Thoughts/Help With Teaching the Game

By any2cards, in X-Wing

Yesterday, I made a post concerning a cheat sheet that I was developing for a group of new players (found here: http://community.fantasyflightgames.com/index.php?/topic/125145-x-wing-cards-symbol-cheat-sheet/)

Several people posted and provided excellent guidance and suggestions for things they were doing etc. as it pertains to teaching new players in general.

In recap, I have a group of friends that are brand new to X-Wing. A subset of that group is amazingly new to gaming in general (i.e. they don't have the gaming mentality, strategic thinking is almost non-existent, etc.). The best part is that all are approaching the game in a Fly Casual - Let's Have Fun mode.

Now, we have played multiple basic intro type games, with those not playing watching and learning. So far, things have gone pretty well. I created the cheat sheet above for them, as I rapidly got tired of answering many of the same questions over and over (especially those related to all of the symbols in the game).

The more experienced gamers have been playing around with Voidstate's Squadron Builder site (even some of the newbies as well).

They have begun to move on to designing their own squads. As you can imagine, especially from those with little gaming experience, their success and synergies with these builds leaves much to be desired.

So, while I have my own list of suggestions I will provide to them, I am looking for additional suggestions from all of you. Basically, you should know that in my collection, I have at least 2 (and most often far more) of every ship and expansion produced to date.

The guidance I am looking to provide them are about automatic choices (if any) for given ships. In other words, if you field ship A with pilot B, then you should almost always have chosen upgrade C, D, E, etc.

I am trying to get them (especially the newer players) to understand the value and synergy between certain ships and upgrades and the why's for those choices. In addition, once you get beyond a single ship, why you may pair certain ships together.

I think it is the complexity of these synergies, and understanding them, that often make the difference between winning and losing.

If you have made it this far (amazing), thank you. Any tidbits you would like to share would be passed on and appreciated.

If you need to provide a cheat sheet for them to remember the symbols in the action bar... because there is like so, so many of them[sarcastic tone in voice]; I don't think you really need to worry about synergy. Just sayin'.

I'd make scenarios up that focus on an aspect of the game and let you see how one or two things work *specifically*

For example have a shuttle with a rebel captive (and a few escorts).

Have the rebel player need to Ionise the shuttle and have a HWK in range one of it to rescue the captive with a strike team.

You're then focussing on ION, (and having to get two hits in on one turn on a large ship) and stress *and* slow moving ships with little green to clear stress.

Equally do a game with A wings vs interceptors with more asteroids than normal and show how PTL works so well by giving some of the intercpetors (or A wings) PTL and others a different or no EPT.

I wowed a friend new to the game last week by showing him a trio of royal guard TIE ints pretty much act as if there were no asteroids in play by being able to barrel roll and boost around them , take the stress then clear it instantly next turn as so much green is on the dial.

Make it a scenario game that requires the use of an element of the game, not a mere deathmatch. If correct use of the mechanic is critical to success (rather than justa lot of good hit rolls) then you'll understand it better.

Lastly... 'escape from the deathstar' with a thematically loaded falcon (chewie flies with han and luke as crew) etc versus a tie swarm teaches the swarm and the mechanics/synchnocity between crew and pilots on a ship.

Just some thoughts.

These are very good ideas. I like that approach.

A forum poster once added a scenario a while back to help with maneuvering through asteroids, around other ships, and to learn the differences in maneuver dials. I believe it was Rakky Wistol, maybe he'll see this and confirm.

It was something like take every asteroid you have, include multiple core sets if possible. On a 3x3 table, toss out every obstacle at random. Every single one. Just toss them out there. Then line up a number of ships along one side of the table. Set ships a couple inches apart. Select a mixture of ship types from both factions, and if you have some large bases, use those too. Set them an inch or two apart, and use as many as you can fit on the table. Also, it's important to mix in a wide array of pilot skill values, and not to arrange them in ascending order. Set all dials, and activate each ship in pilot skill order. If any ship bumps another ship, remove it. If any ship lands on or flies through an asteroid, remove it. See how many ships you can get across the field. Slightly easier if you decide not to remove a ship if you hit another ship, unless of course that causes you to land on an asteroid. This method can help you correct course for the small changes that, for instance, hitting a ship during a turn or bank can have on your ship's direction.

