Rumble at Chalmun's Cantina

You sit uncomfortably, staring at your awful hand of Sabaac cards, hating the stifling heat of Tatooine, smelling the stench of the Jawas at the next table, listening to the endless bleating of the chatty Gotal behind you, and you wonder if the day could get any worse.

Then the glass of Chuma juice hits you in the side of the head. You hate Chuma juice.Your claws curl slowly into fists as you stand…


Setup

Create a deck full of 20 point or less Fringe aliens, criminals, and other assorted scoundrels of your choice. If necessary, supplement the deck with some characters from other factions as long as just the look of them screams scum and/or villainy at you. These characters will represent the cantina patrons.

Shuffle the deck and roll off to see who will draw and set up first.

Players may use half the Mos Eisley map containing the cantina and surroundings, or, if available, the amazing custom Chalmun's Cantina map by Sculley in its place.

Cantina Maps Image

The first player draws his squad from the top of the deck. Stop drawing when your total points exceed 20. Set up your squad at the bar. The second player draws until his squad is within 5 points, or exceeds, the total of the first player's, and sets up at the table furthest from the bar.

The players now alternate setting up neutral characters by drawing the top card from the deck and placing the character on the map in a square that is not adjacent to any other neutral character. Keep placing neutral characters until you run out of characters or space inside the buildings on the map. (The outdoor areas remain empty.)

Using some sort of markers to indicate which characters belong to a particular player is recommended, as characters will be joining and changing squads throughout the game.


Special Rules

No Blasters This is a fistfight. Characters are restricted to attacking adjacent enemies and will not use any special abilities that replace attacks. Special abilities that happen automatically, like Cunning Attack or Mighty Swing may be used (even if it doesn't seem quite right for a non-blaster attack.) All attacks count as melee attacks.

Gawkers Neutral characters will watch the fight. They do not activate until Escalating Tension causes them to join a side. While neutral, they do not count as activated or unactivated for purposes of abilities like Cunning Attack. They count as unactivated when they join a side, and may activate during that round.

Let's Get This Party Started During the first round of play, each character in a player's squad must attack a neutral character if it is possible to do so without giving up an attack of opportunity.

Escalating Tension

Mass Confusion After initiative is rolled, add the high and low rolls together and follow the special event instructions for the round. If the instructions apply to only one of the players it will note "High Roller" or "Low Roller" next to the event name. If the instructions are not possible to carry out for some reason, there is no event this round.

Roll Event
3-5 Drinks Are On Me (Low Roller): Select a neutral character and add it to your squad.
6-8 You're A No Good Nerf Herder (Low Roller): Select a neutral character and add it to your opponent's squad.
9-10 An Offer You Can't Refuse (Low Roller): Select an enemy character and add it to your squad.
11-12 We Don't Need Their Kind (Low Roller): Select a character in your squad and add it to the enemy squad
13-14 He's Back For More (Low Roller): Choose one character from among the characters your opponent has defeated. This character regains consciousness and joins your squad. Place the character along any map edge. Your opponent loses the victory points scored as well.
15 He's Gone Berserk (Low Roller): The character this player activates with his first activation of the round may ignore the No Blasters rule.
16 Knock Some Sense Into Him (Low Roller): If the character this player activates first in the round hits a character, that character joins this player's squad instead of taking damage.
17 Offer A Bribe (Low Roller): The character this player activates first in the round may replace its attack with a bribe to an adjacent character. The acting player rolls a save 6. If it succeeds, the character joins your squad. If it fails, the character makes an immediate attack against the briber.
18 Sucker Punch (Low Roller): The character this player activates first in the round may attack an allied character at +4 Attack and +10 Damage. If you defeat this character, score double victory points. If you miss or fail to defeat the character, it joins the opposing squad.
19 Quiet As A Mouse Droid (Low Roller): The character this player activates first in the round may move without giving up attacks of opportunity.
20 Summon The Authorities: The low roller places up to 25 points of characters whose name contains stormtrooper (or sandtrooper) along any edge of the map with all stormtroopers adjacent to another stormtrooper. These characters will never join either squad, but either player may activate them in place of their own characters during their own phase according to the following rules. Each will only activate once per round as normal and must be activated by someone before the round will end. Stormtroopers ignore the No Blasters Rule. They will not give up attacks of opportunity. They must attack during the turn if it is possible to do so. Characters they defeat do not score victory points for any player. If they are defeated, points are scored as normal.
21 You've Got the Crowd's Attention: Any critical hit this round that results in a defeat scores double victory points.
22 Strange Alliances: Each player secretly chooses one character in his squad. Reveal the choice simultaneously Trade the character with your opponent. The player who traded away the higher cost character scores double the difference in victory points.
23 Quiet As A Mouse Droid (High Roller): The character this player activates first in the round may move without giving up attacks of opportunity.
24 Sucker Punch (High Roller): The character this player activates first in the round may attack an allied character at +4 Attack and +10 Damage. If you defeat this character, score double victory points. If you miss or fail to defeat the character, it joins the opposing squad.
25 Offer A Bribe (High Roller): The character this player activates first in the round may replace its attack with a bribe to an adjacent character. The acting player rolls a save 6. If it succeeds, the character joins your squad. If it fails, the character makes an immediate attack against the briber.
26 Knock Some Sense Into Him (High Roller): If the character this player activates first in the round hits a character, that character joins this player's squad instead of taking damage.
27 He's Gone Berserk (High Roller): The character this player activates with his first activation of the round may ignore the No Blasters rule.
28-29 He's Back For More (High Roller): Choose one character from among the characters your opponent has defeated. This character regains consciousness and joins your squad. Place the character along any map edge. Your opponent loses the victory points scored as well.
30-31 We Don't Need Their Kind (High Roller): Select a character in your squad and add it to the enemy squad
32-33 An Offer You Can't Refuse (High Roller): Select an enemy character and add it to your squad.
34-36 You're a No Good Nerf Herder (High Roller): Select a neutral character and add it to your opponent's squad.
37-39 Drinks Are On Me (High Roller): Select a neutral character and add it to your squad.


Victory Conditions

Once all neutral characters have joined a squad, the game will end when only one squad remains. The victor is the squad that scores the most points in defeated characters even if it's not the last squad standing.