Game Formats
StarCore supports multiple play formats to accommodate different player preferences, skill levels, and social situations. Each format maintains core gameplay while offering unique strategic challenges
Game Formats
StarCore supports multiple play formats to accommodate different player preferences, skill levels, and competitive goals. Each format maintains core gameplay while offering unique strategic challenges.
Format Philosophy
All StarCore formats use a shared 8×3 grid battlefield (8 Lanes × 3 Rows = 24 tiles total). In multiplayer Team formats, each player controls their own 8×3 grid, and Commanders can move between allied grids freely.
Commanders are your win condition. Eliminate all enemy Commanders to win the match.
Core Principles
Shared Battlefield: All players deploy and interact on connected grids
Unified Mechanics: Combat, triggers, and resource rules are identical across all formats
Scalable Play: Works for solo duels and team matches
Commander-Centric: Victory requires eliminating all enemy Commanders
Competitive Formats
StarCore features two primary competitive formats: Standard for solo play and Team for cooperative competition.
⚔️ Standard Format (1v1)
Overview
Two players face off, each commanding a single Commander and 60-card deck on their own 8×3 grid.
Core Rules
Players: 2
Grid: Each player has own 8×3 grid
Victory: Eliminate the opposing Commander
Deck Size: 60 cards
Duration: 15-25 minutes average
Gameplay
Turn Structure: Alternating turns (first player randomized)
Resources: Independent resource networks per player
Combat: Direct confrontation between opposing forces
Strategy Focus
Protect your Commander while pressuring the enemy
Use positioning for tactical advantage
Balance economy, board presence, and removal
Competitive Role
Foundation format for learning core mechanics
Ranked ladder and tournament standard
Fastest matches, simplest format for new players
⚙️ Team Format (2v2, 3v3, 5v5)
Overview
Team-based cooperative format where each player controls 1 Commander on their own 8×3 grid. Commanders can move between allied grids, and players can deploy cards on teammates' grids after the initial turn.
Format Variants
2v2
4 (2 teams)
2
Eliminate both enemy Commanders
25-35 min
3v3
6 (2 teams)
3
Eliminate all 3 enemy Commanders
30-45 min
5v5
10 (2 teams)
5
Eliminate all 5 enemy Commanders
45-60 min
Team Format Rules
Grid System:
Each player starts with their own 8×3 grid
Commanders can move between allied grids freely
Players can deploy units/resources on any allied grid (after initial turn)
Turn Order:
Sequential left to right (Player A → Enemy A → Player B → Enemy B → etc.)
30-second timer per turn
Team communication allowed during turns
Commander Death:
When Commander dies, their units are eliminated
Infrastructure (Structures, Modules, Resources) remains for team (pending balance testing)
Team must eliminate ALL enemy Commanders to win
Shared Resources:
After initial turn, players can deploy on any allied grid
Commanders moving between grids enable consolidation strategies
Cross-support allowed (buffs, heals, protection effects)
Team Roles by Format
2v2 – Team Introduction
Entry point for learning team coordination.
Typical Roles:
Aggressor: Offensive pressure (Combat Commander)
Defender: Protection and economy (Defense/Resource Commander)
Format Identity:
Clear role division
Tight coordination required
Gateway to competitive team play
3v3 – Flagship Competitive Format
Official competitive and esports standard.
Typical Roles:
Offense: Frontline pressure (Combat Commander)
Defense/Control: Zone control and protection (Defense/Control Commander)
Economy/Support: Resource generation and team buffs (Resource/Support Commander)
Format Identity:
Primary competitive format
Balanced complexity
Perfect for streaming/esports (30-45 minute matches)
Strategic depth without overwhelming complexity
Example Team Compositions:
Double Assassin Feed: Generator + Berserker + Executioner
Protect the Carry: Bastion + Guardian + Berserker
Control Lock: Saboteur + Dominator + Oracle
5v5 – Grand Tournament Format
Premium event format for maximum complexity.
Typical Roles:
Commander/Anchor: Strategic center (varies by strategy)
Offense: Primary damage dealers
Control: Zone denial and disruption
Support: Sustain and buffs
Specialist: Hybrid utility and adaptation
Format Identity:
Grand tournament format
Maximum team complexity
Premium events and showcase matches
Full role specialization
🎮 Format Selection Guide
Learn the game
Standard (1v1)
Master core mechanics and Commander control
Play with friends
Team 2v2 or 3v3
Cooperative team play
Competitive ranked
Standard (1v1) or Team 3v3
Balanced competitive formats
Esports/Tournaments
Team 3v3
Official flagship format
Premium events
Team 5v5
Grand showcase format
🏆 Competitive Format Progression
Player Journey
Phase 1: Foundation (Weeks 1-4)
Learn with Standard (1v1)
Master Commander protection
Understand resource networks
Practice grid positioning
Phase 2: Team Introduction (Weeks 4-8)
Transition to Team 2v2
Learn coordination basics
Practice shared grid mechanics
Develop communication
Phase 3: Competitive (Weeks 8+)
Compete in Team 3v3
Master role specialization
Advanced team strategies
Ranked ladder
Phase 4: Premium (Seasonal)
Showcase in Team 5v5
Full role complexity
Tournament finals
Maximum spectacle
📊 Format Comparison
Complexity
⭐⭐
⭐⭐⭐
⭐⭐⭐⭐
⭐⭐⭐⭐⭐
Match Length
15-25 min
25-35 min
30-45 min
45-60 min
Learning Curve
Low
Medium
Medium-High
High
Team Coordination
None
Basic
Advanced
Expert
Competitive Viability
High
Medium
Very High
Event-Only
Streaming Appeal
Medium
Medium
High
Very High
🔮 Future Formats (Post-Launch)
Commander Format (Casual Multiplayer)
Target: 12+ months post-launch
4-6 players, free-for-all
80-100 card decks
Social/political gameplay
Last Commander standing wins
Casual format inspired by MTG Commander/EDH
Limited Formats
Target: 6-12 months post-launch
Draft and Sealed deck building
Requires larger card pool (200+ cards)
Separate balance considerations
Tournament format variety
💡 Design Philosophy
One System, Multiple Scales
StarCore's format philosophy centers on unified mechanics that scale from duels to grand team battles:
Consistency: Learn once, play everywhere
Clarity: Same rules across all formats
Growth: Natural progression from simple to complex
Balance: Unified mechanics simplify testing
Commander as Win Condition
Every format revolves around Commander elimination:
Clear Victory: Kill all enemy Commanders
Strategic Focus: Protect your Commander, pressure theirs
Tactical Depth: Positioning and timing matter
Narrative Cohesion: You ARE your Commander
Team Play as Evolution
Team formats extend Standard concepts rather than replacing them:
Connected Grids: Same tactical space, coordinated across team
Role Specialization: Builds on individual playstyle
Scalable Complexity: 2v2 → 3v3 → 5v5 adds depth gradually
📈 Success Metrics by Format
Standard (1v1)
Win rate balance: 48-52% for all Commanders
Average match length: 15-25 minutes
Player retention: 70%+ after 10 matches
Meta diversity: 10+ viable Commanders
Team 3v3 (Flagship)
Team win rate balance: 48-52%
Average match length: 30-45 minutes
Role balance: No role dominates
Stream viewership: Target 1000+ concurrent
Tournament adoption: 5+ major events Year 1
Does this cleaned-up version align with our new understanding of the formats?
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