3 player?

By Stygian Lich, in X-Wing

Can X-Wing be played with three people each using a different faction and if so does the rule for Imperials having initiative in games where all squads have the same number of points still stand?

The IG-2000 expansion pack contains exactly this scenario.

Initiative is Empire - Rebels - Scum.

Honestly, everyone uses tournament rules for initiative: roll a die.

also, you can always play a 3 way battle or a 2 vs 1 with double the points.

Does anybody have suggestions for additional ways to play with 3 people? I've seen some bounty suggestions that sound interesting.

Does anybody have suggestions for additional ways to play with 3 people? I've seen some bounty suggestions that sound interesting.

Furball: Set a points-limit so low that each person only has one ship, and then have a free-for-all.

The IG-2000 expansion pack contains exactly this scenario.

Initiative is Empire - Rebels - Scum.

Not quite. The Aggressor expansion scenario has preset "flagships" for each player and includes some tokens for each player that they can spend to buff ships in their fleet for a round.

Whenever we do 3-player games, it's always 2v1 with the solo player getting double the points. We did one match where the team did 100 points with Rebel and 100 points with Scum and that was a lot of fun. We haven't figured out a way to make 1v1v1 work yet. Even figuring out starting locations on a square play area is problematic.

I played the Bounty Hunt mission, it's pretty fun to include all 3 factions and an extra person. Each faction plays their primary bounty hunter/smuggler (Han - Rebel, Boba - Imperial, IG-88 - Scum), and you can fill out the rest of your squad how you see fit. The only other unique factor is each faction has 3 one-use buffs they can give their wing leader or a nearby friendly - They give you either Pilot Skill 12, all moves are green for the turn for that ship, or +1 agility for the turn.

You could always play a 3-player free for all the same way. Start two players in the far edges of the mat (1 ruler's length from the edge) across from each other, and the 3rd player starts in the center of the far side of the mat (1 ruler's length from either side).

I'm thinking of trying something with these rules:

Everybody starts out with 15 or 20 squad points. You must use a generic pilot.

Whenever you get a kill you can either get a kill token or switch out your pilot for named pilot.

Whenever you get killed you get an additional 5 or 10 squad points to outfit a new ship. (With generic pilot) At the beginning of the planing phase you place the new ship within range 1 of any edge but beyond range 3 of any other ship.

Play until someone gets a set number of kill tokens.

Edited by NukeMaster

If you use Kill Tokens, one player will get picked on.

Try assigning points to each hit. Then limit turns.

My friends and I play 1v1v1 matches all the time. We just play normal 100 point games (or if we have a limited amount of time, 60-75) and try to have the last ship standing.

Fortunately we have a larger table than normal, but it's an octagon so one player has to start awkwardly on an edge. Unfortunately, it usually ends up as 2v1 until that one guy who chose the powerful build dies (or beats them both in a blaze of glory), so really it could go any way.

It's also a lot of fun messing with each other, and making them second guess they're moves. Mind games have always been some of the best parts about board games (like beautiful amazing Resistance).

Anyway, ignore my rambling: 1v1v1 games can be really fun, even if everyone is using Imperials sometimes. Team matches offer up unique opportunities too, so I would say just mess around with it and see what sticks for you and your friends.

If you use Kill Tokens, one player will get picked on.

Try assigning points to each hit. Then limit turns.

If you keep killing one guy he's going to keep coming back with a bigger and bigger ship.

I curious how you would assign points to each hit?

When faced with having three players show up at the FLGS, here is what we came up with... I am sure you can adapt the basic idea to your own needs:

Basic Scenario: A Rebel transport has experienced "technical difficulties" and sends out a distress signal. Unfortunately, the Rebels weren't the only ones to receive the message... the Empire and an unnamed third party each decide to "lend a hand".

Forces: each player (Rebel, Empire and S&V) fielded a 100 point squad. Additionally, the Rebels also got a GR-75 Medium Transport (with 20 points of upgrades) to protect.

Set up: the Transport was deployed at Range 3 of the Rebel edge. The Empire and Scum each deployed within Range 3 of the opposite corners. The remaining Rebel ships deploy within Range 1 of their map edge at the end of Turn 1.

Mission:

Rebels- retain control of the transport; defeat or chase off all hostile forces.

Empire- destroy or disable the transport; defeat or chase off all hostile forces.

Scum- destroy or disable the transport; defeat or chase off all hostile forces.

So basically, it is a three-way scrum with victory going to the last team standing. Simple enough.

The game played out rather well,much to our surprise!

We regularly play 2v1 since our 4th player passed away. 2x70pts vs 1x 140pts gives the 2 players some flexibility in what they choose & feels a bit more like building a squad rather than a ship.

So far it seems like the single player tends to win over the shared players though, regardless of faction or combination of players.

Still usually very close games.