Game Type Variations

By Bohrdumb, in X-Wing

So my normal gaming group (running the FFG Star Wars rpg) will not be meeting tomorrow, but a few of us are going to get together for some Xwing. As such, I will have an unusual number of people tomorrow, and I wanted to come up with a few ways to make those games work, without having it come out odd.

Game # 1:

King of the....Something!

Each player builds a list for X number of points (more players, fewer points) in a free-for-all. The primary goal is a crystal floating in the middle of the table. Flying over the crystal allows that ship to posses it. Any ship in possession of the crystal at the beginning of the Activiation Phase, scores one point for their owner.

A ship carrying the crystal drops it if they sustain damage (1 maneuver piece behind the ship, like a bomb). If a ship is destroyed while carrying it, the last ship to deal them damage immediately takes possession.

The winner is the player with the most points at the end of 1hr.

Game #2:

Rocking the Casbah

(Small ships only)

Asteroids are laid out in a circular pattern (standard arrangement rules apply). Each player attempts to be the first person to touch each asteroid. If you are destroyed, your ship returns to its starting location - but you still count everything touched thus far.

That's what I've got so far. Any other thoughts/suggestions?

Each person controls one rebel ship worth however many points (30-40) and fights a bunch of imperial ships controlled by you. I've always liked that format because you have a lot more attachment to your one ship. Plus, even though the players can coordinate, they are operating as individuals so its more realistic.

Tag-Team Furball goes really well for my group.

3-6 Players (best played on a round table, to accommodate the variable number of players. The curved edges also throw interesting maneuvering moments into the mix.)
Each person gets Two 35-point ships (can be separate factions, if needed).
Last player with a ship left on the field, wins.

Feel free to PM me with questions!

Differences between this and standard X-Wing:

  1. Each player has a spawn-point rather than a side. Your ship must come into play on that point, though it may enter at any angle it's controller chooses.
  2. Only 1 of your 2 ships will ever be on the field at a time (thus Tag-Team).
  3. When one of your ships is destroyed or flies off the edge of the map, your other ship spawns immediately.
    • It can potentially move/attack this turn if it's opportunity has not yet passed.
  4. When a ship flies off the edge of the map, it is not considered "Destroyed". Instead, it receives a cool-down counter equal to its remaining Hull.
    • After each combat phase, each player reduces their ship's cool-down counters by 1, to a minimum of 0.
    • When a ship enters the battlefield, it receives face-down damage cards equal to the number remaining on the cool-down counter.
  5. In the unlikely event that a ship spawning would overlap another ship's base, the latter's ship is forced towards the center of the table until it is touching the spawning ship. The offending (non-spawning) ship then rolls 2 attack dice, and suffers the resulting damage.
  6. Asteroid placement restrictions are reduced to: They cannot be within Range 1-2 of a spawning point, cannot overlap each other, and cannot overlap the edge of the map.