Considerate play

By emmjay, in X-Wing

I have been playing X-Wing for several years, and many more competitive games before that. One thing I would like to impress upon you all is to say everything you are doing out loud.

For example:

DURING THE MANEUVER PHASE

I reveal Soontir's dial. It shows a green hard 2 to the right. I am doing [ACTION 1]. I will Push for [ACTION 2]. This will give me a stress token and his ability activates giving me a focus token.

DURING THE SHOOTING PHASE

(After measuring distances, checking arcs) I am shooting [TARGET] with Rey at [RANGE BAND]. {Roll Dice}. Finn adds a blank. I will reroll 2 blank dice with Rey's ability. I will now spend my Focus token changing the Eyes to Hits for a total of 3 Hits and a Crit.

Doing things this way leaves no room for error or ambiguity. If you are excited, nervous, or whatnot, you are more apt to make a mistake. You may forget to place the proper token, or a token at all. By calling out what you are doing, as a TO, I would give you, the player, the benefit of doubt. Calling things out loud also jogs memories and reminds you to perform specific things, like FCS, Rebel Captive, Chiraneau's ability, etc.

I'm one of the TOs for my local group. This is a guide I put together for my players to minimize any issues that might pop up during game play.

  • Players should endeavor to make sure that all gameplay that involves movement of ships (or checking of range, anything that could accidentally change the placement of ship) is as precise as possible.

    • Hold down ship bases or obstacles while checking range or placing a ship at the end of a movement template.

    • Do not try to fit a range ruler in between a bunch of ships to check for arc. Use a laser or ask a judge to check.

    • DO NOT EYEBALL END POSITIONS. If need be, mark the placement of a ship, remove it from the board, then check to make sure it fits.

    • Dice should be rolled in a location that will not cause them to mess up the state of the game board.

  • Players should endeavor to make sure that a fair game is played between both parties.

    • The transition to different game phases should be announced and acknowledged by both players. There should be no attempt to rush to the next phase to deny a player the chance to trigger a game effect.

    • At the same time, players should be aware of their own triggers for certain effects. If they forget to activate an ability in the proper window, they should take responsibility for it and NOT ask for the game state to rewind to fix their mistake.

    • Gameplay should proceed at a steady tempo that is neither too slow nor too quick. Players should endeavor to set dials, activate ships, and perform attacks in a timely fashion without attempting to delay the game or move quickly in order to make their player to make a mistake. Play should not drastically speed up or slow down as the end of the round approaches.

      • If there are any disputes as to the speed of play, a judge should be called over.

      • Ensure that you’re accustomed to playing with a swarm and setting dials/moving ships in a timely fashion if you decide to play a swarm.

    • If a ship is accidentally bumped, both players should endeavor to agree to the corrected placement of a ship. If there is any dispute, it should be ruled in favor of the player who DID NOT cause the bump to happen.

    • If you attempt a barrel roll that you’re not sure if you’ll be able to complete, mark the original positioning of the ship in some way so there’s no question as to its original place.

  • Spectators should not have any effect or discussion about a game in progress. They should watch silently. A judge should be discreetly contacted if there’s a rules issue that is observed.

  • Common mistakes:

    • Ability ranges can only be checked if required by a game effect or you’re attempting to use a game effect (ie. Swarm Tactics).

    • You may only check range/arc of attack for a ship that you’re activating as the attacking ship during the Combat phase.

  • If a judge is called over to check something that is too close for players to call (ie. ship flying off the board, if a target is in arc, exact range of an attack) and the judge accidentally bumps something, a die will be rolled to determine the outcome of the issue in dispute.

  • If you are not sure about something, call a TO over to make a ruling.

  • Dice results should remain on the table for opponents confirm. Make sure your opponent sees the results before removing them from the table.

Then your opponent shows up with a broken list that is clearly an NPE like pre-nerf Contract Scouts and 3x K-Wing TLT, so your best bet is to approach the line of what's acceptable and what isn't in the same fashion as a member of the coaching staff of the New England Patriots.

Sportsmanship.

Right.

You're playing X-Wing where the motto is

Winning is fun.

Then your opponent shows up with a broken list that is clearly an NPE like pre-nerf Contract Scouts and 3x K-Wing TLT, so your best bet is to approach the line of what's acceptable and what isn't in the same fashion as a member of the coaching staff of the New England Patriots.

Sportsmanship.

Right.

