I have heard that Tile Wars has been very popular this season, and I was told it would be good to put up the official rules up. I am copying the rules from the WOTC Thread by TimmerB123, the man who originated the game!
TILE WARSGame play follows all rules of standard Star Wars Miniatures 200 pt. play with the following exceptions:
1. Both players bring with them 1 tile (5 squares x 7 squares), INSTEAD of a map. Legal tiles will be any officially released WotC 5 squares x 7 squares tile. At this time the list includes the tiles (5 squares x 7 squares) from any starter set, league promo, official WotC download, or any Ultimate Missions book. See list below for all legal tiles. The tile must have all the appropriate lines and marking (doors, walls, pits, etc.) for Star Wars Miniatures. Your entire squad must be able to fit on your tile.
These are the official legal tiles released to date for this format:
rs starter
Cargo Bay
Control Room
Detetion Block
Hanger Bay
Hyperdrive Station
Storage
cs starter
Battle Droid Factory
Crater
Destroyer Droid Factory
Exicution Pillar
Power Station
Shattered Hall
Shattered Pillar
Speeder Wreck
leauge kit
Bombed Out Villa
Crumbled Depot
Ruined Plaza
cs missions
Broken Ediface
rots missions
Starfighter
Official WotC downloadable tiles
Desert
http://www.wizards.com/default.asp?x...le/swmtileset1Sarlacc
http://www.wizards.com/default.asp?x...le/swmtileset14th Throne Room Tile
http://www.wizards.com/default.asp?x...le/fathersheir *note - Turbolift Cluster and Shaft are not legal Tiles for TILE WARS*
2. Both players bring their tile and place it with their desired 5 square side towards their opponent. The two tiles must "connect" to each other through the five squares of the narrow side. The tiles should not overlap, but lay adjacent and in line with each other. Tiles may not be offset. In addition, there must be at least 2 squares of "access" to the opposing players tile. Access will be considered 1 square on one player’s tile with no terrain, rough terrain or low objects (no walls or pits) directly adjacent (not diagonal) to a square on your opponent’s tile with no terrain, rough terrain or low objects (no walls or pits). Walled off ends of tiles must be faced away from your opponent. If the tiles don't fit together with the requisite 2 squares of access, then BOTH players must turn their tile 180 degrees. If the two tiles would only fit together legally one way, they must be placed that way. If there is only one way 2 tiles can fit together and allow for at least 2 squares of access, they must be turned so that they can do that. If for some reason 2 tiles cannot fit together with at leat 2 squares of access, a new tile must be used by both players, chosen randomly by the judge.
Roll for setup, winner chooses who places characters first. Characters can be placed
anywhere on their own tile. Your entire squad must be able to fit legally on your tile. Every character must be able to reach the other players tile. (No trapping a character behind a wall for the whole game.)
3. A player must destroy every unit on an opponent’s team to be declared the winner. No lock out victories. There is no gambit and no time limit. (Games last an average of 20-30 minutes.)
Overriding a door locked CLOSED is illegal in TILE WARS. All characters with the Diplomat special ability lose that ability in TILE WARS. If for some reason neither team is completely defeated after 1 hour, it will result in a draw, regardless of points.
Any questions, or if something here doesn't look right, post and I'll get back to it!