Every man for himself game mode?

By K13R4N, in X-Wing

So a have invited 5 mates round for next wednesday (3 do not play x wing) and a while ago I remember reading a post about a game mode where their was a bunch of ships(with upgrades) and then 6 players, every time you died you swapped you ship and respawn on any board age. The winner is the player with the most kills at the end of the game. Do any of you have a link to the Original post or on how to play this mode and what lists they used?

Thanks in advanced.

Furball. But I don't think you swap your ship for a different one, you keep the original one. In first edition, I think it was a maximum of 35 points (so 70 points in second edition?) Contacted FFG for their rules on Furball when they hosted it at Star Wars Celebration Chicago but I didn't get any clarification.

If I was you, I would use quick build card, with a threat level of 3 for the beginner and 2 for the experimented.

Also, select quick build that are "all in one" and not a support . I would personally leave a bunch of ship on the side and alow to change, it alow beginners to try something different.

There is a a type of furball that you play one faction and use a stack of quick build cards. Randomize the cards. Draw one. When you die, you pull the next one in the stack and fly that.

My local group frequently plays our version of a Furball.

Basic rules: 1pt scored for doing damage to an enemy; bonus point for destroying them. Minus 1pt for taking damage from an obstacle.

Respawn when destroyed if we're flying single ships with identical builds. 1st to 10pts, or highest score when we have to stop wins.

No alliances, you must shoot someone if you can.

Sometimes we play identical ships (usually a Tie Interceptor each), other times we use points - and then points spent on a bid count as destroyed.

4 hours ago, Gilarius said:

My local group frequently plays our version of a Furball.

Basic rules: 1pt scored for doing damage to an enemy; bonus point for destroying them. Minus 1pt for taking damage from an obstacle.

Respawn when destroyed if we're flying single ships with identical builds. 1st to 10pts, or highest score when we have to stop wins.

No alliances, you must shoot someone if you can.

Sometimes we play identical ships (usually a Tie Interceptor each), other times we use points - and then points spent on a bid count as destroyed.

Similar here. We use a bounty system where destroying a ship earns you a point, but puts a bounty on your ship, so that it's worth an extra point when destroyed.

We also usually let players bring a few ships, as long as they fit the points limit (I think 68 for 2.0) and switch when a ship is destroyed.

I think we played to time (75 mins) and points scored for who wins.

And newly spawned ships must spawn at/beyond range 3 of any other ship, but can come in on any board edge. (Usual placement rule at range 1 of the board edge)

Edited by Koing907
36 minutes ago, Koing907 said:

Similar here. We use a bounty system where destroying a ship earns you a point, but puts a bounty on your ship, so that it's worth an extra point when destroyed.

We also usually let players bring a few ships, as long as they fit the points limit (I think 68 for 2.0) and switch when a ship is destroyed.

I think we played to time (75 mins) and points scored for who wins.

And newly spawned ships must spawn at/beyond range 3 of any other ship, but can come in on any board edge. (Usual placement rule at range 1 of the board edge)

I like the bounty idea. We'll have to try that out next time.

Our re-spawn points are our original starting positions, to save time re-measuring and second-guessing one another. Tie Interceptors do pop very easily, so we often need to respawn!

We also rotate first player each turn, when we use identical builds. Adds timing issues for which turn each player would like to reach engagement distance, which are fun!

I've also enjoyed TRON-wing as a quick-playing multiplayer format. Each player needs two sets of manoeuvre templates, and it's probably best if everyone flies the same ship (we used interceptors and that worked well).

When you move (including repositioning), leave the template on the board behind you. When you place your 6th template, you may pick up your oldest template and return it to your template pool. If you do not have a particular template in your pool, you cannot use it for movement. If you run over a template, suffer two hits. Shooting etc. as normal.

If you are forced to move by a tractor or ion effect, do not leave your template on the table.

Yeah there is usually a bounty system type furball. All small base ships, 1 ship only and you have say a 80 point limit.

  • +1 point for 1st player to destroy a ship (this is to get players to start destroying ships rather than just weaken every ship and try to chain score the points)
  • +1 point for each ship destroyed (also ship that destroys a ship gains a bounty mark)
  • +1 point for each bounty mark on a destroyed ship (if a player destroys 2 ships before getting destroyed, then they are worth 3 points)
  • +1 for first to 3 bounty marks (to encourage gaining bounty points)
  • +1 for first to 4 bounty marks
  • +2 for first to 5 bounty marks
  • +4 for first to 6 bounty marks (you pretty much won the game for getting 6 in a row)

First to score 10 wins

Edited by Marinealver

That's mostly 1.0 stuff, but the "new games" section has plenty that can be easily adapted to 2.0

We ran one last night with 9 people around a 6x3 setup. Everyone brought an 80 point ship and 2 obstacles. We slightly modified the FFG rules (I think you can find a picture of them on the Mynock's facebook page) to allow people to bring an 80 point ship instead of a prebuilt one. One point for damage, one extra point for a kill. I used the two hyperspace tokens from the starter box for when you regened in. I should have said that all bomb damage doesn't count for point tallies, only regular shots. Bombs won the day even when I divided their totals in half. But holy **** it was a riot.

Sounds like playing in a battle tech grinder at origins!

23 hours ago, gadwag said:

That's mostly 1.0 stuff, but the "new games" section has plenty that can be easily adapted to 2.0

Maybe we should make a separate thread or section for 2nd edition alt formats. I did update my alternative format for 2nd edition, I even made custom formats for X-wing official squad builder app.

I think a new thread of 2.0 alternate formats would be wise, but I'm not motivated enough to start it myself