A good game is one with simple rules- and powerful exceptions. For instance: in checkers pieces move diagonal one space at a time- unless they run into an opposing player's piece. In that case, they may "jump" that opposing piece and remove it from the game. Unless the space that would be jumped to is occupied. Simple rule, and an exception, with an exception to that case.
We've been playing Checkers for a very long time, we humans.
X-Wing, too has its rules. And its exceptions. Let's talk about those for a bit. I'll go first:
Every ship may take one "action" per turn. Unless it is stressed. Or unless it is granted a "free" action by certain other rules (such as Push the Limit, the unit is Darth Vader in a Tie Advanced, Lando hands out a free action, or Squad Leader comes into play.)
Players may only attack ships within their firing arc. Unless they are using a turreted primary or secondary weapon. In that case, they may attack ships inside or outside their printed firing arc.
Players make attacks using the red value printed on each individual ship. Unless that ship is attacking a ship within range 1, in which case they get an extra attack die. Or unless they are making an attack with a secondary weapon. Or a few other cases.
So: name a general rule and name an exception. For fun, lets see if we can come up with a general rule that _doesn't_ have an exception.