Star Wars minis campaign play rules

For those who care, draft rules in the extended.

Draft rules for Star Wars campaign play
Starting force
Your force consists of 800 points of units chosen from one faction (e.g. Republic) plus Fringe.
The basic map consists of a center space surrounded by two concentric bands of spaces — the inner and outer rings. Each force starts in one of the outer space rings, separated by an “empty” space from the next starting base on either side. Thus, the size of the outer ring is 2n, where n is the number of forces in this particular game. Each inner ring space connects to two outer ring spaces, so there are n inner ring spaces. All the inner ring spaces connect to the center space.
Your entire force begins in the center space.
Game Goal
To give this game some kind of mission-oriented point, the goal is opening up the “power McGuffin” in the center space. To open the PMG, a force needs three PMG keys, which can be recovered from spaces on the board. Not every space has a PMG Key — some of them have other useful prize items. By dint of the setup, there will be a total of n available outer ring spaces and n available inner ring spaces, for 2n prize spaces (convenient, eh?). There should probably be n keys, to a minimum of 3. These should be written on cards or something similar and included in a “prize pool” along with enough other prizes from the following ideas to round out the pool.
Other prizes

  • Reinforcements — 50 points of non-unique pieces are added to your home base at the end of this game round.
  • Bacta Tank — You may use this prize to return one defeated figure, unique or otherwise, to the game. It appears in your home base at the end of the game round. You may use this prize immediately, or save it for later.
  • Stealth Ship — You may move a force from the space containing the prize to any other space on the board, but you must choose to do so right away, and resolve any battles this causes.
  • …and other things in this vein.

Game Play
Each game round goes in three steps:
1. Plan force movement
2. Resolve movement and battles
3. End of round cleanup
Game rounds continue to be played until someone wins or everyone decides they’d rather do something else. 🙂
Plan Force Movement
At the beginning of each game round, you write down, on paper, which units you’re going to move where on the overall map. Units may move up to one space — basically, into an adjacent space. Thus, on the first game turn, you could have units move into each of the spaces adjacent to your home base, if you wanted (you’d probably be spreading yourself thin if you did this). Barring a defeat in combat or a special prize such as Stealth Ship, these units will end the game round in that space.
Resolve Movement and Battles
Once everyone has written down their moves, all moves are revealed. If you’ve moved your units into a space you already control, or one that’s uncontested, then nothing happens. If one or more opposing forces have chosen to enter the same space, however, then a battle occurs. Set up the map appropriate to the space, and set up the competing forces as evenly as possible. The force that controls the field at the end of the game will win the territory. Starting with the tenth game turn, you may move your figures off the board. All figures that escape in this manner must be placed in a space you controlled at the beginning of the turn. If this means they end up retreating into another space that now has enemy units, you may need to play through another battle there as well (with the same ten-turn rule).
End of Round Cleanup
Once all battles are resolved, players whose units are left in charge of a space that has not already been “looted” may draw a prize from the prize pool. The prize remains in the custody of the force in question until it is used — so you may need to run back to your home base to protect a key, should you acquire one but be unable to defend it.
Incidentally, you’re still in the game if you lose your home base, but you can no longer use most of the non-key prizes until you win it back.
A force wins when it takes the center space and has three keys (note — you don’t have to have the keys on you, just somewhere possessed by your troops). Of course, you also win if you just wipe everyone else out.