Common Mistakes

By Parravon, in X-Wing Rules Questions

I'm preparing the next version of the BIG Reference Card and because of layout and content issues it's now extended to a few pages. However I have a little bit of room to fill so I thought I'd try and include some rules snippets that cover common mistakes. So far I've added the rules for Auxiliary Firing Arcs, Deploying Docked Ships from other ships and Large Ship Barrel Roll.

Is there anything that you see commonly/frequently coming up? Newbie mistakes? Common misconceptions?

Any input is greatly appreciated.

Cheers

Asteroid/debris rules if you don't have them?

In general, action nesting could be a good one, along with an explanation of how a "free action" is still an action for all intents and purposes.

If you're talking about specific card interactions:

Tactician + Turret is a common one I see asked about.

Twin Laser Turret and Cluster Missiles interactions with other cards could be a reference sheet unto itself due to issues with how a double attack works.

I'm preparing the next version of the BIG Reference Card and because of layout and content issues it's now extended to a few pages. However I have a little bit of room to fill so I thought I'd try and include some rules snippets that cover common mistakes. So far I've added the rules for Auxiliary Firing Arcs, Deploying Docked Ships from other ships and Large Ship Barrel Roll.

Is there anything that you see commonly/frequently coming up? Newbie mistakes? Common misconceptions?

Any input is greatly appreciated.

Cheers

Asteroid/debris rules if you don't have them?

In general, action nesting could be a good one, along with an explanation of how a "free action" is still an action for all intents and purposes.

As far as newbie mistakes, you've already chimed in on my discussion of bumping and running over asteroids just causing you to skip the Perform Action step rather than prohibiting actions across the board. Maybe that's not widely misunderstood in the boarder X-Wing community, but it sure is a problem in my area. The above posts seem to indicate it's a more widespread issue, in any case.

Maybe something to the effect of "Rule X and rule Y taken together produce outcome Z."

Asteroid/debris rules if you don't have them?

Already done and updated for the new rules. But thanks anyway. :)

I agree with Dreams about action nesting. Some of the multiple nested actions can fry your brain especially if they are triggered by a second party outside of the normal action phase. An example would be Cracken giving a free action, after combat has started, to another pilot that uses the freebie to trigger PTL and other shenanigans. My grey cells hurt just thinking about it.

I agree with Dreams about action nesting. Some of the multiple nested actions can fry your brain especially if they are triggered by a second party outside of the normal action phase. An example would be Cracken giving a free action, after combat has started, to another pilot that uses the freebie to trigger PTL and other shenanigans. My grey cells hurt just thinking about it.

This is probably one of the most discussed and asked about game mechanics. I'm just figuring out how to word it all AND fit it into the space available. :)

I agree with Dreams about action nesting. Some of the multiple nested actions can fry your brain especially if they are triggered by a second party outside of the normal action phase. An example would be Cracken giving a free action, after combat has started, to another pilot that uses the freebie to trigger PTL and other shenanigans. My grey cells hurt just thinking about it.

This is probably one of the most discussed and asked about game mechanics. I'm just figuring out how to word it all AND fit it into the space available. :)

Personally, I think it's impossible. There can be so many different variations to the nesting routine it'll be rough. A couple of times I had to lay out the operations on paper like you would do for nested sub-routines in programming. Actually, if you have the space, that may be the best way to illustrate a series of nested actions. A diagram similar to a ladder logic diagram. It would take up too much space though. You'd need a quarter of a page to do Psycho Tycho's move, boost, daredevil and stress!:-( You COULD dedicate a whole page explaining it. ;-)

I don't envy your task but I do appreciate the work you put into it.

Perhaps the changes from Core 1 to Core 2 would be helpful. One I missed because people talked about it indirectly was that a ship is not considered a defender (defending) until a valid target has been selected AND all costs for the Attack have been paid. I don't know who else besides Dark Curse that matters for now.

I agree with Dreams about action nesting. Some of the multiple nested actions can fry your brain especially if they are triggered by a second party outside of the normal action phase. An example would be Cracken giving a free action, after combat has started, to another pilot that uses the freebie to trigger PTL and other shenanigans. My grey cells hurt just thinking about it.