You're playing X-Wing where the motto is

Winning is fun.

Edited by Hujoe Bigs

I'm one of the TOs for my local group. This is a guide I put together for my players to minimize any issues that might pop up during game play.

  • Players should endeavor to make sure that all gameplay that involves movement of ships (or checking of range, anything that could accidentally change the placement of ship) is as precise as possible.

    • Hold down ship bases or obstacles while checking range or placing a ship at the end of a movement template.

    • Do not try to fit a range ruler in between a bunch of ships to check for arc. Use a laser or ask a judge to check.

    • DO NOT EYEBALL END POSITIONS. If need be, mark the placement of a ship, remove it from the board, then check to make sure it fits.

    • Dice should be rolled in a location that will not cause them to mess up the state of the game board.

  • Players should endeavor to make sure that a fair game is played between both parties.

    • The transition to different game phases should be announced and acknowledged by both players. There should be no attempt to rush to the next phase to deny a player the chance to trigger a game effect.

    • At the same time, players should be aware of their own triggers for certain effects. If they forget to activate an ability in the proper window, they should take responsibility for it and NOT ask for the game state to rewind to fix their mistake.

    • Gameplay should proceed at a steady tempo that is neither too slow nor too quick. Players should endeavor to set dials, activate ships, and perform attacks in a timely fashion without attempting to delay the game or move quickly in order to make their player to make a mistake. Play should not drastically speed up or slow down as the end of the round approaches.

      • If there are any disputes as to the speed of play, a judge should be called over.

      • Ensure that you’re accustomed to playing with a swarm and setting dials/moving ships in a timely fashion if you decide to play a swarm.

    • If a ship is accidentally bumped, both players should endeavor to agree to the corrected placement of a ship. If there is any dispute, it should be ruled in favor of the player who DID NOT cause the bump to happen.

    • If you attempt a barrel roll that you’re not sure if you’ll be able to complete, mark the original positioning of the ship in some way so there’s no question as to its original place.

  • Spectators should not have any effect or discussion about a game in progress. They should watch silently. A judge should be discreetly contacted if there’s a rules issue that is observed.

  • Common mistakes:

    • Ability ranges can only be checked if required by a game effect or you’re attempting to use a game effect (ie. Swarm Tactics).

    • You may only check range/arc of attack for a ship that you’re activating as the attacking ship during the Combat phase.

  • If a judge is called over to check something that is too close for players to call (ie. ship flying off the board, if a target is in arc, exact range of an attack) and the judge accidentally bumps something, a die will be rolled to determine the outcome of the issue in dispute.

  • If you are not sure about something, call a TO over to make a ruling.

  • Dice results should remain on the table for opponents confirm. Make sure your opponent sees the results before removing them from the table.

I do like this guideline.

Although, I allow a lot of take-back-sies. =P And forgotten actions.

I'm one of the TOs for my local group. This is a guide I put together for my players to minimize any issues that might pop up during game play.

  • Players should endeavor to make sure that all gameplay that involves movement of ships (or checking of range, anything that could accidentally change the placement of ship) is as precise as possible.

    • Hold down ship bases or obstacles while checking range or placing a ship at the end of a movement template.

    • Do not try to fit a range ruler in between a bunch of ships to check for arc. Use a laser or ask a judge to check.

    • DO NOT EYEBALL END POSITIONS. If need be, mark the placement of a ship, remove it from the board, then check to make sure it fits.

    • Dice should be rolled in a location that will not cause them to mess up the state of the game board.

  • Players should endeavor to make sure that a fair game is played between both parties.

    • The transition to different game phases should be announced and acknowledged by both players. There should be no attempt to rush to the next phase to deny a player the chance to trigger a game effect.

    • At the same time, players should be aware of their own triggers for certain effects. If they forget to activate an ability in the proper window, they should take responsibility for it and NOT ask for the game state to rewind to fix their mistake.

    • Gameplay should proceed at a steady tempo that is neither too slow nor too quick. Players should endeavor to set dials, activate ships, and perform attacks in a timely fashion without attempting to delay the game or move quickly in order to make their player to make a mistake. Play should not drastically speed up or slow down as the end of the round approaches.

      • If there are any disputes as to the speed of play, a judge should be called over.

      • Ensure that you’re accustomed to playing with a swarm and setting dials/moving ships in a timely fashion if you decide to play a swarm.

