Multi-player Rule Sets

By Ernie55, in X-Wing

I'm aware there's several variations on the 'multiple players with a ship each' theme

I was wondering if anyone could point me in the direction of guidlines or solid rulesets at all?

Theres a couple of folk in my area trying to kick start an xwing community and thought it might be an exciting and lowcost hook'em-in kind of thing.

There isn't an official rules-set, really.

My LGS does a Tag-Team Furball, that goes thusly:

  • Each player gets 2 35 point ships. They do not have to be the same faction, but the uniqueness rules still apply.
  • We play on a circular table with roughly a 4 foot diameter, and rather than having a starting side, we have equidistant "Spawn Points" that your ship must overlap when it enters the field.
  • Initiative is determined by total squad-points, but ties are broken in a clockwise manner. If all are tied, then we resort to swords at dawn.
  • We play with 3 asteroids a piece, with modified range-restrictions They cannot overlap each other, cannot overlap the edge, and cannot be in range 1-2 of a spawn point. This leads to some great clusters, and a very interesting field of play.

Now, what makes it tag-team are the following rules:

  • When a ship flies off the board, it is not destroyed. Instead the player's other ship immediately spawns overlapping their spawn point. Assuming there is a functioning ship to do so.
  • When a ship is destroyed, the player's other ship immediately spawns, overlapping their spawn point.
  • When a ship spawns, if the order of turn have not yet passed its PS level, it may still perform as though you had.
    • eg: A Bounty Hunter flies off, and Luke Skywalker comes in. Luke's player sets a dial, and may move this turn.
    • If Luke is destroyed, the Bounty Hunter comes back. If Luke was destroyed by a pilot of PS 3+, the BH may still attack this round.
  • When a ship flies off the field, it's player places a number of mission tokens on the pilot card equal to the number of face-down cards sufficient to kill it. (e.g. a fully healed B-Wing gets 3 tokens, while an X-Wing with a Direct Hit on board would only get 1 token). At the end of the Combat phase, each player removes a mission token.
  • When a ship spawns, it is dealt a face-down damage card for each mission token still on it's pliot card, then all tokens are removed from it. This does mean that poorly planned fleeing can result in both of your ships getting killed in one attack.
  • If a ship spawning would cause an overlap with an enemy ship, the player spawning may move the opposing ship so that it is touching the spawned ship. Then all ships moved this way roll 2 attack dice, and take damage dealt this way.

It is a LOT of fun, as 5 people lead to 5 ships, and it's surprisingly beginner friendly. PM me if you have any questions or clarifications :)

That sounds fun. Im gonna try it.

That sounds like all kinds of crazy fun! Just the kind of thing I was looking for :D Thanks Dracon

Just checking do you mean each player places 3 obstacles at the start of the game?

That sounds like all kinds of crazy fun! Just the kind of thing I was looking for :D Thanks Dracon

Just checking do you mean each player places 3 obstacles at the start of the game?

Yes. This typically leads to 15-18 obstacles, thus the removal of the range constraints :)

That's the best multi-player rule set I have seen so far! Definitely going to try this one

What do you mean "Multi-Player Rule Sets"? What exactly (or in general) are you looking for?

Are you looking for different rules for playing wargames/table top games other than XWM?

Are you looking for rules for playing XWM with more than 2 players? If so, XWM is already fully suitable for more than 2 players. In fact, it is even more fun with team play! No additional rules are required beyond what FFG has published.

Are you looking for scenarios or missions or... whatever... for 3 player "free-for-all"s?

Well I've seen people discussing things like furballs, and I know the aussie guys that do the 'Sanctioned' youtube xwing vids do a varient called blitz, and was asking for guidelines on what people think 'works' you know? Things like set up, points, restrictions etc less than hard and fast rules.

Team play is relatively straight forward,but free for all seems a bit more tricky (but easier than other mini wargames due to the departure from IgoUgo)

More senarios/Missions is never a bad thing though :)

I hope that Most Wanted includes rules for 3 player dogfights or includes a 3 player mission that can be adapted to create 3 player dogfight rules.