Mechanics creep in X-wing (Conditions)

By Marinealver, in X-Wing

So taking a closer look at Kylo Ren's crew card. The only mechanical thing it says is really action and then follow instructions on another card.

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So onto the other card known as conditions, a brand new mechanic being added onto X-wing bringing more cards to the table.

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What conditions look like is something that could have been placed on the upgrade card if they had unlimited space for text. This can be a problem. I remember encountering this dilemma with my house cards for the death merchant title. My solution was to make another upgrade card and put half of the text on the title and the other half on the matching crew which turns out to be good as it gives a little more flexibility with upgrade selection and keeps the upgrades simple.

death_merchant_II.jpg Arns_Grimraker.jpg <=cyborg wedge

Now I am not against new mechanics being added in to keep the game fresh. In a matter of fact as the design space gets more crowded you need to find different and creative ways to add mechanics. However I am not in favor of these conditions card. The reason is that these new conditions mechanics are essentially putting two cards on the table for one upgrade . Take a look at the dual cards mechanics for an example. That is a good new games mechanic design because dual cards are 2 cards in one . They do the exact opposite of what condition mechanics do .

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As more and more mechanics are added with new damage decks new obstacles and tokens the game space can become real cluttered real fast. X-wing needs game mechanics that keep rules simple and keep the game space free of clutter. These conditions do the exact opposite. Further more they add another card/component that can easily get lost.

Again

This isn't any more complicated than ANYTHING that inflicts ion or tbeam tokens

You have the card that doles out tokens

You have the token

You have another card telling you what the tokens actually do

Hell, Conner nets are FAR more complicated

You got the net itself

You got the reference card TELLING YOU WHAT THE NET DOES

THRN you have the ion reference card too

Edited by ficklegreendice

It's a simpler way to make cards like Agent Kallus which helps players not forget what ship was selected for Agent Kallus.

I thought it was clunky at first, but it really isn't.

Edited by Kdubb

As I pointed out in another thread, while Kylo's ability seems rather clunky, the Scum version is no different than Agent Kallus which we have been playing with for some time. It seems that FFG is simply formalizing the mechanic to expand the design space. Not a bad thing in and of itself. Depends upon how they build upon it. It remains to be seen if they pushed it too far with Kylo.

Edited by balindamood

The effects of the one condition card that we've seen are completely indepent of the upgrade that is used to inflict the condition. It doesn't matter which ship the condition came from or if that ship is even still in play, the effect from the condtion is tied to the ship possesssing the condition.

The EPT from the Quadjumper inflicts a condition that hasn't been fully spoiled but it appears that that condition gives a benefit to the ship with the condition (possibly against the ship thay inflicted it).

I can't think of a cleaner way to implement these sorts of effects than adding a mechanic like conditions.

The second condition from the Shuttle hasn't been spoiled at all (but is probably ties to the Hux crew) and the condition with the Rebel TIE appears to be linked to the card that might be named Captured TIE and does something at range one. Both of these cards probably have either a lasting effect or one that is easier to write or interpret if the card with the effect is attached to the enemy ship and not the ship with upgrade that inflicts it.

We've already got this in the form of Ion tokens, Stress tokens, Cloak tokens and Tractor tokens. They all required a reference card to memorise. Conditions are a way of allowing them to design much more niche status effects without having to expand the rulebook. Essentially they equip an "upgrade card" to another ship.

The second condition from the Shuttle hasn't been spoiled at all (but is probably ties to the Hux crew) and the condition with the Rebel TIE appears to be linked to the card that might be named Captured TIE and does something at range one.

I suspect it protects you from being targeted so long as you keep your distance, but don't look like you're keeping your distance.

Edited by Blue Five

Technically weren't bombs the first example of this?

The bomb card said 'discard to drop a bomb of type X' then you had to reference the rules card for type X bombs to actually resolve the effect.

nah ion was Wave 1 (Y-wing)

Here's what I don't like about the "I'll show you the dark side" card:

A) it says "the Damage Deck". Why not specify who's damage deck? The question is bound to come up and get a FAQ entry...

B) Why not make the whole thing simpler and say "When this ship suffers a critical damage, your opponent selects a damage card with the Pilot trait". Seems like it could've saved about half the card text with very little impact on gameplay.

