An interesting door-prize idea

By DraconPyrothayan, in X-Wing

So the folks where I work aren't interested in miniatures gaming.
That makes me sad.

However, they like Fantasy Football, so in a pique of curiosity, I asked about how that works.

And I learned. Hoo, boy, did I learn.

Now, here's my idea: Apply the methodology of Fantasy Football to an X-Wing tournament, with upgrades and ships standing in for players, and the tournament itself standing in for the entire football season.

Basically, it's a side-gamble, which keeps players invested in the tournament as a whole, even if they are having lousy play on the table.

FF basically has three modes of play: The Draft, The Management, and The Scoring.

The Draft is the most intensively competitive part of the game, in which players get to pick (Ships and Upgrades) from which to profit.


Players cannot pick a (Ship or Upgrade) that has already been picked.

Each (Ship or Upgrade) will have a scoring system that rewards the proper use of it.

Example: Seismic Charges could earn 1 point for the player that drafted them for each damage the Charge deals when spent.

Ships and Upgrades should provide point synergy when they're in the same fleet, to provide a more dynamic Draft experience. This is part of the scoring system, and will be up to the designer to create, rather than the players.

The Management will occur between individual rounds in the tournament.

Basically, you will have fewer (Ships and Upgrades) available to actually earn you points than you have drafted. You pick a certain number of each to actually earn in an individual round, but can swap them around in The Management step.

The Scoring is entirely out of the hands of the players, but is the goal which drives the entire game.

It will require careful balancing on the hands of the game organizers

It will require strong observation of each individual match in the tournament.

At the end, there should be a tiered prize-pool, lesser than that of the tournament as a whole, but some kind of prize to keep folks interested.

Think it's a workable idea?

What 1 or 2 things should your pilot earn points for?
What 1 or 2 things should your upgrades earn points for?

And, as for synergies, whenever a ship is destroyed, the pilots and upgrades involved earn a standardized fraction of that ship's points, each.

Like, if an Academy Pilot being supported by Howlrunner takes out a Doomshuttle, then Academy Pilot, Howlrunner, and every upgrade on that Howlrunner, each earn 6 points for their respective Drafters (I'm working with an arbitrary 1/4 cost of the defending ship as the fraction here).

Coo idea, but an absolute head-mess to track and score.

Coo idea, but an absolute head-mess to track and score.

Okay, it's better for a League than a Tournament.

Gives you time to actually go through recordings of the games, and there's fewer participants to track.

what if a player randomly decides they don't feel like playing Rebel's that week and want's to play scum or empire?

My idea, would be to start everyone off with generic PS-1 pilots. Pilots can earn points for a Veteran instincts card, which they can redeem up to the next level pilot. (Cap off everyone at maybe 2 named pilots max, so that points shouldn't get beyond 150 max further on down the line, and so everyone ends up with a named pilot of some sort.) Veteran instincts would cost half of the new pilots point's cost (Example, if I have a proto pilot(17 points), and I want to upgrade him to a Green squadron pilot(19 points), I would need to earn 10 points(In case of odd numbers round up to the next even number and divide by 2)). Then I can equip Veteran instincts to the proto and bump up my Proto to a green squadron pilot.

Upgrades that are equipped that do not get spent as a result of actions/attacks (such as ion cannons, Enhanced scopes, etc.) May stay on the ship as long as the player doesn't upgrade his pilot.(Theory is that when he recieve's a new ship, it's fresh from the factory/ had to be stripped down to be repainted). A player may recover his secondary weapons at the end of a match for half of the weapon's original cost IF he does not change them. (Example: Spent proton torpedo's will cost 2 points to refill, instead of 4, because the spent tube's can be refilled faster). Otherwise, have upgrades play out as normal.

Titles: Titles such as A-wing test pilot, Royal Guard TIE, and IG-2000, may stay with there chosen ship as long as the player wishes. There rules for applying to certain ships play out as normal.

(I'm not sure on this because i'm not sure how you are awarding points)Special titles will be included with the appropriate pilot for that ship free in these special cases. A player will need the full points to upgrade however. (If I want to go from out rim smuggler to Han solo, I will need 46 points). Or you could have heroes like in the Battlefront game series, a Player may call upon help from a "Hero" (All the Ps 8 and above pilots) for the full cost of that ship(whatever the ship itself cost, the upgrades will be "free: in this case). The ships will have a pre-determined loadout, such as luke (R2-D2, proton torpedos, hull upgrade?) to represent there thematic look. (Or you can come up with something cool for pilots like Scum Boba).

Or you could players purchase/equip the special titles as they are up for grabs.

what if a player randomly decides they don't feel like playing Rebel's that week and want's to play scum or empire?

There are more cards to be drafted than to be actually played in a round, thus the Management steps.

This decision would simply cause folks who aggresively drafted c3p0ertain upgrades and pilots to be in a surprisingly difficult spot. A major upset, but within variance.

Remember that this ISN'T the primary tournament mechanic; it's a side-game that doesn't interfere with the tournament at all, simply generating more value and engagement for the players as the scoring is completed.

Also, while typing this comment, I realized it fits very well over top a Furball tournament, as it has a much smaller table-to-player ratio, and is therefore astronomically easier to observe.

Oh, man. I used to love Fantasy Football. I used to have an undead team that was so much fun, even if it didn't win very often. :lol:

I think 'pure' fantasy football, in which you try to manage an exclusive roster, is a bit overkill for X-wing tournaments, though as noted it could be fun to give a go in a draft, or online competition where the VASSAL logs mean everything can be (admittedly painstakingly) tracked.

No, what I'd like is something similar, but akin to a betting system: You can pick ships, pilot, and upgrade cards and place 'bets' that they'll do well; possibly from a pool of points.

You then earn points based on how well that upgrade did, and how rare it was as a pick.

So if everyone bets on Soontir Fel, and a list containing him comes 1st, great! But the dude that picked Dash Rendar with Lone Wolf ("whut? No way!" "... yep") is practically unique - so he gets extra points for picking a less commonly cited combo, even if it came 2nd. And, of course, in the canonical match, the results were the other way around... :)

I figure it's best to bet 'blind' - everyone bets, and then everyone finds out just how popular their picks were, and thus how many points they're in for. Keep a tally over multiple tournaments, and you've got a lower-workload system where you still get interesting bets. :)

You then earn points based on how well that upgrade did, and how rare it was as a pick.

Easily done.

Victory pays out a set amount, divided evenly amongst the betting population.

Easiest gambling pool in the world.