GEMP planned features

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GEMP planned features is the public list of work this wiki's GEMP table (play.swccg.com) intends to add. The page records product intent without a schedule.

Anything Goes

Anything Goes is the intended default environment for Casual tables and AI tables on this instance: a constructed collection, every set, no format-pool bans, and a deck size of 40–60 cards. Open remains a named environment in the format list.

Structural checks still apply. A list with both Light and Dark cards, no side, more than one Objective, more than one Starting Effect, uniqueness violations, or unrecognizable cards does not start a game.

Further Anything Goes work this instance intends:

  • Same-side tables — Light versus Light and Dark versus Dark, in addition to the usual Light versus Dark pairing.
  • True any-size lists — decks smaller than 40 or larger than 60 that still start a game.
  • Empty Reserve / short-hand autoloss — a game that cannot continue because a player's Reserve Deck is empty, or because that player has too few cards in Hand, ends as an automatic loss for that player.
  • Account-stored settings — hall and in-game preferences saved on the logged-in account so they follow the player across browsers and machines. Browser cookies remain a local cache.

True Sabacc

True Sabacc is a planned GEMP game mode for the Star Wars CCG sabacc mini-game: two to six cards, destiny numbers as values, closest to 11 without going over.[1] Interrupt cards that start a sabacc hand during a regular CCG game include Cloud City Sabacc, Dune Sea Sabacc, Jabba's Palace Sabacc, and Trooper Sabacc. True Sabacc seats that mini-game as its own table and as the last resort of a tournament pairing.

Two uses on this table:

  • Standalone play. A hall table you sit for its own sake. Each player uses a deck as the sabacc deck. A full CCG game is not required first.
  • Final tournament tiebreaker. When a Swiss or Single Elimination Match Play pairing is still tied after victory points, Life Force differential, Lost Pile count, and hand count, the players play True Sabacc. Tournament Guide 2.2's last-resort hand uses each player's last-played deck — everything that would be in hand, Life Force, and Lost Pile, excluding Starting Effects and cards that started on table — with no wild or clone cards, and with both players choosing actions and revealing together. Replay until there is a winner.[2]

Rules text for the mini-game lives in the Players Committee Advanced Rulebook (Sabacc). Tournament procedure lives in Tournament Guide 2.2.

Tournaments on this table

This instance intends player-hosted constructed events: Swiss and Single Elimination Match Play. Each player brings two decks (one Light Side, one Dark Side). A round is two games so each allegiance is played. Game counts stay even. Pairing keeps Light and Dark play even. History and paperwork for paper and Players Committee events remain on Tournaments.

Later Create Tournament types:

  • Sealed
  • Solo Draft
  • Live Draft

Also intended: a tournament infobox so Table Info stays short, and admin-granted prizes. Player-hosted events themselves carry no prizes.

See also

Sources

References

  1. ↑ Players Committee Advanced Rulebook (2023), Appendix C, Sabacc.
  2. ↑ Star Wars CCG Official Tournament Guide 2.2 (revised July 2018), §3.8.1. Wiki history of that procedure: Tournaments.