I firmly believe there was a more elegant way to implement this, but there is a condition in all 3 of these ships. They are here to stay. And to be fair, the two we can see are pretty good. With Kylo's crew card, you can blind a pilot twice that still has shields. That's huge. The ability itself is incredible. The implementation probably could have been a little different, but hey, the ships are sexy, the abilities are good, and we got more X wing coming. The more I look over the article and think about all the possibilities here, the more giddy I get.

Way more grumpy about Heroes of the Resistance than I am here. If you had asked me this time yesterday, I'd have said this wave is weird absolutely disappointing, but I stand firmly on the excited side now, with minor reservations.

The Upsilon will be a sexy beast on the table, and that hideous little Quadjumper will be a joy to play around with, lots of tricks up is sleeve. Still salty about the Rebel TIE Fighter, but at least I love orange and yellow, and is giving us cards for Ahsoka and Captain Rex, so it's not all bad. Just wish they'd stop reprinting pilots and giving rebels ships out of faction. But hey, like I said, More X wing, RIGHT?!

PS, did anyone see that amazing Rancor mini for Imperial Assault? Super hyped for Jabba's Realm also.

Here's what I don't like about the "I'll show you the dark side" card:

A) it says "the Damage Deck". Why not specify who's damage deck? The question is bound to come up and get a FAQ entry...

B) Why not make the whole thing simpler and say "When this ship suffers a critical damage, your opponent selects a damage card with the Pilot trait". Seems like it could've saved about half the card text with very little impact on gameplay.

A) FFG is still allowing the possibility that matches utilize the same damage deck.

B) Truth. Overly complicated or ticking time bomb that can wasted if not used?

Here's what I don't like about the "I'll show you the dark side" card:

A) it says "the Damage Deck". Why not specify who's damage deck? The question is bound to come up and get a FAQ entry...

B) Why not make the whole thing simpler and say "When this ship suffers a critical damage, your opponent selects a damage card with the Pilot trait". Seems like it could've saved about half the card text with very little impact on gameplay.

The way that it is written makes you choose the crit before you know which crit will be most effective at the time that it is dealt. If the ship with the condition doesn't have a shot this turn and gets hit with a crit before he shoots, Blinded Pilot is no longer a good crit choice. Likewise, if the ship with the condition is flying along the side of the board edge and you have ships in position to block and get shots the next round, Shaken Pilot might be a great crit to deal but there is almost no way you would have selected it if you needed to do so a round or two earlier. The condition can also be moved to a different ship. If you decide to move the condition from Soontir to the Lambda, you are stuck with dealing that Damage Cockpit instead of a Shaken Pilot.

It also allows you to pull the crit card out of the deck before it gets dealt as a facedown damage card or as a normal crit to a different ship.

Edited by WWHSD

They just weren't necessary.

They just weren't necessary.

What does necessary mean? For this game to last the next couple years they had to expand the design space eventually.

I'm personally not a fan of making the game more complicated and Kylo Ren crew can lead to some issues with players (will someone at some point cheat while shuffling the deck?), but until we've seen what they have in store i'm reserving my judgement.

Man, Kylo's ability is just so Meh. If you didn't get to pick which Pilot crit damage card, it'd be worthless. There are a LOT of other critical damage cards I'd like my opponent to draw before one of the pilot cards. Probably the best one to give someone is Stunned Pilot which persists and makes them take a damage anytime they bump something. Or Damaged Cockpit if you think their PS is important.

Not attacking for one round? Meh. Not being able to pick a straight move? Super Meh. Especially since both of them only last one round.

not attacking for one round? MEH!??!?!

there are three cards in the damage deck most responsible for absolutely robbing games away from you

the first is direct hit

the second is blinded freaking pilot

the third is major explosion; **** major explosion (esp when it rolls into direct hits and blinded freaking pilots)

the fact that you could potentially chain kylo (crew) into two blinded pilots across two rounds is just disgusting

Edited by ficklegreendice

Dropping an ace to Pilot skill zero for the rest of the game (through shields!) seems pretty good to me

​The more I think about it the more I'm okay with condition cards. Especially when I think about "A score to settle" (the one that lasts for the entire game that comes with the quadjumper). It adds more flavor to the 100 point death match and opens the window for FFG to introduce things not unlike the mission objective cards from Armada.

