One of the game mechanics I find frustrating in some games* – bordering on a negative play experience – are what I call “NOPE!" effects. There are mechanics that outright cancel a choice a player makes, causing a player to waste a game choice or ability without a way to get it back.
In X-wing, a player has four basic choices per ship: a move, an action, an attack, and a defense. Canceling or forcing these is a “Nope” effect. Note that I regard “Nope” as distinct from a cancellation that comes in part of another player’s basic actions. So rolling green dice (one player’s defense) that cancel out some or all red dice (the other player’s attack) is not a “Nope”, nor is Palpatine (since he modifies the player’s dice who rolled them, not the opposing player’s dice). Stress in standard cases isn’t a “Nope”, since usually the player made a choice (red maneuver, PTL, etc) to get there, or can make a choice (green maneuver) to avoid the “Nope” condition on the select action step.
My theory is that better game design generally avoids “Nope” effects, or provides ways to mitigate them so they aren’t absolute. Let’s look at how X-wing approaches “Nope” design:
Worst Nopes
. These are pretty much unavoidable.
1. Biggs. “I attack the Ghost.” “NOPE!” Eliminates attack choice. It can only mitigated by careful flying to put Biggs out of arc or range but put the selected target in arc and range, which is often nearly impossible. The soft nerf of this in the latest FAQ that allows ordnance to attack targets other than Biggs via target lock is slowly pushing this out of the absolute category, but it probably still needs some mitigation.
2. Zuckuss. “Two evades!” “NOPE! Reroll.” Some penalty arises for the using player due to stress, and a reroll isn’t as bad as outright cancellation, but there’s no way to avoid Zuckuss.
3. R7 Astromech. “Three hits!” “NOPE! Reroll.” No way to avoid, other than by not targeting the ship; but as with Zuckuss not as bad as it could be if it were an outright cancellation; and mitigated slightly by the opponent’s need to have a target lock (which is what makes this combo with Tarn Mison so annoying … luckily he’s an X-wing).
4. Multi-stress (Stresshogs, Tactician/Gunner, etc). Effects that deal multiple stress shut down player action choices in the next turn, since green maneuvers only clear a single stress. We see a deliberate move toward reducing the effects of this with the Tactician “limited” FAQ, “Chopper” crew, and the recent release of Inspiring Recruit.
5. Blinded Pilot. Outright lose your attack. The new damage deck removed most outright “Nope” critical hit effects but kept this one – which admittedly is a 2 in 33 chance of occurring, though it may become more annoying with the increasing number of “crit fishing” mechanics like Kylo Ren. Avoidance options are few (Rebels have Chewbacca and Leebo pilots; everyone else has Determination unless they lack an EPT).
Near Nopes
. These have specific actions that you must take to avoid, otherwise you’re screwed.
1. Juke. “Evade!” “NOPE!” Mitigated by always taking a Focus – and it’s limited to one result.
2. Sensor Jammer. “Hit!” “NOPE!” The offensive Juke, mitigated by always taking a Focus, also limited to one result.
3. BoShek. “I do a hard 2” “NOPE!” A new one – the first “Nope”-like effect we have that can cancel the player’s movement dial choice after a dial is set. Some mitigation options: don’t get bumped, or select a different maneuver than the one you want and hope you can get BoSheked to your actual choice.
4. Snap Shot + Stress (R3A2, Tactician). Since this triggers before the player can select an action, it eliminates even the chance of a choice at a select action step. The only potential mitigation is better maneuvering to avoid the range of the effect.
5. Countdown. “Three hits” “NOPE!”. An outright cancellation is bad, but inflicting stress does shut this down. Since one damage still occurs, there’s some inherent limit on the effect, but it is unavoidable.
6. Ion control. Since this shuts down your movement dial selection, it’s effectively a “Nope”, though it is difficult to apply: it can be avoided with defense, and is usually a minor inconvenience except when near a board edge, which is why I put it in the “near” category. The game would probably benefit from a “Quick Reboot” upgrade that could allow an ion token to be shed at the end of the round prior to setting dials, though, to provide an additional mitigation option.
Overall: I think X-wing is doing OK, with few “absolute” Nopes that I can think of, but the number of Nope-like effects appears to be increasing and I’m not sure is good for the game. What do you think of the role of “Nope” effects in the game, and what effects have I missed that are worth discussing?
* Note: I’m setting aside humorous or “screw you” games where the “Nope” effect is an inherent part of the design. In those game styles it can have its place, but even then might be better with mitigation. For example, in Exploding Kittens , which has a “Nope” card to cancel another player’s action, it can be eliminated by playing another “Nope”.