help with mutliplayer style games

By DarkGuard, in X-Wing

can anyone help me out with some multiplayer game options for roughly 6 people

i hear theirs a hunger games?

where can i find rules and other game styles like that =D

thanks!

Depends on what sort of game you want to run. X Wing adapts really well to multiplayer games since there every ship either moves or shoots at it's pilot skill step, regardless of how many players there are.

We sometimes do random furballs. Each player gets 30 points, take whatever ship you want, last pilot flying wins.

Hunger games is a solid game for 6 or more, you can find rules for it on mission control or probably through a Google search. You can also simply scale up a normal skirmish game to 300 points per side and play on a large game area. My personal favorite for big groups is a thematic scenario. I've written a few scenarios on mission control that would be appropriate for four or more players, like 'reconnaissance in force' the epic version of gamma base, and 'raid on fondor'.

Edited by Babaganoosh

Hunger games is a terrible gametype. It's 100% politics.

Go with a 6 player team game. Each player brings a 100 point list.

Hunger games is a terrible gametype. It's 100% politics.

Go with a 6 player team game. Each player brings a 100 point list.

I'd say that Hunger games is really a 'just for fun' type game. If you take it seriously, it breaks. But if you don't it will be a lot of fun.

when ever I see anyone say hunger games, i groan, and insist they Battle Royale instead lol. So you can do 21 points then randomly deal out upgrade cards to everyone, and if you kill an opponent you can steal their upgrade cards, but let say you can only use cards that are legal for your ship. Oh and if anyone complains kill their ship instantly.

battle-royale-kitano-explains-the-game.j

The TO in a Battle Royale match should have power to physically smash a player's mini if they complain about the rules. Such a messed up movie.

I second the scenario options suggested by Babaganoosh.. Also this one looks fun and could easily be played by 6: http://tools.fantasyflightgames.com/xwing/home/4687/

Or this Battle of Endor scenario i designed could also work easily with 6 players: http://tools.fantasyflightgames.com/xwing/home/4139/

Played on two maps: The battle outside the Death Star while the assault team (Han and friends) try to blow up the shield generator and then inside in the tunnels.

Edited by GilmoreDK

Just create a scenario... that makes sense... and then divvy up forces and play. You could take the easy, less than imaginative, way out and make it balanced (point wise) or you could be more creative (and more "realistic"?) by making the forces a bit asymmetrical but balanced by whatever victory conditions you come up with. If you cannot think of anything, just do a little research on Wookieepedia for Star Wars fluff ideas or just borrow a scenario from a historical air or naval combat game (plenty of free scenarios available on the internet, for a variety of games- suggestions include "Check Your Six", "Richthofen's War", "Dauntless" and "Dawn Patrol").

Yeah... or you could just go with three 100-point squads per side..

Just create a scenario... that makes sense... and then divvy up forces and play. You could take the easy, less than imaginative, way out and make it balanced (point wise) or you could be more creative (and more "realistic"?) by making the forces a bit asymmetrical but balanced by whatever victory conditions you come up with. If you cannot think of anything, just do a little research on Wookieepedia for Star Wars fluff ideas or just borrow a scenario from a historical air or naval combat game (plenty of free scenarios available on the internet, for a variety of games- suggestions include "Check Your Six", "Richthofen's War", "Dauntless" and "Dawn Patrol").

Yeah... or you could just go with three 100-point squads per side..

Yes. Just make up something, use the ones here or on the web or combine scenarios that come with the game by using the different objective tokens. And to really make it interesting, throw in all three factions with a different objective for each. Say six 100 points squads divided like this: 3 imperial squads with a goal to destroy everything, 2 rebel groups trying to protect a senator in a damaged ship while he escapes and scum squad trying to steal a prototype weapon while using the distraction created by the rebels.

It really depends on the experience of the players you are playing with. If they all have played a few games before then they might like a change. If some are new, keep it as a simple team game. Its usually fun either way.

I often do mutliplayer games. I've done numerous 2 team matches and I've done a couple 3 team matches. For the 2 team, you can just diffy up whatever total of points so that there are squads of about 50 pts. Each player gets a squad and maybe someone gets two if you have uneven players. Try to stick to mostly generics as it speeds up play. Also, try to avoid having the same team have ships with the same Pilot Skill. In other words, don't make one guy run 4 Academy Pilots or you will see the game bog down.

If you want to do a 3 team scenario, just make sure each team has 2 objectives that mess with the other team.

Example: Have a game where Imperials are trying to guard supply crates (some token).

Imperials = don't let anyone steal tokens

Scum = steal tokens and kill a certain Rebel ship for bounty

Rebels = steal tokens and reduce Scum ship total by 50%

I go with Tag-Team Furball. It plays as follows.

Set-Up

Let the field be circular, or with sides that are a multiple of the number of players.

If you play on a field other than these, you've got a field without rotational symmetry, which provides subtle advantages for certain positions.

Let each player, rather than having a starting "Side", have a specific spawning point, that is marked somehow. These are to be equidistantly spaced around the perimeter of the circle.

When a ship "Spawns", it must do so while touching this point. However, angle of the ship is not restricted.

Let each player build TWO ships, each ship with a maximum of 35 points.

The two individual ships must follow the upgrade rules for a 100 point game, but do not have to be in the same faction as each other.

There is a unique obstacle ruleset for this format:

Each player brings 3 unique obstacles to the table. These are placed by the player that brought them, rather than combined into the pool system used at tournaments. Otherwise, placement order proceeds in Initiative order.

Unlike the normal spacing rules, Obstacles have no minimum distance to each other, or the edge of the board.

They simply cannot overlap each other, or the edge of play.
However, they also cannot be at Range 1-2 from a player's Spawn Point.

Play

There is a unique mechanic to this form: Only one of your two ships is on the field at a time.

If one of your ships flies off the board, it doesn't die, but rather has your other ship "Spawn".

When a ship flies off the board, assign "Timer" tokens to it, equal to the number of face0down damage cards that would need to be dealt to kill it.
At the start of each planning phase, remove a Timer token from all ships.

If a ship Spawns and still has Timer Tokens, deal it 1 Face-Down Damage card per Timer Token, then remove all Timer Tokens from it.

If one of your ships flies off the board, or dies, your other ship immediately spawns.

If it spawns during the Activation Phase, during or before the step in which its pilot skill moves, you may immediately assign it a dial, and it Activates when the time comes.

If it spawns during the Combat phase, during or before the step in which its pilot skill attacks, you may have it attack when the time comes.

Initiative is determined by the player with the fewest total squad points.

If this is tied, it is determined by the player in the tie with fewer total squad points initially on the field.

If this is still tied, I recommend Swords at Dawn, with the other players being the seconds.

The last player with a ship on the field wins!