It's a new way to play SW: CCG. The rules are from a variant of Magic: The Gathering, but someone translated them into SW and our town's tourney director is thinking about hosting a mini tourney using them. They aren't rules you need to follow when playing SW, just a different way to play the same game (you know, like Sealed Deck?) Anyhoo, here you are.
Dark Side (3 players)
Player One plays Blizzard Commander (Hoth Sites, Combat Vehicles, Imperial Warriors (No characters of ability >2), droids, No SAC, Only interrupts / effects that can modify ground battles or opponent's characters / vehicles on the ground directly).
Player Two plays Imperial Navy Commander (Systems (except Yavin 4 / Death Star), Droids, Imperial Starships, TIE Bombers + Bombing Run (To support the ground guy), Imperial Pilots (none with ability>2) No SAC, Only interrupts / effects that can directly affect a space battle or opponents starships or pilots).
Player Three plays the Emperor - (Death Star Locations, Executor, DSAS, Characters of Ability >3, Aliens, Any Interrupt or effect, except those which can only affect the outcome of a battle.)
Light Side (3 Players)
Player One plays Echo Base Commander (Hoth Sites, Combat Vehicles, Rebel Warriors (No characters of ability >2), Droids, No SAC, Planet Defender Ion Cannon (to support the space guy), Only interrupts / effects that can modify ground battles or opponent's characters / vehicles on the ground directly).
Player Two plays Rebel Fleet Commander (Systems (Except Death Star or Yavin 4), Rebel Starships, Rebel Pilots (none with ability>2), Droids, No SAC, Only interrupt / effects that can directly affect a space battle or opponent's starships or pilots).
Player Three plays the Head of the Rebellion - (Yavin 4 Locations, Main Characters, Falcon and Red 5, Aliens, Characters of Ability >3 + Chewbacca, Any interrupt or effect, except those which can only affect the outcome of a battle).
Starting Locations - Generally were as follows (ground / space / Emperor):
LS - Hoth - Main Power Generators / Yavin 4 / Yavin 4 - Massassi War Room
DS - Hoth - Ice Plains / Hoth / Death Star War Room
Basic rules that were developed were as follows.
1. No Epic Events.
2. A unique character could not be duplicated between decks (for this reason, it was easier for one person to make all 6 decks).
3. All of the DS player's turns happened simultaneously (phases, etc), as then did all of the LS player's phases.
4. FD's came from the force of the person you were in conflict with, or that side's emperor (Emperor's choice).
5. It was up to the emperor to co-ordinate any cross conflict actions (i.e.. planet defender ion canon firing from the ground guy to the space battle.)
6. The emperor could share his activated force during the control phase. He could spend 2 force to have one of his boys activate 1. This could be done with any amount of force during the control phase.
7. The emperor could deploy his stuff wherever necessary (location deployment restrictions noted, of course)
8. When the emperor deployed his stuff to one of his commander's play area's, he could either choose to place it under the command of the commander, or keep command himself. If He gave command to his commander, the commander played with it as if it were his character. It participates in battles initiated by the commander. The emperor has no control of the character. If the Emperor keeps the character, then it may not participate in battles initiated by the commander (although it may participate with the commander's characters in a defensive battle) and the Emperor may choose to re-deploy the character.
9. Also, If the Emperor maintains control of his own characters, he may initiate battle's against whatever is arrayed against him.
10. Re-deploying occurs during the move phase. The Emperor pays force equal to the character's deploy cost, and takes the character into hand. It may be redeployed during his next deploy phase.
11. Only one battle may occur at a site per turn, regardless of whether there are 3 groups at that site currently.
12. Stuff that belongs to one player may only participate in battles initiated by that character, or in defensive battles initiated by your opponent.
13. If he wants to, either of the space commanders may shuttle down to the ground to participate in battles (on his own) there.
14. DS characters may not deploy, shuttle, or move to Yavin 4 sites until one of the LS commanders is out of the game. Likewise for the LS moving, deploying, or shuttling to Death Star locations.
15. Battle damage is satisfied by the person who's stuff is participating in the battle. In the case of a defensive battle, the defending Emperor decides what is to be lost from the entire group that defended.
16. The emperor could play his interrupts to modify things that were happening to either one of his commander's stuff. (i.e., the LS Emperor could sense a trample attempt by the DS ground guy).
17. If one of the commanders loses all of his life force, he is out. Any of his equipment on the table becomes the property of his commander. The opponent on the opposite side of the table may now begin to attack the Emperor by deploying and moving characters to his sites (Yavin 4 or Death Star). Location Deployment Restrictions and Presence are still requirements for deploying to these locations.
18. Commanders could not re-deploy their characters, nor could they re-assign them to the Emperor, or to the other commander.
19. Any Effects played on the table by the Emperor, passed on their effects to both of his commanders. Thus, a reactor terminal played by the Emperor, allowed all of the players on that side to return cards during the control phase. In effect, they become global for that side.
Preston Hunt, Craig Jones, Neil Khambhaita and John Miskulin