I tried this, and found some ways to make it more difficult.

Each turn, leave your ship dials set to what your last maneuver was. Then, when you look at it next turn, try to give it a faster maneuver, until you get to its fastest maneuver, and start over at a slow maneuver.

Have a buddy try it with you. This is to simulate an environment closer to a real game. First, each of you selects a faction. First attempt, you both start on the same side. Remove ships that hit asteroids or ships of the other faction. Then, each of you selects enough ships of one faction to fill one side, he does the same of the other faction, and he places his ships on the opposite edge.

This will help familiarize you with the differences between the ways ships handle. Then you can play a real game and introduce ships with action economy that effects their mobility, like Phantoms, interceptors, and A-wings.

If you need to provide a cheat sheet for them to remember the symbols in the action bar... because there is like so, so many of them[sarcastic tone in voice]; I don't think you really need to worry about synergy. Just sayin'.

While this isn't the most constructive statement, I will say that it is not just the action bar symbols, but the symbols on the upgrade bar, the various tokens in the game, etc.

I doubt even you could remember what every single one of them was when you first started playing.

As I said, much of what is in the cheat sheet will hold very little value to a regular player of X-Wing (most of the participants in this thread). For someone just starting out, however, it is very helpful.

Keep in mind that many people new to any game, or new to gaming in general, can be rapidly turned off if the perceived learning curve is too great - any helpful aids that ease their learning curve, at least in the beginning, can be a big help in preventing this.

After all, expanding the number of people playing and excited about X-Wing, can only help us all.

Edited by any2cards

I'd actually like to go a little off your request and give you a caution. Based upon what I read in your OP, it seems that you have a very singular focus on what you are trying to accomplish. Focus can be good. If your player's goals are aligned with your goals, then it'll be smooth sailing. But it doesn't sound like they are, entirely. At least, they may not be and I'm a little worried that if you jump the gun with them, you may push some of them away. I'm not trying to be negative, I've just seen it happen in this circumstance many times. Otherwise, you end up with the Axiom of Gaming #3: Friendship alone can only keep someone in a game for a limited time. I have a couple of blog posts for you that might help you avoid some of the pitfalls in teaching games, especially with a group of inexperienced gamers. I'm not intending to patronize you, so if the suggestions in here are below your game teaching abilities and you've thought of these things, I hope it wouldn't waste your time. But, I'm hoping you'll decide to read them and can get something out of them, and maybe others here can get something out of them as well.

Common pitfalls in teaching games:

http://wp.me/p4yDvi-32

The importance of communication in gaming:

http://wp.me/p4yDvi-56

So as not to completely sway your topic elsewhere, general advice that I would give with comboing is that there are natural combos that fit together because they work together.

A classic example for this game is Push the Limit and Any Ship With a Very Green Dial. PTL is great on its own, because of that extra action. When you use it on a ship with a very green dial or diverse dial (A-wing, Interceptor), you clear that stress quickly and go back to two actions again the next round.

In the same vein, Push the Limit and Any Ship With a Big Action Bar. More choices means more flexibility in how you can use it. PTL is far better on an Ewing than on a Ywing because the Ewing can do so many more things with PTL. (Edit: I was typing this as it was suggested above!)

I'd also caution them against combos that SEEM good on the surface, but end up being a real liability. I don't have any specific combos to list for that other than 1) Combos that require an order and your PS' don't allow you to get that order, and 2) EPT that require actions to use when you really should be spending that action on something else.

So, hopefully this helps. Consider checking out the articles. It is real easy to turn a casual gamer into not a gamer at all if you aren't careful.

Edited by klecser

I prefer 'stripped down' lists with more ships and less on them these days as I've lost ocunt of the amount of times when i've taken a hit i neednt have, forgotten an ability or done something else stupid while 'target fixated' in game :)

Im no expert but im no rookie either and i still forget for example that i'd put 'stealth device' on one of three indentical looking ships now and then.

A forum poster once added a scenario a while back to help with maneuvering through asteroids, around other ships, and to learn the differences in maneuver dials. I believe it was Rakky Wistol, maybe he'll see this and confirm.

