45 minute games for Middle school

By Mrk1984, in X-Wing

I am going to try to get a club going at my middle school this year. I will have about 45-50 minutes for the kids to play. I want to keep things relatively simple (at least to start) so I will start off with the quick play rules.

After they get the hang of the game, I want to expand. What is a good point range to keep the game balanced? I am thinking somewhere in the 60-80 point range on a 3x3 map with 4 obstacles.

Does anyone have any experience with shorter games or have a school club that can offer any advice?

Thanks.

I am going to try to get a club going at my middle school this year. I will have about 45-50 minutes for the kids to play. I want to keep things relatively simple (at least to start) so I will start off with the quick play rules.

After they get the hang of the game, I want to expand. What is a good point range to keep the game balanced? I am thinking somewhere in the 60-80 point range on a 3x3 map with 4 obstacles.

Does anyone have any experience with shorter games or have a school club that can offer any advice?

Thanks.

My experience is the quick start rules are no more simple then the standard and usually causes mass confusion once you switch rule sets. This is coming from someone that has taught upwards of 20 people to play.

As an 8th grader myself, I can say that you shouldn't think that they can't handle a full real game. I've participated in regionals and countless tournaments. Although if you are doing this as an after school club, then shorter games may be needed, to fit in more time.

This is a fantastic idea to, and I REALLY hope my school does this to (but probably not). Good luck on your group though!

EDIT: But still use smaller steps for them to get into it. Imo, the best way to start off is the basic 2 tie fighters against the x-wing. Then maybe introduce upgrades and pilots. Little things like that

Edited by bcons

I'm a math teacher.

I've never actually played the quick start rules, and just now read them for the first time. I've taught about 7 other people to play, but normally by me setting up a game and coaching them through it as they play(this will be harder with a group)

I think I'll use the smaller setup and ship selection from the quick start, but keep the actual rules so I won't have to reteach later.

Maybe just start all ships with half damage already (rounded up). Shields before hull. So like a bwing would have 3 hull and 1 shield. Ywing would just be 4 hull (so it starts with no shields and 1 dmg card. Tie fighters would be 2 hull. Scouts just 5 hull, etc. etc.

This would keep 100pt format and all rules the same. Just speed up death.

As an 8th grader myself, I can say that you shouldn't think that they can't handle a full real game. I've participated in regionals and countless tournaments. Although if you are doing this as an after school club, then shorter games may be needed, to fit in more time.

This is a fantastic idea to, and I REALLY hope my school does this to (but probably not). Good luck on your group though!

mean, you need 10-15 minutes for set up tear down and kids being late.

Run a teamgame. like 3v3. Each person gets a 29-35 point limit. If they die, they respawn immediately. Count kills deaths for best score.

Furballs are easy to gnag up on people, but also work. But team games are more even and draw more incentive to work together.

Respawn makes sure someone can learn from a mistake and get back in the game. And not just be eliminated immediately, which is unfun.

Some people play with different point limits. 24, 29, 33, 35, 40.

Team death match is a good idea.

I'm a math teacher.

Then X-Wing is great for you. Rule of 11, 22, etc ^-^

Edited by SEApocalypse

A 3v3 would be really cool to get every person to feel included. And, you can show off how your club offers team building!

29-35 sounds good, and I would limit them each to one ship. Then you could increase the point limit and ship limit ever few games. Then just mix it up. Try missions. Anything! Also hotac would sound awesome!

This is literally my dream for my school! I really hope it happens, even though it probably won't! But it's possible!

Furball. 40-point ships (you can have them set up in advance, pilot and upgrade cards, so all you have to do at the school is get the ships themseves ready), and then everyone for themselves. If you get blown up, just pick a new ship and start over the next turn.

I do this when I run demos at my game store, and its a lot of fun.

You could try 50 points. That gives between 1 and 4 ships per side, and if you pre-build squads and aim for 1-2 ships per player it should make things go pretty quickly.

You'll only get about 30-35min to actually play so maybe a custom mission/campaign would work. Keep the squads at about 66points and things should be fun and games won't take long.

My opinion: Start a club, have after school meetings/events and then organize a tournament. You can do it!!! :)

Oh, the plan is to build up to a Saturday tournament if the interest is there. T-shirts, prizes, pizza... Fun.

I already have my recruitment posters ready to print (the empire needs you, join the rebellion...)

2x2 play area could also help for the shorter times.

This sounds great!

I really like Hujo Big's idea of just starting with full rules but probably not a lot of upgrades.

I think 60pt teams might make for a good quicker game.

But at that point total people often say at least 2 Ships because there can be balance issues with Fat Turrets.

Sudden death X-wing: no green dice.

One question is where are you holding the games? Full games would be possible if one could take pictures of the playing area and possibly had push pins or stickers to mark off where the game left off. Would there be any possibility of the game surface being left unmolested?

Just bring your core set. 1 T65/70 vs 2 TF/FO if you want more then bring 2x.

Keep it simple no upgrades.

Edited by Cubanboy

Max of 1 named pilot and max of 1-2 upgrades per ship at first.

Have everyone download X-Wing Squadron builder.

You can set a time limit and look into "mario kart" type "races" with bomb, ordinance power ups with 30-50 point players trying to get to the finish line.

I am going to try to get a club going at my middle school this year. I will have about 45-50 minutes for the kids to play. I want to keep things relatively simple (at least to start) so I will start off with the quick play rules.

After they get the hang of the game, I want to expand. What is a good point range to keep the game balanced? I am thinking somewhere in the 60-80 point range on a 3x3 map with 4 obstacles.

Does anyone have any experience with shorter games or have a school club that can offer any advice?

Thanks.

I run a school club every 2nd Wednesday arvo (today in fact!). I think you'll find it's less the number of points, more the number of ships. I would suggest a 60 point max, as it can allow a big ship build or a few smaller ones. I also had set lists to start with; don't expect them to come up with a list AND game in that timeframe.

Hope it goes well, I've been running my club since 2004, it's good fun. We've mostly transitioned from 40K to Wings of Glory and X-Wing.

RoV

Have you started the club yet? I'm really eager to know how it goes.

Maybe just start all ships with half damage already (rounded up). Shields before hull. So like a bwing would have 3 hull and 1 shield. Ywing would just be 4 hull (so it starts with no shields and 1 dmg card. Tie fighters would be 2 hull. Scouts just 5 hull, etc. etc.

This would keep 100pt format and all rules the same. Just speed up death.

Not to mention hald of some ships health really stops some from being good or even reasonable to be used at all.

Ships pay points for different reasons, and just chopping everything's health seems fine at first until you actually diagnose what some ships strengths and weakneses are. For eample, ships that have lo health but have high agility are requiring their meager health to keep them going for a few hits (sometiems they die in 1) while ships that have little to no green dice, are going to die much quicker if they have half their health).

It would be better to just play the game at 50points instead!

Edited by knavelead