So I basically inherited a large collection of X-wing miniatures, cards, tokens, dice, everything. I'm told that it is 100% complete. The person basically opened many boxes, took the miniatures out to display, emptied all the contents into a box, and now gave me all of it. I just don't know where to start with organizing all the contents to produce a playable game, or does that really not matter? Does each ship have its own cards and tokens I need to sort out, or are they interchangeable?
Inherited box full of X-wing stuff. Where do I start?
So generally speaking any upgrade can go on any ship in theory but each has it's own unique restrictions, you don't need to sort out what came with which ship originally.
The large pilot cards are ship specific but it should be pretty obvious from looking at them what they go with.
The smaller upgrade cards will be a variety of different symbols depending on what type of upgrade it is, printed large on the back or small in corner on the front. These you'll probably want to sort by type. When you look at a ship card it will have an upgrade bar at the bottom with a list of symbols. For each symbol you can equip one matching card of that type. Also every ship may have one title and/or modification equipped to it so none of then have those symbols shown.
By default any upgrade can go on any ship with the matching symbol per the base rules. However, when you are going through them some of the upgrades will have specific restrictions printed on them restricting them to specific factions or ships. Titles are generally always restricted to a specific ship type.
The one other thing if you are new to the game I would highly recommend downloading the latest version of the rules and FAQ. Depending on how old the stuff you have is some of the rules stuff may be out of date.
40 minutes ago, sharrrp said:The one other thing if you are new to the game I would highly recommend downloading the latest version of the rules and FAQ. Depending on how old the stuff you have is some of the rules stuff may be out of date.
@Astrozork The answer to your questions starts with the rules. The first step to every game is read the rules. There is also a "Learn to Play" booklet that outlines the most basic concepts of the game. Rules Reference, Learn to Play and FAQ are all on FFG's main X-wing website.
Moving forward from there, check your local area for a game store that does X-wing. Local X-wing communities mostly have a reputation for being friendly to new players. (If you are in the San Francisco area, send me a PM.)
I'm a little confused by your post. Did your anonymous benefactor keep the models and give you the rest? You can play the game without the models themselves, but it loses some luster. (Also tournaments require you to have the model.)
(I'm about to talk about how to organize your box of stuff, and explain some of the game concepts along the way if they pertain to organization. But for actually understanding how to play the game, you should go to the X-Wing Product Page and download, at minimum, the Rules Reference, Learn to Play guide, and FAQ. Of these, the FAQ is the only one that gets updated frequently, so if your supplier bought a Force Awakens Core Set--the one with the blue logo--your Rules Reference and Learn to Play booklets will not be different from what you'd download today.)
Each ship has its own pilot cards, base chits, and for more recent expansions a ship symbol chit for use with the dial upgrade kits. Some ships will also have other physical components that are necessary to use it correctly (I'm thinking of the special stand for the VCX-100 or the mobile arc indicator and different-sized id tokens for the Lancer-class pursuit craft). So you'll probably want to start by sorting the pilot cards (those are the big ones with spaceship stats on them) by faction and ship type.
If your supplier bought one or more Core Sets, you'll have some small cards with an explosion on the back. These are Damage cards. Each Core Set comes with a Damage Deck containing 33 cards (7 Direct Hit! cards and 2 each of 13 other damage cards). The newer damage deck (from the Force Awakens core set) has numbers on the cards so you can easily tell they're all there. We generally consider the newer damage deck to be more balanced, but either is legal for tournament play presently.
The other small cards are Upgrade cards, which are not inherently tied to any ship (though some card do have a faction requirement or ship type requirement, which will be listed at the top of the card text). You should sort those by upgrade type, indicated by the icon in the lower right, and the art on the back of the card. I won't list all the icons here (see p20 of the Rules Reference), but there are two upgrade types that don't have icons: Modifications and Titles. Modifications have a pair of crossed spanners on the back, and titles have what looks like a disk projecting a hologram of an X-Wing. Titles will also say "Title" in the beginning of their card text, and so far they're all restricted to a single ship type. For the upgrade types with icons on their card, ships can only equip them if the have the corresponding upgrade icons at the bottom of their pilot card. For Modifications and Titles, every ship can equip one of each.
Once you've sorted all your pilot cards and Upgrade cards, you'll probably be left with a bunch of Reference cards. These exist to explain rules that weren't in the core rules at the time their expansions came out (you'll probably have a bunch of Modifications and Titles reference cards, because those Upgrade types were introduced very early, but weren't explained in the original core rules). You probably don't need to keep more than one of each of those, but some of them have been errata'd, so you might be better off looking for a combined reference like @Parravon's BIG Reference Card (which also has maneuver references, if your source didn't keep the paper inserts from all the blisters they bought). (If you're thinking about tournament play, you may at some point hear about the "no outside information" rule, but FFG OP has clarified they do not mean that to apply to consolidated references that just present information that's already available in X-Wing game materials--still a good idea to check with your TO to make sure they're on the same page.)