This is probably one of the most discussed and asked about game mechanics. I'm just figuring out how to word it all AND fit it into the space available. :)

Personally, I think it's impossible. There can be so many different variations to the nesting routine it'll be rough. A couple of times I had to lay out the operations on paper like you would do for nested sub-routines in programming. Actually, if you have the space, that may be the best way to illustrate a series of nested actions. A diagram similar to a ladder logic diagram. It would take up too much space though. You'd need a quarter of a page to do Psycho Tycho's move, boost, daredevil and stress!:-( You COULD dedicate a whole page explaining it. ;-)

I don't envy your task but I do appreciate the work you put into it.

Well here's the draft so far, and the best thing is it fits into the last space I had available nicely:

NESTED ACTIONS

Normal actions and Free actions can trigger Push the Limit or Experimental Interface. This can result in an action interrupting another effect, causing that effect to finish resolving later, unofficially referred to as a “Nested Action”.

Example of double nested actions:

Barrel Roll Action from Expert Handling.

Trigger for PtL, Free action from PtL.

Trigger for Exp Int, Free action from Exp Int.

Add stress from Exp Int.

Add stress from Push the Limit.

Add stress from Expert Handling. (assuming ship lacks the Barrel Roll icon)

A single nested action would use only PtL or Exp Int, not both.

Perhaps the changes from Core 1 to Core 2 would be helpful. One I missed because people talked about it indirectly was that a ship is not considered a defender (defending) until a valid target has been selected AND all costs for the Attack have been paid. I don't know who else besides Dark Curse that matters for now.

Although helpful, I think the BIG Reference Card isn't the right place for it. It would be an extensive list and there is a forum topic specifically addressing the changes. Once you've read it or the new rulebook, you're not likely to refer back to it too often.

The BIG Reference Card is an amalgamation of all those smaller Reference Cards. All the information in one place. And based on feedback, it's a very handy item to have on the table during a game. Message me and I'll email you a copy and you can see for yourself. :)

That's pretty good. Takes up less space than I thought it would. Do you have room to add a diagram that starts from an outside source? Say Squad Leader or Cracken?

Not really. I'm still shuffling things around and have about a line or two of text to play with. It's getting squeezed. :)

OK, the new layout is probably 90% set. It features the following quick reference material.

Page 1 (Portrait)

  • Activation Phase
  • Combat Phase
  • Mods & Titles
  • Ion Tokens
  • Using Bombs
  • Bomb Tokens (and their effects explained)
  • Obstacles (Asteroids & Debris)
  • Free Actions (straight from the rulebook)
  • Segnor's Loop maneuver

Page 2 (Portrait)

  • Boost Action
  • Cloak Action
  • Decloak
  • SLAM Action
  • Nested Actions
  • Modifying Dice
  • Aux Firing Arcs
  • Large Ship Barrel Roll
  • Deploying Docked Ships

This last item on Deploying, I'm taking a gamble on. I figure when the Ghost/Phantom and Gozanti are released, there's likely to be some debate about it during games, and I know there's nothing more annoying to me than NOT having information when my opponent does.

Page 3 (Landscape)

  • All the ship details, (with a fair bit of room to spare as well)

Page 4

  • ??

For page 4, I was contemplating listing all the unique pilots with their abilities, and being on the back of the ship data page, it seemed logical. Yes or no?

Asteroid and debris interactions, pretty common in my group to blank on debris because its not used often,

EDIT: reading fail you have it listed... sorry

Edited by Icelom

If you're talking about specific card interactions:

Tactician + Turret is a common one I see asked about.

I think a generic explanation of turrets and firing arcs would work better than a specific case like tactician. After nested actions turret firing arcs seem to be about the most common question.

OK, the new layout is probably 90% set. It features the following quick reference material.

