How to intrest a new player

By frisco, in X-Wing

I have to teach someone the game they have already played the demo and know the rules but how do I stop it from getting too lengthy/boring also any ideas on how to make the new person have an advantage without breaking the rules. Thanks ;)

Give them a fun ship to fly, and start off with less than 100 points. Also, keep stuff simple so they know what's going on. One Resistance Sympathizer YT-1300 (with about ten points of upgrades) for them and three TIE Fighters for you, for example (use one Academy and two of the named pilots who aren't Howlrunner to make the game exciting). Turrets are easier to fly and help the game go more smoothly. Use all debris so that if they hit an obstacle they still get to fire. After that, let them pick a character they really like (say, Rey or Han Solo) and build them a good 100-point fleet around it for them and fly something very simple yourself. It's a lot easier for a new player to pay attention to what's on their own ships than what's on yours. Don't use a lot of ordnance, bombs, or upgrades that work together for the first few games. The game's actually not that hard to learn as long as you don't add in everything at once!

This sounds like good advise.

Kieransi has a really good idea. I wish I did that!

What I did was set up one of the pack-in missions that came with the core sets and that worked pretty well!

It also helps if you have the game set up and ready to go when you invite them over or whatever... I mean, let them set up their ship placement, but have all the upgrades out and ready to go.

The best way to start a player is with Blue Squadron Novies Vs Epsilon's totally naked. Just add more and more untill you get too 100 points, THEN add named pilots, THEN add upgrades, and THEN ad new ships.

Naked Generics allow players to explore learn and embrace the mechanics rather than getting caught up in combos rihgt off the bat

Start with 50 point games to keep it short and give some slack with the rules and help to make good decisions, that should help to pick up the game fast.

... you could have some sweets so when your friend makes an good move or decision, give him/her one candy, positive reinforcement... :rolleyes:

Give yourself 60 points, and the new guy 100. Let him build a list from a selection of the best cards in the game (with a few oddballs like saboteur thrown in so he can recognise the bad ones). Encourage him to fly thematic ships like the Falcon and TIE Interceptors for a while to keep it energetic. These games should be light and fun.

At that point, play the three core set missions (original core set). Focus on the senator's shuttle mission, because it's awesome. Build up the game to 100 points. Then do it again at 300, and make it a fun event - maybe even with the Falcon instead of the shuttle, trying to run a gauntlet and smuggle rebel operatives offworld. This should get them interested not only in the repetitive 100/6 format, but the other ways to play the game too.

Finally, once they've understood the principal concepts and the alternative formats, take them to a local tournament. Give them a list with decent power (but not a meta-list) and let them have at it.

12 hours ago, Kehl_Aecea said:

Kieransi has a really good idea. I wish I did that!

What I did was set up one of the pack-in missions that came with the core sets and that worked pretty well!

It also helps if you have the game set up and ready to go when you invite them over or whatever... I mean, let them set up their ship placement, but have all the upgrades out and ready to go.

Those are really good too, and excellent ways to teach them how different ships work! The one with the YT-2400 was a good way to teach my brother the game.