If your supplier bought one or more Core Sets, there should be some red and green X-Wing dice in there. Save these, as you literally cannot play the game without them! (Well you could, but it would be a pain in the aft.)
Now you should be left with some rule books from the box expansions (aces packs, large ships, and huge ships), plastic bases/pegs, plastic hubs for maneuver dials, and cardboard. The rulebooks work sort of like reference cards for the box expansions, but they also have maneuver charts for their ships and usually a scenario. I'd keep those in case you want to try scenario play later. The plastic bases/pegs should be fairly apparent how they go together with the ships. The one wrinkle here is if your supplier bought any of the Huge ship expansions (CR-90 Corvette, Rebel Transport, Raider-Class Corvette, Assault Carrier, C-ROC Cruiser) there will also be huge ship pegs and bases. The huge ship pegs are easy to identify, but the bases they fit into look a lot like the regular Large ship bases. The difference is in the center where the peg attaches. Look at the bottom of a huge ship peg and you'll quickly figure out what's different. You can use huge ship bases for Large ships, if you find the Large ship bases/pegs hard to work with.
The cardboard will have maneuver dials (which must be assembled using the black round hubs--make sure you don't mismatch a dial with the wrong front piece!), maneuver templates (Core Set only), range rulers (Core Set only), obstacles (asteroids are Core Set only, debris clouds come with some of the box expansions), range rulers (Core Set Only), and tokens. There's also a Huge Ship maneuver template and two-part Range 1-5 range ruler that came with the relevant Huge Ship expansions.
Tokens:
- Ship-type silhouettes for use with the dial upgrade kits
- Proof of Purchase
- Target Lock tokens (come in red/blue pairs with matching letters)
- ID tokens (little tombstones with numbers on them, used to distinguish between similar-or-identical ships on the table)
- Shield tokens (round, light blue)
- Focus tokens (round, green, picture of an eye)
- Evade tokens (round, green, picture of a zig-zagging arrow)
- Critical Hit token (hexagonal, red, picture of an explosion) -- supposed to be used to indicate that a ship is under the effects of one or more face-up Damage cards, but not everybody uses them
- Cloak tokens (blue, round-ish, picture of an arrow over a circle)
- Weapons Disabled tokens (round, red, picture of a laser bolt behind a ban circle)
- Extra Munitions tokens (square, amber, picture of bombs/missiles)
- Illicit tokens (square, amber, picture of the "credits" symbol)
-
Various bomb tokens:
- mostly small and square with a picture of a bomb and a place to slot the maneuver template
- Connor Net tokens look like a big blue hourglass
- Proximity Mine tokens are big and round
- Cluster Mine tokens are small and round and come in sets of three, only one of which has a place to slot a maneuver template
-
Huge Ship Only:
- Energy tokens (purple, three lobes)
- Reinforce Token (round, green, picture of an arrow with two layers of shields around the front)
I think that's all the tokens you're likely to have that get used in regular play, so anything else you find is probably for a scenario.
2 hours ago, jmswood said:@Astrozork The answer to your questions starts with the rules. The first step to every game is read the rules. There is also a "Learn to Play" booklet that outlines the most basic concepts of the game. Rules Reference, Learn to Play and FAQ are all on FFG's main X-wing website.
Moving forward from there, check your local area for a game store that does X-wing. Local X-wing communities mostly have a reputation for being friendly to new players. (If you are in the San Francisco area, send me a PM.)
I'm a little confused by your post. Did your anonymous benefactor keep the models and give you the rest? You can play the game without the models themselves, but it loses some luster. (Also tournaments require you to have the model.)
Thank you for the reply, yea I got the models as well. Can't wait to dive in and start playing.
3 hours ago, sharrrp said:So generally speaking any upgrade can go on any ship in theory but each has it's own unique restrictions, you don't need to sort out what came with which ship originally.
The large pilot cards are ship specific but it should be pretty obvious from looking at them what they go with.
The smaller upgrade cards will be a variety of different symbols depending on what type of upgrade it is, printed large on the back or small in corner on the front. These you'll probably want to sort by type. When you look at a ship card it will have an upgrade bar at the bottom with a list of symbols. For each symbol you can equip one matching card of that type. Also every ship may have one title and/or modification equipped to it so none of then have those symbols shown.
By default any upgrade can go on any ship with the matching symbol per the base rules. However, when you are going through them some of the upgrades will have specific restrictions printed on them restricting them to specific factions or ships. Titles are generally always restricted to a specific ship type.
The one other thing if you are new to the game I would highly recommend downloading the latest version of the rules and FAQ. Depending on how old the stuff you have is some of the rules stuff may be out of date.
Very helpful! Many thanks.
Not as long-winded as the other replies, but hopefully helpful: here's a great resource for which cards come in which packs.