duplicate cards

By nsidious9, in X-Wing Squad Lists

my wife and I are new to X-Wing, and we have bought all but 3 small ships. That has given us quite a number of cards.

311 Upgrade Cards

99 Damage cards. (33 per core kit, I have 2 original and 1 force unleashed). I know I am to use 1 set of 33 cards. This goes with my question...

20 Damage cards for each Huge ship, so 60 (not an issue since they're self explanatory and marked for each ship)

191 pilot cards/ship cards.

So when she and I play, we obviously play against each other. How are we supposed to choose our upgrades with so many cards? I mean I have 50 crew, 9 elicit, etc, so do we take turns or is there a method to picking our upgrades?

and when I go to an organized game event, like say, a game night or something, do I discard all of my duplicate cards except for my generic pilots like red squad pilot or whatever for multiple x-wings, leaving me with 1 unique pilot card, and multiple generic pilots.. and what about the upgrade cards? Do I discard the duplicates or keep them in the deck? Same goes for my damage cards... I pick either FU or Original Core and count out 33.. do I discard the duplicates?

I know this is a pretty stupid question, but I feel like I am missing something here.

Pick whatever you want and if you are missing an upgrade (because your wife took it for her ship), just proxy your upgrade card. (proxies are not allowed at official events so you need the actual upgrades cards/expansions).

As for damage decks, you only need one deck, consisting of 33 cards.

The old damage deck should consist of :

Direct Hit x7
Damaged Engine x2
Damaged Cockpit x2
Damaged Sensor Array x2
Console Fire x2
Blinded Pilot x2
Injured Pilot x2
Stunned Pilot x2
Minor Hull Breach x2
Minor Explosion x2
Munitions Failure x2
Structural Damage x2
Thrust Control Fire x2
Weapon Malfunction x2

Read the rules. You both build your squads independently, upgrade drafting is not part of the core rules (although I bet people have house ruled it). Should you conflict in what you want just have the ship cards near to each other with the upgrade "shared", that way you both are reminded that you can access it.

http://geordanr.github.io/xwing/Apps like this (there are more, but this is what I use and know) help immensly by reducing the count of upgrades to exactly what you can use legally. This one even allows you to enter your collection so it tells you when you aren't able to field what you are building.

When going into organized play you build exactly one squadron and only bring ships, upgrades, and the 3 obstacles (+one stock damage deck as mentioned above for yourself and of course templates etc.) that you need for that squadron. The standart point value that is the maximum your pilot and upgrade values may amount to (look at the bottom right corners of the cards) is 100. The play area for that is 90cm * 90cm (no idea about non metric). Epic play, where the huges are used, is 300 standart. Unique names (like R2-D2, Luke, etc.) may only be once in your squad, be it as pilot or as upgrade. Luke can not be flying his X-WIng (pilot) while also being a gunner on the Falcon (crew upgrade)!

You are free to mix this up in casual play, though. I would recommend the standart play area for games up to (and with lower ship counts maybe above) 150 points, twice the standart area (with players starting on the long edges) for larger games. The Tantive and Raider start to shine at 300+ points, while you can even justify running the GR-75 at 150+. There also is an epic team format with 2 players per team and 200 points per player (400 per team without "sharing" points). For casual team games I would recommend at least 100 points per player, so elimination doesn't come as fast.

Don't miss out on the missions, especially those who come with the huge ships, those are amazing! They often have custom rules for squad building, so be sure to read their extra rules well. If you have any questions about them, go to the rules subforum and feel free to ask.

I hope I could clear up a few things for you. If you like the idea of upgrade drafting, you can look for house rules other people made for that or make up your own. Fly casual!

Read the rules. You both build your squads independently, upgrade drafting is not part of the core rules (although I bet people have house ruled it). Should you conflict in what you want just have the ship cards near to each other with the upgrade "shared", that way you both are reminded that you can access it.

http://geordanr.github.io/xwing/Apps like this (there are more, but this is what I use and know) help immensly by reducing the count of upgrades to exactly what you can use legally. This one even allows you to enter your collection so it tells you when you aren't able to field what you are building.

When going into organized play you build exactly one squadron and only bring ships, upgrades, and the 3 obstacles (+one stock damage deck as mentioned above for yourself and of course templates etc.) that you need for that squadron. The standart point value that is the maximum your pilot and upgrade values may amount to (look at the bottom right corners of the cards) is 100. The play area for that is 90cm * 90cm (no idea about non metric). Epic play, where the huges are used, is 300 standart. Unique names (like R2-D2, Luke, etc.) may only be once in your squad, be it as pilot or as upgrade. Luke can not be flying his X-WIng (pilot) while also being a gunner on the Falcon (crew upgrade)!

You are free to mix this up in casual play, though. I would recommend the standart play area for games up to (and with lower ship counts maybe above) 150 points, twice the standart area (with players starting on the long edges) for larger games. The Tantive and Raider start to shine at 300+ points, while you can even justify running the GR-75 at 150+. There also is an epic team format with 2 players per team and 200 points per player (400 per team without "sharing" points). For casual team games I would recommend at least 100 points per player, so elimination doesn't come as fast.

Don't miss out on the missions, especially those who come with the huge ships, those are amazing! They often have custom rules for squad building, so be sure to read their extra rules well. If you have any questions about them, go to the rules subforum and feel free to ask.

I hope I could clear up a few things for you. If you like the idea of upgrade drafting, you can look for house rules other people made for that or make up your own. Fly casual!

Thanks! I'll look into drafting.

That's what we're doing now is mainly playing the missions. We also start at standard 100pt matches but I am more trying to just learn what cards work best with each other...

So everything pretty much I have questions about is just learned through playing more!

thanks again!

Pick whatever you want and if you are missing an upgrade (because your wife took it for her ship), just proxy your upgrade card. (proxies are not allowed at official events so you need the actual upgrades cards/expansions).

As for damage decks, you only need one deck, consisting of 33 cards.

The old damage deck should consist of :

Direct Hit x7

Damaged Engine x2

Damaged Cockpit x2

Damaged Sensor Array x2

Console Fire x2

Blinded Pilot x2

Injured Pilot x2

Stunned Pilot x2

Minor Hull Breach x2

Minor Explosion x2

Munitions Failure x2

Structural Damage x2

Thrust Control Fire x2

Weapon Malfunction x2

Ah. Yes, that is what i am looking for. Thanks!