Dual card ideas

By bageldrone, in X-Wing

So Ive been thinking of cool ways they could go with dual cards

I think it's a really interesting mechanic

My first idea would be this:

Force Sensitive

"Dual Card"

Whilst defending you may turn 1 <focus> into a <evade>

Flips to

Force Sensitive

"Dual Card"

Whilst attacking you may turn 1 <focus> into a <hit>

Probably needs to be around 3 points ept

Another idea

Dangerous manoeuvre

"Dual Card"

You may perform a free barrel roll action then receive 1 stress

Dangerous manoeuvre

"Dual Card"

You may perform a free boost action then receive 1 stress

This would probably need to be 5 or more points

What do you guys think?

Any ideas of your own?

Cheers :)

Edited by bageldrone

Too bad Expose already exists in its current form. I'd love a variant that lets you subtract attack dice to boost defense, or subtract defense to boost attack.

Btw I am assuming that The rules for a dual card are that you choose which side you want during the planning phase of each turn

As I can't see it being you allocate 2 opposing cards

Without knowing when or how often the dual cards can be flipped over it is hard to know how to design a suitable Dual Card, though as we are all assuming that you get to flip it once a turn. I like your initial Force Sensitive card a lot.

I would however suggest that the time to flip will be during the end phase of the turn simply so that when setting dials the your opponent knows what the state of play is, perhaps not, maybe as an action you can flip the card maybe it is during your activation step of the ship that has the card, or perhaps it may be a bad as others suggest where it happens at the start of the game and is locked in.

Without knowing the timing and frequency it's really hard to judge, but apart from all of that I commend FFG for opening up some fresh new design space that many would not have expected, the capacity for new upgrades and scope for new design space was starting to feel like they had found the limits but this new angle gives me confidence that FFG can and will keep the game fresh for years to come.

Just so I'm not going too far off topic, I will actually pose a card for the thread, assuming that the timing is during the end step of the turn:

Modification slot 5-6 points


All Shields forward

The first time you are attacked from inside your firing arc this turn add 1 evade result to you defence roll

Rear deflectors up

The first time you are attacked from outside your firing arc this turn add 1 evade result to you defence roll

Modification slot 5-6 points

All Shields forward

The first time you are attacked from inside your firing arc this turn add 1 evade result to you defence roll

Rear deflectors up

The first time you are attacked from outside your firing arc this turn add 1 evade result to you defence roll

I like it :) it feels very thematic

It makes it feel like the pilots are diverting power from one area to another which is an awesome layer to the game

Edited by bageldrone

EWS Management:

Power to weapons- Increase your attack by 1 and decrease your agility by 1

Power to Engines- Increase your agility by 1 and decrease your attack by 1

I posted an idea for a dual ordnance card in the other thread, but here's another ordnance idea. Each side has a different type of munition, allowing you to always take a useful loadout. Think something like Assault Missiles on one side and Ion Pulse Missiles on the other side. Choose the assault if you are facing a swarm, chose the Ion if you are facing large ships or aces. Makes the choice of ordnance more reliable and you don't have to worry about wasting points on borderline useless upgrades.

Btw I am assuming that The rules for a dual card are that you choose which side you want during the planning phase of each turn

As I can't see it being you allocate 2 opposing cards

Adaptability looks like it has 2 different sides. The preview picture for the Mist Hunter with all the cards and the ship laid out shows one side, and the link with just the single card shows the other.

EWS Management:

Power to weapons- Increase your attack by 1 and decrease your agility by 1

Power to Engines- Increase your agility by 1 and decrease your attack by 1

I like this idea but with Attack Value and Shields being to two things affected.