    • If a ship is accidentally bumped, both players should endeavor to agree to the corrected placement of a ship. If there is any dispute, it should be ruled in favor of the player who DID NOT cause the bump to happen.

    • If you attempt a barrel roll that you’re not sure if you’ll be able to complete, mark the original positioning of the ship in some way so there’s no question as to its original place.

  • Spectators should not have any effect or discussion about a game in progress. They should watch silently. A judge should be discreetly contacted if there’s a rules issue that is observed.

  • Common mistakes:

    • Ability ranges can only be checked if required by a game effect or you’re attempting to use a game effect (ie. Swarm Tactics).

    • You may only check range/arc of attack for a ship that you’re activating as the attacking ship during the Combat phase.

  • If a judge is called over to check something that is too close for players to call (ie. ship flying off the board, if a target is in arc, exact range of an attack) and the judge accidentally bumps something, a die will be rolled to determine the outcome of the issue in dispute.

  • If you are not sure about something, call a TO over to make a ruling.

  • Dice results should remain on the table for opponents confirm. Make sure your opponent sees the results before removing them from the table.

I do like this guideline.

Although, I allow a lot of take-back-sies. =P And forgotten actions.

These guidelines were also partially written to encourage players to practice like they were at Regionals.

I've boiled down the content of this thread...

"don't be a ****"

This thread just triggers the silly part of my brain.

"I AM SETTING MY DIAL"

"Yeah, OK man...."

"I REVEAL A BANK 2"

"Yes.... I can see that...."

"I HAVE CHOSEN TO FOCUS"

"I concede, bro."

This thread just triggers the silly part of my brain.

Your post is even better if you read it imaging that Drax from Guardians of the Galaxy movie was doing it...

Edited by VanorDM

I have been playing X-Wing for several years, and many more competitive games before that. One thing I would like to impress upon you all is to say everything you are doing out loud.

For example:

DURING THE MANEUVER PHASE

I reveal Soontir's dial. It shows a green hard 2 to the right. I am doing [ACTION 1]. I will Push for [ACTION 2]. This will give me a stress token and his ability activates giving me a focus token.

DURING THE SHOOTING PHASE

(After measuring distances, checking arcs) I am shooting [TARGET] with Rey at [RANGE BAND]. {Roll Dice}. Finn adds a blank. I will reroll 2 blank dice with Rey's ability. I will now spend my Focus token changing the Eyes to Hits for a total of 3 Hits and a Crit.

Doing things this way leaves no room for error or ambiguity. If you are excited, nervous, or whatnot, you are more apt to make a mistake. You may forget to place the proper token, or a token at all. By calling out what you are doing, as a TO, I would give you, the player, the benefit of doubt. Calling things out loud also jogs memories and reminds you to perform specific things, like FCS, Rebel Captive, Chiraneau's ability, etc.

Edited by Ashley

Wow... I thought the forums had gotten away from that for a while.

I think that all in all things have been much better here lately. But I also have started to mentally ignore anyone who uses the term NPE, because it is quite frankly BS most of the time.

Edit: I don't want to derail this thread too much.

So I agree that making what you're doing is the best way to play. You don't have to spell out everything like Drax. But making it clear you're taking an action then using Push for a second one, or you're going to barrel roll left, ect...

Yeah the more clear on what you're doing the better for everyone.

Edited by VanorDM

I have been playing X-Wing for several years, and many more competitive games before that. One thing I would like to impress upon you all is to say everything you are doing out loud.

For example:

DURING THE MANEUVER PHASE

I reveal Soontir's dial. It shows a green hard 2 to the right. I am doing [ACTION 1]. I will Push for [ACTION 2]. This will give me a stress token and his ability activates giving me a focus token.

DURING THE SHOOTING PHASE

(After measuring distances, checking arcs) I am shooting [TARGET] with Rey at [RANGE BAND]. {Roll Dice}. Finn adds a blank. I will reroll 2 blank dice with Rey's ability. I will now spend my Focus token changing the Eyes to Hits for a total of 3 Hits and a Crit.

Doing things this way leaves no room for error or ambiguity. If you are excited, nervous, or whatnot, you are more apt to make a mistake. You may forget to place the proper token, or a token at all. By calling out what you are doing, as a TO, I would give you, the player, the benefit of doubt. Calling things out loud also jogs memories and reminds you to perform specific things, like FCS, Rebel Captive, Chiraneau's ability, etc.

