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× Talk about the latest and greatest AT, and the Classics.

Quick help with rules mods for x-wing

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25 Dec 2016 12:02 #241308 by Gary Sax
Got some great advice earlier on simple x-wing for my 6 1/2 year old nephew. I was hoping someone could give me a concise list of changes they'd suggest to strip it down. Got him the force awakens set.

Obvious:
1) no upgrades or special pilots
2) no terrain
3) no missions

What else? Modify, add or veto anything else!

3) no actions during movement phase
4) no range effects? What should I assume everyone's range
5) no stress?
6) no secondary weapons, only roll red primary?
7) no crits?

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25 Dec 2016 12:33 #241310 by SebastianBludd
I nice little handicap you could give him would be to avert your eyes during his turn and let him use the maneuver templates to see what his ship's final position will be. Then you might even be able to include terrain since it would then be more of a hindrance to you than it would be to him.
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25 Dec 2016 13:22 #241311 by Hex Sinister
I'd keep the +1 dice at close range since it promotes good maneuvering but that's it for starters. Toss in the +1 defense rule when he's got the former down. Stress rule is pretty simple, keep that but ditch crits and everything else for now. Have fun!

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25 Dec 2016 13:43 #241313 by dragonstout
I believe the box comes with three sets of "rules": one is a foldout sheet of "starter" rules, the other the "Learn to Play" book, and the "Rules Reference", though it's possible that for Force Awakens they've folded the starter rules in with the Learn to Play book. In any case: start off with the first game starter rules as suggested! They're pretty stripped down already. If I were going from memory, I'd say:
3) Start with no actions, but fold them in once he gets it pre-actions.
4) You should DEFINITELY still use the ruler to measure whether you're within range; you could strip out the range BONUSES, though. That should totally depend on whether, prior to that point, the kid is overwhelmed or not. Either way, once the kid's comfortable, it'd be the first thing I fold in.
5) Stress is fine from game 1, IMHO. You get stressed when you do a red maneuver, and can't do another red maneuver while stressed. Green unstresses. Not complicated, and it made total sense to my kid when he was 5 (who is NOT one of these classic BGG "my 5-year-old plays Caylus" kids; when I hear about what games Barnes's kid can play it boggles my mind; X-Wing is literally the only hobby game he plays, still at 6.5).
6) Secondary weapons aren't even a thing until you get to upgrades.
7) I'd do crits after actions.

So I'd introduce:
0) Stress from the beginning
1) Range bonuses, possibly in the first game, possibly not
2) Once comfortable with the game, add actions.
3) Once you've added actions, add crits.
4) Asteroids
5) Pilots
6) Upgrades, ONE at a time.
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