It was something like take every asteroid you have, include multiple core sets if possible. On a 3x3 table, toss out every obstacle at random. Every single one. Just toss them out there. Then line up a number of ships along one side of the table. Set ships a couple inches apart. Select a mixture of ship types from both factions, and if you have some large bases, use those too. Set them an inch or two apart, and use as many as you can fit on the table. Also, it's important to mix in a wide array of pilot skill values, and not to arrange them in ascending order. Set all dials, and activate each ship in pilot skill order. If any ship bumps another ship, remove it. If any ship lands on or flies through an asteroid, remove it. See how many ships you can get across the field. Slightly easier if you decide not to remove a ship if you hit another ship, unless of course that causes you to land on an asteroid. This method can help you correct course for the small changes that, for instance, hitting a ship during a turn or bank can have on your ship's direction.

I tried this, and found some ways to make it more difficult.

Each turn, leave your ship dials set to what your last maneuver was. Then, when you look at it next turn, try to give it a faster maneuver, until you get to its fastest maneuver, and start over at a slow maneuver.

Have a buddy try it with you. This is to simulate an environment closer to a real game. First, each of you selects a faction. First attempt, you both start on the same side. Remove ships that hit asteroids or ships of the other faction. Then, each of you selects enough ships of one faction to fill one side, he does the same of the other faction, and he places his ships on the opposite edge.

This will help familiarize you with the differences between the ways ships handle. Then you can play a real game and introduce ships with action economy that effects their mobility, like Phantoms, interceptors, and A-wings.

Again, another excellent approach to teaching ... it will be added. Thank you.

I'd actually like to go a little off your request and give you a caution. Based upon what I read in your OP, it seems that you have a a very singular focus on what you are trying to accomplish. Focus can be good. If your player's goals are aligned with your goals, then it'll be smooth sailing. But it doesn't sound like they are, entirely. At least, they may not be and I'm a little worried that if you jump the gun with them, you may push some of them away. I'm not trying to be negative, I've just seen it happen in this circumstance many times. Otherwise, you end up with the Axiom of Gaming #3: Friendship alone can only keep someone in a game for a limited time. I have a couple of blog posts for you that might help you avoid some of the pitfalls in teaching games, especially with a group of inexperienced gamers. I'm not intending to patronize you, so if the suggestions in here are below your game teaching abilities and you've thought of these things, I hope it wouldn't waste your time. But, I'm hoping you'll decide to read them and can get something out of them, and maybe others here can get something out of them as well.

Common pitfalls in teaching games:

http://wp.me/p4yDvi-32

The importance of communication in gaming:

http://wp.me/p4yDvi-56

So as not to completely sway your topic elsewhere, general advice that I would give with comboing is that there are natural combos that fit together because they work together.

A classic example for this game is Push the Limit and Any Ship With a Very Green Dial. PTL is great on its own, because of that extra action. When you use it on a ship with a very green dial or diverse dial (A-wing, Interceptor), you clear that stress quickly and go back to two actions again the next round.

In the same vein, Push the Limit and Any Ship With a Big Action Bar. More choices means more flexibility in how you can use it. PTL is far better on an Ewing than on a Ywing because the Ewing can do so many more things with PTL.

I'd also caution them against combos that SEEM good on the surface, but end up being a real liability. I don't have any specific combos to list for that other than 1) Combos that require an order and your PS' don't allow you to get that order, and 2) EPT that require actions to use when you really should be spending that action on something else.

So, hopefully this helps. Consider checking out the articles. It is real easy to turn a casual gamer into not a gamer at all if you aren't careful.

I want to thank you for taking the time to post this. I am far older than most of the participants on this forum, and one of the few benefits I have found with age, is the wisdom to realize that I don't know everything, nor do I always know the best approach to things. It is good to learn, and to reinforce those things we learned earlier in life.

I will read the articles. Thank you.

I prefer 'stripped down' lists with more ships and less on them these days as I've lost ocunt of the amount of times when i've taken a hit i neednt have, forgotten an ability or done something else stupid while 'target fixated' in game :)

Im no expert but im no rookie either and i still forget for example that i'd put 'stealth device' on one of three indentical looking ships now and then.