Page 1 (Portrait)

  • Activation Phase
  • Combat Phase
  • Mods & Titles
  • Ion Tokens
  • Using Bombs
  • Bomb Tokens (and their effects explained)
  • Obstacles (Asteroids & Debris)
  • Free Actions (straight from the rulebook)
  • Segnor's Loop maneuver

Page 2 (Portrait)

  • Boost Action
  • Cloak Action
  • Decloak
  • SLAM Action
  • Nested Actions
  • Modifying Dice
  • Aux Firing Arcs
  • Large Ship Barrel Roll
  • Deploying Docked Ships

This last item on Deploying, I'm taking a gamble on. I figure when the Ghost/Phantom and Gozanti are released, there's likely to be some debate about it during games, and I know there's nothing more annoying to me than NOT having information when my opponent does.

Page 3 (Landscape)

  • All the ship details, (with a fair bit of room to spare as well)

Page 4

  • ??

For page 4, I was contemplating listing all the unique pilots with their abilities, and being on the back of the ship data page, it seemed logical. Yes or no?

I LIKE it. The Unique Pilots reference will be HELLA HANDY.

Question on Nested Actions: is it possible to trigger EI and PtL of the same interrupted action sequence?

EI or PtL is the interrupt. It pays to try and resolve them one at a time and the free action that one gives you can trigger the other. I look at it like a programming subroutine. When EI or PtL is triggered, you go off and do the free action like a subroutine and then return back to exactly where you left off, and complete any remaining card/ability text left to go. When you're doing the free PtL/EI action, that action can trigger EI/PtL (whichever you haven't used), so you go off and do that free action like another subroutine within a subroutine, and then return back to exactly where you left off, and complete any remaining card/ability text left to go.

See my double nested action example above.

If you're talking about specific card interactions:

Tactician + Turret is a common one I see asked about.

I think a generic explanation of turrets and firing arcs would work better than a specific case like tactician. After nested actions turret firing arcs seem to be about the most common question.

Excellent point. It does come up a LOT! Something is going to be pushed out to make room for it though. Maybe the Modifying Dice section.

Actually something I noticed in the Firing Arc section is that they've defined the arc as extending across the play area. It's not just out to Range 3, as I initially thought. See, you learn something every day. :)

Edited by Parravon

The question arises as to whether you are making something that us essentially a FAQ, to correct players misunderstandings of the rules; or a quick reference sheet that is meant to remind players who know the rules but may have forgotten a more obscure bit that rarely comes up.

Those two different goals dictate different content. Turrets and firing arcs and nested actions are things that needs pointed out new players, but once someone "gets" them, they are not likely to ever need to be reminded of them, the effects of the various bomb tokens and debris clouds are things that even experienced players may need to look up, but that won't really confuse inexperienced players when they read the rules for them.

The question arises as to whether you are making something that us essentially a FAQ, to correct players misunderstandings of the rules; or a quick reference sheet that is meant to remind players who know the rules but may have forgotten a more obscure bit that rarely comes up.

Those two different goals dictate different content. Turrets and firing arcs and nested actions are things that needs pointed out new players, but once someone "gets" them, they are not likely to ever need to be reminded of them, the effects of the various bomb tokens and debris clouds are things that even experienced players may need to look up, but that won't really confuse inexperienced players when they read the rules for them.

Some of us "Old Farts" need semi constant reminders. Short term memory suffers when you old. :-(

It started out as a collective of all the reference cards, but it's kinda including bits from the FAQ as well. It is supposed to be a quick reference sheet for commonly used items, such as bombs and mines, but includes the rules for things that get continually screwed up, like the cloak/decloak and SLAM.

I have been careful to try and avoid just recreating the FAQ, but there are some things that are in the FAQ that seem to get referenced just as often, hence their inclusion. I see you point though, and thanks for the input.

Just because Tycho doesn't care about stress doesn't mean he can do red maneuvers.

Just because Tycho doesn't care about stress doesn't mean he can do red maneuvers.

He only ignores stress in the Action phase.

Just because Tycho doesn't care about stress doesn't mean he can do red maneuvers.

He only ignores stress in the Action phase.

No, he ignores stress for the perpouse of taking actions, regardles of phase.

You could have Cracken give him an action in the combat phase even if he is stressed f.ex.

Edited by Smuggler