Preparing for Demo Games

By Brian_Black, in Star Wars: Armada

While waiting for the core sets to be delivered this week, I thought a productive use of time would be to put together a list of useful, succinct information for running demo games. Several folks at my FLGS are on the fence, and I believe a well-executed demo could produce more interest. To that end, I've been looking at printing out quick cheat sheets of information to be on the table for people to reference (in case they don't feel like / are uncomfortable asking me questions, or if I'm busy answering a separate question). This far, I have the following three pages:

- Learn to Play pg. 12 - Commands

- Learn to Play pg. 14 - Defense Tokens

- Rules Reference pg. 16 - Game Round Quick Reference

Obviously this doesn't cover everything, but while I'm on hand to support the overall flow of the game, I also want people to be able to answer their own questions, particularly things such as what command has what effect, what each defense token does, and the overall flow of a game round.

I'm planning on running the Learn to Play scenario, to minimize variables. I'm not certain this is best though, as I'm anticipating the majority of the players will be from X-wing / Attack Wing. Perhaps building 180 point squads (or using the recommended squads on the sample squad page) would be better for showcasing all of the features of the game?

What is everyone else doing to shore up the ranks of potential Armada players?

Hey, thanks for posting this. The idea of printing off "cheat sheets" hadn't occurred to me, though it should have. Good one.

As for what we're doing, one member of my gaming club is hosting a BBQ on Saturday, the day after release. A retailer, who is also a member of our club, will be bringing down our pre-ordered core sets, and a bunch of extras for anyone who wants to buy one. We'll play a bunch of 180 point games. I'm going to print out a few copies of the three pages you mentioned and hand them around on the day. Again, good thought.