warlord x3
5C39 Threat of Violence x2
1C19 Clave Cruiser x2
4U26 Bushwhacker x2
5R15 Guerilla Band x2
5U21 Storm Clan Infiltration x2
4U41 Political Fallout x2
4S34 General Nargha (Living Legend) x2
1R22 Core Overload
5R84 Nationhood
1U28 Sabotage x2
1U29 War Cry
5R13 Caleph (Khan of the Free Clave)
4R43 Sharpfang (Flagship of the Hunt)
This deck has a similar play style and feel as the modified starter. The main difference is that the citizens, including the 1 tech mauling crews, remain useful throughout the game, and the tech curve starts heavy toward Entropy, and then switches back to Life. The citizens can be used as targets for the Storm Clan Infiltration, and they gain territorial influence once you play Nationhood. Like our modified starter deck, the idea of this deck is to control the board, mostly by blowing up the opposing ships, and then declaring war to bomb citizens. The Threat of Violence cards can be used to declare war, or can be ditched to plant flags for when you play Nationhood. The tech curve of the deck is 1E or 1L - 1E1L - 2E1L - 3E1L - 3E2L -3E3L - 3E4L - 4E4L - 4E5L - 4E6L.
Uncommons: 1U56 Proton Cannon 1U18 Bounty Hunter 5U21 Storm Clan Infiltration x2 4U41 Political Fallout x2 1U28 Sabotage x2 1U29 War Cry Rares: 4R45 Storm Clan Radicals 5R15 Guerilla Band x2 1R22 Core Overload 5R84 Nationhood 5R13 Caleph (Khan of the Free Clave) 4R43 Sharpfang (Flagship of the Hunt)
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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