I can envision a "Bounty" condition that a scum player can assign before the game starts, or a "Fear" condition that the empire can assign. It might make people think about what the little backstory is behind their dogfight and turn it into a scenario instead of just a mishmash of the best ships and pilots that they threw together.

Another cool idea is maybe rebels can finally get Obi-Wan crew. When he dies he assigns a condition card to a friendly ship that gives them a bonus ("strike me down and I will become more powerful than you can possibly imagine")

Another cool idea is maybe rebels can finally get Obi-Wan crew. When he dies he assigns a condition card to a friendly ship that gives them a bonus ("strike me down and I will become more powerful than you can possibly imagine")

and then he gets stapled Biggs

"Pardon me, my fine mustached friend, but could you direct me to the X-wing of Luke Skywalker?"

"Sorry, bud. Looks like you're stuck here with me. Forever ."

Dropping an ace to Pilot skill zero for the rest of the game (through shields!) seems pretty good to me

I agree. But Kylo's skill seems like it takes a lot to engage. First you have to take an action to pick the card, then you have to actually deal a critical damage to that pilot. Basically, your paying 3 points to pick which crit damage card a ship draws next, and it has to be a pilot card.

If this worked by flipping the card when you take damage from an unblocked crit die roll, then it'd be better. But as it reads now I think the ship with Kylo's affect on it has to actually take a critical damage and instead of picking a random damage card and flipping it, you flip the pre-selected one.

Dropping an ace to Pilot skill zero for the rest of the game (through shields!) seems pretty good to me

I agree. But Kylo's skill seems like it takes a lot to engage. First you have to take an action to pick the card, then you have to actually deal a critical damage to that pilot. Basically, your paying 3 points to pick which crit damage card a ship draws next, and it has to be a pilot card.

If this worked by flipping the card when you take damage from an unblocked crit die roll, then it'd be better. But as it reads now I think the ship with Kylo's affect on it has to actually take a critical damage and instead of picking a random damage card and flipping it, you flip the pre-selected one.

eh, it's not super difficult

step 1: Kylo Crew ACTION

step 2: PS 11 shot with ATC Vader

so long as the shot goes through, you're golden

hell, even simpler (and I despise myself for noticing this)

step 1: Kylo Crew on Cheri ACTION

step 2: fully modified Cheri shot with focus --> crit

now, Kylo pilot is a lot more difficult to effectively resolve, but we all know we're getting him more because he's a freaking shuttle with an ept :P

Edited by ficklegreendice

the fact that you could potentially chain kylo (crew) into two blinded pilots across two rounds is just disgusting

Can you use this ability twice in a game?? The card is Unique and it says to discard it when the other card is removed.

the fact that you could potentially chain kylo (crew) into two blinded pilots across two rounds is just disgusting

Can you use this ability twice in a game?? The card is Unique and it says to discard it when the other card is removed.

So you use Ren to slap on the condition which holds the blinded pilot

Once the blinded pilot is dealt to the enemy, you discard the condition card

Next turn, Ren again to set up the second blinded pilot

Repeat

There are only two blinded pilots in a given deck, but do long as there are pilot crits left you can keep using him

Edited by ficklegreendice

I just don't want the game to turn into Advanced Squad Leader...

the fact that you could potentially chain kylo (crew) into two blinded pilots across two rounds is just disgusting

Can you use this ability twice in a game?? The card is Unique and it says to discard it when the other card is removed.
You discard the condition card, not Kylo Ren

So you use Ren to slap on the condition which holds the blinded pilot

Once the blinded pilot is dealt to the enemy, you discard the condition card

Next turn, Ren again to set up the second blinded pilot

Repeat

There are only two blinded pilots in a given deck, but do long as there are pilot crits left you can keep using him

Woohoo!! Methinks the only players who should be complaining are the Rebels and Scum!!!

In which case, I would think that the need for a Condition Card is needed as a platter for the pre-selected damage card, since it would make a goofy sort of sense to assign it to a crew card.

Edited by Darth Meanie