Methods to make games quicker?

By slowreflex, in X-Wing

I have a new gaming group and I want to do a round robin to get everyone to know each other. However, would ideally have games last more like 45 min. What are some good ways to make the games quicker. Was thinking of reduction in points and maybe not using any upgrades (though that might unfairly hinder some ships). Will just be casual, so anything is up for grabs really. Thoughts?

just run timed sessions a la tourney rules. If you any sort of a friendly group and explain in the morning briefing/kickoff everyone should be understanding......

other option are 60 pnt generics (min 2 ship) only

bizzaro xwing, see above but players run their opponents list and miniatures which is a great conversation starter about list aims and tactics, not to mention the hilarity of some of the troll lists (bare hwk's say hi)

30 pnt single ship.

I'm sure our group has run others but i'd have to wade though pages of xwing meme's on our fb group to find them

Edited by Ralgon

other option are 60 pnt generics (min 2 ship) only

Actually, apart from the generics bit, that's pretty much Round 1 Escalation Rules, which might be a good alternative as it lets people practice something they might actually use in a proper tournament.

Your bizzaro format sounds pretty fun too. I think if it was me I'd do something like secondary weapon upgrades, but no secondary weapon. :) Maybe one way to avoid trolling is that you flip a coin (roll red dice) to determine who gets which squadron.

Threats, taunts, tipping the table over and last but not least killing yourself or the other guy quicker. (In game of course)

I have played a 3-6 player version of Escalation where each player fields 3 ships (25pts, 40pts and 55pts) in a free for all. Everyone starts with their cheapest ship on the board and the next one only comes out once that is destroyed. A point is awarded for each kill, with ship costs kept for tie breaks. A bonus is available for the last ship standing. Other rules can be added for fairness, such as no shooting in the first round and random dice rolls for spawning.

This isn't short, but has the benefit of including everyone at once.

Edited by SeerOzymandius

I have played a 3-6 player version of Escalation where each player fields 3 ships (25pts, 40pts and 55pts) in a free for all. Everyone starts with their cheapest ship on the board and the next one only comes out once that is destroyed. A point is awarded for each kill, with ship costs kept for tie breaks. A bonus is available for the last ship standing. Other rules can be added for fairness, such as no shooting in the first round and random dice rolls for spawning.

This isn't short, but has the benefit of including everyone at once.

That also sounds quite fun. My worry though would be that some people get a bit overwhelmed in group scenarios. Also, some of the people that come are already groups of friends, so I want to break that up.

We sometimes run a 1 or 2 minute timer for setting dials, which keeps things moving quicker.

The biggest one: run a glass cannon list.

Something like Whisper/VI/FCS/ACD/Intel Agent with Oicunn/Daredevil/Dauntless/Vader/Gunner/Engine

One way or another, the game will not last long.

Everyone run crack swarm, games will be over pretty fast.

Make the board smaller after every few rounds too.

Edited by spacelion

We could just compare lists and then declare a winner. Maybe have a roll off for any disputes.

Speeding up each game ideas:

X ship per squad limit or reduced points limit. Less stuff usually mean faster games at least with setting dials.

Timer for setting dials as mentioned.

Put a limit or ban on the number/types of upgrades that make you or allow you to do things over.

Limit upgrades so there is less stuff to think about and keep track off and decisions to make.

Make the rounds forty minutes and have two more turns after time or put a turn counter on the games and matches that reach time and are under a minimum number of turns are automatic draws.

Keep after players about what turns the games are on so they play faster.

Reduce the time between starting rounds ideas:

Winners stay put while the losers have to move to a new table (as much as possible within matchmaking requirements) between matches.

Lock obstacles in place on each table skipping that part of set-up or scenario or mission play with restrictive set-up to speed that up.

We run 59 point cross faction tournaments in 3 hours (3x 50 minute rounds). Must bring two ships of differing factions, all faction specific restrictions removed (Vader is ON that ship! falcon, that is). We also use 12 total obstacles, you can't put them in the deployment zone and must still be range 1 apart from each other. Side benefit is everyone becomes an awesome pilot :)

Have done the 59 point cross faction numerous times in the last year and each time all the lists people come up with are different. Horay for no meta!

Have you tried changing your username to fastreflex?

Play normal games (100 points) but end them earlier rather than play to the bitter end. Say, first list to kill more than half the opponent's points "wins," with the idea that wins and losses are less important than cycling through games. I recommend full point games with asteroids as it helps them learn the "real" game more than 60 pt type lists, as there are more ships and tighter maneuvering required.

We sometimes run a 1 or 2 minute timer for setting dials, which keeps things moving quicker.

The most recent reprint of Robo Rally had a variant of this; there was no timer as such, but once only one person was still picking their movement cards, a 30 second countdown began.

You could just teach everyone about intentional draw, some of the best players do that all the time ;) should keep rounds short lol

I like chess timers. Tracks the time for each player. Dials aren't always the most ponderous part of game play. It's often which action to take, who to shoot at, etc... And a chess timer can include dial time. The first player to finish with dials clocks the other player in then the difference in time taken is ascribed to the slower player.

If it's casual you can make up a lot of time by "fudging" precision. We use it in epic frequently, and usually if I'm playing a short friendly game.

It pretty much goes like this. Your measuring should give your opponent the benefit of the doubt. If you really need to look closely to see if the edge of the opponent's base is juuuuust inside of range 3, they're range 3. If you need to see if you juuuuust have them in range 1 and need to peer closely, they're range 2. If you need to break out a laser level to see if you juuuuust clip their base in arc, they are out of arc. Those all wind up being 50/50 anyway, and as long as both opponents play it this way, it will come out even(ish) in the end.

Like all things casual, it will only last until 1 person elects to play it strict. But as long as everyone agrees, you should be able to shave 10 minutes off a match pretty easy.

Reduce the time between starting rounds ideas:

Winners stay put while the losers have to move to a new table (as much as possible within matchmaking requirements) between matches.

Lock obstacles in place on each table skipping that part of set-up or scenario or mission play with restrictive set-up to speed that up.

These are really good ideas for speeding it up as well as mixing up the players!

25 point squads!!!

Oof, 45 minutes isn't much time.

Just setting up asteroids, deploying, explaining your list, and getting ships into engagement range will take 10+ minutes right there even for experienced players.

If your main objective is to get people to mingle, maybe having 2v2s (each player brings 50 points) is a better way?

I feel like very rushed 45-minute games might be too stressful and won't give an opportunity for people to warm up to each other.

If you're trying to introduce the game, or stir interest among the group, I would stay as close to the establishment as possible. I like the idea of the escalation first round (two ships, 60 point max). IMHO: Any of the gimmick games (swap lists / mix factions / no upgrades, so forth) would do more to deter me from playing or getting interested, if anything. Use gimmicks among veterans if the sanctioned game is getting dry or old-hat.

To keep it brief you could end the game after 50% losses. Although, some of the most exciting games (and thus more impressive and fun) are the underdog winning.