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DagobahDave

Our upcoming store league's funky rules

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Here are the rules for the store league we're starting next week:

http://www.outworld-studio.com/xwing/pdf/League-Rules-Facilities.pdf

We'll probably find ways to improve this setup as we play through the season, but for now, if any league organizer want to use this format or something similar, of course you're free to adapt it for your purposes.

If anyone has ideas for new kinds of facilities, I'm all ears.

Edited by DagobahDave

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I cannot see the file but at my local store we are 9 players running a 2 list league. 75 min. rounds, 100 points.

 

One list is 'heavy' (must have at least one large base ship) the other 'light' (only small base ships). Standard rules otherwise.

 

You decide which list you name 1 and 2 - then all play list 1 vs 1 and list 2 vs 2.

 

There are two league points per victory and one additional league point for the player who destroyed the most squad points. Example: if a player wins both matches then he is awarded five points (2+2+1).

 

It's great fun and the really cool thing is the diversity of the lists. Only ship missing is the TIE Bomber.

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Ambitious design - but it will lead to runaway leaders when the first few players start getting selected advantages over the others.

 

Imagine how an already good player can build his beefy (and now also cheap) Corran Horn or Whisper after a few wins... Does the best player really need this advantage?

Edited by Scurvy Lobster

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It is more like a campaign setup while interesting I don't think tournament ladder style league would be the best. You would want a campaign and maybe with some style a team league of such. Such as draw a map split everyone into teams by abilities based on previous tournaments of matches then add in those persistent effects such as facilities. 

 

You would also want some sort of equalizer to keep the winners from sweeping over. Maybe like a point upkeep handicap if one team tends to dominate the map. Something just to keep the playing level fairly even for almost each map.

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I'm not really worried about anyone running away with it. By round three, the calibers of players will tend to even out, and even a losing player can luck into a great facility.

You could definitely make this into a teamed-by-faction map control sort of thing, but with Scum arriving probably right in the middle of this league season, that wouldn't work well for us at this time. This is really only an evolution of the Escalation league we just finished. It's a different kind of escalation, but the ladder match format should work just as well here.

Edited by DagobahDave

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I like it!!! Wish I could get our gaming group into a league sort of thing. I really approve of the whole no Unique cards (does this include pilots, i d assume so). You'd see a lot of swarms and the like but would make the game interesting based on the different facilities people get. 

 

I don't think people will get to ahead of the pack, esp if the other players know what the "top" player will most likely be running its probably easier to make a list to counter, I think it would be neat if you had to keep your base list or something and just swap out a certain amount of points based on the facility you receive. Just so people can still change their squad if it isn't working but still kind of show an improvement on it like upgrades and different pilot skills than just scrapping it and starting over.

 

Thanks for sharing!

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Things are going to get wild, for sure.

 

We've decided that match winners will, instead of choosing their next facility, roll twice on the table and choose one of the results. There's still the chance of landing on the "choose one" result, but this should take some of the sting out of losing, while still rewarding the winner with a (possibly slight) advantage over the loser.

Edited by DagobahDave

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In this league format are you allowing players to completely change their list every week or are they just supposed to try to make the earned upgrades work with the squad they started with in round 1?

Edited by R5Don4

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I would change what Academy does to:

 

"You may reduce the cost of one elite talent by 2."

 

And move the academy's effect to everyone's favorite hive of scum and villainy:

 

"Cantina:    For each Cantina that you control, you may include one unique card"  

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In this league format are you allowing players to completely change their list every week or are they just supposed to try to make the earned upgrades work with the squad they started with in round 1?

Squads can be completely redesigned each week.

I would change what Academy does to:

"You may reduce the cost of one elite talent by 2."

And move the academy's effect to everyone's favorite hive of scum and villainy:

"Cantina: For each Cantina that you control, you may include one unique card"

That'd work, too. The idea for this rule set started when one of the players in the league suggested that we play some kind of "generics only" tournament. I figured I would meet their request halfway, and allow unique cards only on a very limited basis. The lack of any discounts on elite talents is intentional (although of course there are some generics with EPT slots). Edited by DagobahDave

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Looks neat.  I don't know how "fair" it is or whatever (it seems like one or two lucky or unlucky facility rolls can really make someone run away with a ton of uptions), and I can see some folks getting really screwed depending on what sort of options they have (just based on the models they own and stuff), but it looks COOL, and that's half the battle.  I think it'll mix things up and move things away from the standard meta, and that's always a fun change, too. 

 

I'd try it! 

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The Token Exchange is mentioned in the prizes section of the league rules PDF, so I figured I'd share this in case anyone was wondering what it meant.

One of the things we do in our store league is to have this organizer full of acrylic tokens I've picked up from various places. Everybody gets two tokens of their choice when registering for tournaments and league events, and at any time you can take one and leave one. I'm particularly proud of the selection right now, and that's not including some Applied Perspective stuff I've got coming later this week.

 

token-exchange.jpg

Edited by DagobahDave

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I'd add a communications station, control of which gives you control over initiative (whoever has more comms stations has control).

 

Also a listening post, control over which lets you increase or decrease the number of obstacles on the table.

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I'd add a communications station, control of which gives you control over initiative (whoever has more comms stations has control).

 

Also a listening post, control over which lets you increase or decrease the number of obstacles on the table.

 

The Forward Base kind of does both of those things. :)

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