I mostly agree, certainly cuts out ambiguity, I have played certain players in the past that just suddenly dump a load of tokens and start throwing extra dice with little explanation( usually fringe Scum builds) but I do find that after a couple of turns of saying out load, I will just say "Norra is doing all the usual" and slap the tokens down. I have found everyone I have played to be cool with that.

Ditto. I usually do a complex interaction once or twice to make sure my opponent gets it and we cover any rules queries, then check with him to make sure he's happy for me just to do it from then on.

I think it's a good idea to be very clear and precise and announce why you are doing things but it doesn't feel completely necessary to 'drax' it. As long as you do things like roll attack dice, say 'dengar for 2 because you're named' then reroll the appropriate dice it's fine. The key is clarity but not at the extreme cost of fluidity of gameplay.

I'm a former GW studio manager (uk studio events) but made the effort to do the retail managers course as my job had me interacting with the public at Games Day and Open Day and Tourneys.

I'm *so* used to running demo games that I can't help but narrate what i'm doing, what hit roll i need...

the flipside is i have to stop myself narrating the other players side of the game! :)

I do tend to announce the phases/stages as well.

I always say to anyone who knows me 'its not that i dont think you know how to play, its that i spent over five years running demonstration games and teaching games to people so its really hard for me to *not* do it.

you know, unless the opponent is inexperienced or has asked me to slow down and explain what I am doing, I assume he knows the rules and I just play. And I am that someone who does not know how your card combo works at times. And I don't hesitate to ask "ok how did that just happen?" The game can be long at times as it is. speed up play.

This thread just triggers the silly part of my brain.

Your post is even better if you read it imaging that Drax from Guardians of the Galaxy movie was doing it...

See, I was going with an excited spanish-language futbol announcer.

I've asked players in FFG sanctioned tournaments to slow down and explain what they're doing. When someone is just rolling, flipping, grabbing tokens and then scooping dice off the table without any indication of why or what they're doing, I start to get twitchy. I know the rules, I know the cards but I do like to know that, at the heart of it, they're not trying to pull one over on me.

What's NPE?

What's NPE?

Negative play experience. It is entirely subjective, but usually refers to what's ruling the meta. Any type of control build could also be considered NPE by some people.

I narrate as way to keep the gamestate clear to both my opponent and myself. I declare things like "start of the combat phase" since saying it out loud as a habit makes it harder for me to forget my own triggers. It also means there is no "gotcha" moment when a window has passed. We were clear that a triggering window was occurring and so I don't feel bad saying "sorry, that's a missed opportunity". I want to play by the rules and win by the rules and it's a way to hold both players to that while not being exploitative or rude about it.

The concept of NPE (negative play experience) has actual utility in game design. Usually it's meant to refer to something that produces such an unexpected or powerful play imbalance, or a restriction on play opportunities outside the NPE, that it is often unpleasant for both (or all, in other games) players, whether one is on the beneficial side of the imbalance or not.

As an example, pre-nerf Phantoms -- especially Whisper and Echo -- were NPE. There were, of course, players who either didn't perceive, or wouldn't admit, the problems with the Phantoms' hyper-mobility, but it was an NPE ... and most people -- even those of us who absolutely loved Echo -- perceived it and admitted it, and fully supported a change. Torp-Scouts are a slightly lesser version of the same thing, and Palpatine is still another step down. (For example, I see Palpatine as restricting strategic and tactical options somewhat more than what's ideal, but for me it doesn't rise to the level of NPE. And no, I'm not a Palpatine player, though I did realize the power of it very early on.)

As in all things, some people are more sensitive to the degrees of NPE than others are, and some people are more willing to empathize when others are having a negative experience.

Dengaroo is also an NPE. No ship should be able to generate (and still function effectively) with all the stress that Dengar can produce. I have seen him hit 30+ in some longer matches.

Maybe someone should start a new thread about NPE so we don't derail this one.

I completely agree with the OP about narrating the game state. It can really help you avoid sticky situations.

i tend to talk mostly to myself, and i don't usually say obvious things like my maneuvers or phase changes, but i do say why my actions are and why i'm rolling additional dice

I always explain anything that involves dice. For example:

"I'm attacking 'X' at range 1, so 4 red"
"I'm rolling 3 green because its obstructed"
"I'm adding a blank for Finn, then re-rolling 2 blanks with Rey"

Another thing: leave your dice results on the table until all shield tokens and damage cards have been taken care of!