Right there with you on that. I play a big mix of lists socially and in a local league, but nowadays whenever I compete, I play a naked rebel swarm. Did far better than I expected at Regionals and have 2nd placed 2 other tournaments with BXXZZZ. Looking forward to a 120 point tournament this weekend. Going to test both XXXXZZZ and Etahn as a flanker with BXXZZ. Probably leaning towards the first list, as Etahn will be the target in the second. That and it costs 20 points more for 1 more Hit Point and one more attack die, when I tend to do best with efficiency lists. The seven ship rebel swarm gives me only 2 more total HP, but it also allows another ship with 3 attack. I fear no Falcons, and with 6+ arcs to spread, 3+ with 3 attack, Phantoms aren't a huge issue either.

Likewise, 40 in a few months and i know so much less than i thought i knew at 30 and at 20 i knew everything... weirdly i dont seem to know everything anymore.

The wife 'can never be wrong' though :)

I'll tell you about the two day argument about 'springs' when even when showing her websites and a book i couldnt get her to accept a 'spring' didnt have to be a coil of metal like in some 'wile e coyote' cartoon and could just be metal under tension like a leafspring or a cantilever spring.

This was an argument with a woman with an engineering degree... i was frankly dumbstruck

But more the case that she cant ever admit shes wrong :)

Edited by Gadge

Likewise, 40 in a few months and i know so much less than i thought i knew at 30 and at 20 i knew everything... weirdly i dont seem to know everything anymore.

40? You are a young pup :P . I was 33 years old when you were born. :angry: :huh: :o :D

38 and the wife is always right. ;)

I really appreciate the suggestion above about how ships play differently with upgrades versus not. I've played with fully loaded ships lately, but I'm beginning to see the benefit of having that extra ship. Combos can really help you, but this is ultimately a game of mitigating red versus green dice. The most valuable abilities are those that directly modify red or green dice. Predator, Outmaneuver, etc.

Along those lines, the more red dice you roll, the more the modifiers can matter. A target lock reroll on a HWK is not as valuable as a re-roll on an X-wing.

Edited by klecser

38 and the wife is always right. ;)

Unfortunately, I had not accumulated sufficient wisdom in my life to have learned this lesson until it was too late. :(

On the other hand, no one critiques me any longer on how I spend my money !!! :P

After all, I don't think I would ever have gotten an X-Wing Miniatures collection approaching 100 ships if that "critiquing" was still going on ... :ph34r:

Edited by any2cards

I have been gaming almost 40 years. This system is perfect for teaching to a novice. The game is simple, fun and more important, a scenario can be completed very quickly. Very addicting. Easy sell.

Edited by mikeespo

I have been gaming almost 40 years. This system is perfect for teaching to a novice. The game is sp fun and more important, a scenario can be completed very quickly. Very addicting. Easy sell.

My favorite way to do table top, video games, RPGs, etc: Easy to learn, hard to master.

Best way to learn list building is to read these forums and try a few.

Let them figure out Why certain combos are necessary. And sometimes they might find differently or think creatively that changes what you think too!

I've come to certain revelations of my own that I'm keeping secret for now. :D. But I'm so excited.

I don't play shuttles with EU. Most people say it's required.

Best way to learn list building is to read these forums and try a few.

Let them figure out Why certain combos are necessary. And sometimes they might find differently or think creatively that changes what you think too!

I've come to certain revelations of my own that I'm keeping secret for now. :D. But I'm so excited.

I don't play shuttles with EU. Most people say it's required.

I agree with the above.

Firstly, when teaching some mates about the game we started simple. Stripped down ships and no upgrades until the basic rules/maneuvering were understood.

Second step, add some named pilots and some upgrades (PTL was a good one).

Third step, add more complex lists and pilots/upgrades that benefit each other. By this point, these concepts make total sense. It was a natural evolution of understanding the game.

In addition to this, pretend you are a marketer. You have a product that you want people to buy. You understand these 'consumers' because they are your friends, people from a social circle, same demographic, etc. Focus on their likes and dislikes.

For example, my friends love the Star Wars trilogy. They were interested in this game because it was Star Wars and NOT because it was a fun game. When I taught them, we used OT ships only. I understood that seeing a table full of iconic SW ships would really sate their appetite and appeal to their particular interests. Making the game a more enjoyable experience for them .. and increasing the chance they will want to continue with it.

Finally, just the for the record .. my wife was wrong once .. and that was when she thought she'd made a mistake. ;)