Tagteam Furball Format

By RG2569, in X-Wing

-Tagteam Furball is tons of fun!-

I have been playing this format with some friends at a local store and it has been tons of fun every time!

This is a multiplayer game format designed as a four player free-for-all game.

Also, this game format is great to get in practical flying experience to help improve your skill at the game.

It can be played as a quick pick-up game with three friends. Just need two small ships and some upgrade cards and three obstacles apiece.

And, no one game ever turns out the same :)

-have fun playing it, and here are the rules!-

Edited by RG2569

You can play Tagteam Furball with 3 friends! play on a normal 3'x 3' game space. 4 player FFA. each player needs 2 small ships and 3 obstacles.

use the standard hand book rules

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TAG TEAM FURBALL RULES

Functionality:

- There will be four players each with a two ship tag-team in this free-for-all game. Each player chooses one of their two ships to be their starting ship. This ship will start in the deployment zone while each players other ship will be out of play on the 'bench', waiting to be 'tagged' in. Each player starts at their designated corner, determined during setup. There is no time limit, and the last ship standing is the winner!

List building:

- Each player must build two small ships, each with a maximum point cost of 35pts. This is a total list with 70pts maximum. All Unique rules apply across this 70pts.

Initiative:

- Each player declares which ship will be their starting ship. Initiative will be decided from this ships point cost. The player with the ship of the lowest point cost gets first choices and the player with the ship of the highest point cost gets last choices.

All ties will have to be determined by a roll-off.

Once the order in which players will make their choices is determined, starting with the first player; each player chooses their starting corner and chooses to take initiative or pass initiative. The first players to pass initiative become the last players to activate.

/Example/ - if all four players have ships of 35pts, and all players pass initiative when it is their turn to choose, the last player to pass will be the first player to activate; the third player to pass will be the second player to activate, ect.

To help keep track of this order it is best to use a marker of some kind.

Once starting ships, corners and initiative is chosen, you can start playing the game!

Setup:

- From the pool of the twelve obstacles brought by the four players you can begin placing them in turn. Obstacles can be placed as close as range 1 from the edge of the battlefield. They can not be closer than range 1 of the edge. They can not be closer than range 1 of each other.

Once this is done, based on pilot skill and initiative, each player will deploy their starting ship.

Unlike a standard game, the deployment zone is the literal corner of the battlefield chosen by each player.

When it is your turn to deploy, you will place your ship on the out side edge of the battlefield oriented however you choose. The base of your ship must touch the corner of the battlefield its self and remain entirely off the battlefield. From here it will activate and 'fly' onto the battlefield.
This deployment zone will be used as the deployment zone for 'tagging in' your other ship in the future.
At the same time you deploy, you 'bench' the other ship in your tag-team.

When you 'bench' a ship, it is placed outside of the game with 'timeout' markers on it. The value of the markers is equal to the value of the ships remaining hull.

/Example/ - when a X-Wing is 'benched' that has three hull and two shield, aka full health, it will be placed with three markers on it; if a X-Wing with two hull and zero shield is 'benched' it will have two markers on it, ect.

Gameplay:

- When playing Tagteam Furball, you have a tag-team of ships ready to fight for you. One ship is in play and the other is on the 'bench' outside of the game.

Any time you maneuver your ship off of the battlefield it becomes 'benched'; all tokens and effects are removed from it, it is placed outside of the game with all current damage, it is given a 'timeout' marker equal to its current hull value, and the ship you previously had on the 'bench' is deployed.
When a ship is deployed from the 'bench' instantly do dial planning for that ship.

When a ship is in the deployment zone it will activate following all pilot skill and initiative rules.

Any time a ship activates during activation with 'timeout' markers on it, you remove all 'timeout' markers from it and it takes face down damage cards equal to the markers value.

/Example/ - a X-Wing with two 'timeout' markers on it would take two face down damage cards.

At the beginning of the Planning phase, one 'timeout' marker is removed from each ship.

At any time a ship you control is destroyed you must deployed your 'benched' ship.

Any time a ship you control leaves the battlefield and you do not have a ship on the 'bench', your ship is instantly deployed.

For all other rulings, follow the Standard Rulebook-

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Edited by RG2569

Hey,

for a great example of how to play this format watch

the rules are not exactly the same but,

thanks to you SlingPaint!