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Star Wars X-Wing Miniatures Game Rule Summary (version 1.

2)
Setup
1. Choose Faction. Rebels vs Imperials.
2. Gather Forces. Choose Ship and Upgrade cards.
a. When Squad Building, all players agree on squad points total and secretly build their squads.
b. When Squad Building, no more than one of each unique pilots can be fielded.
3. Assemble Ships.
a. Put together Ship Tokens and Ship Miniatures.
b. If multiple copies of the same non-unique ships are used, attached ID tokens to the ship and
corresponding ID token near the pilot card.
4. Establish Play Area.
5. Place Forces:
a. Place ship in order of lowest Pilot Skill to highest Pilot Skill.
b. In case of ties, player with initiative places first.
c. Ships are placed within Range 1 from players edge of Play Area.
6. Prepare Gathered Cards.
7. Activate Shields. Place shield tokens on each ship.
8. Shuffle Damage deck.

Game Phases (PACE)
1. Planning
a. All players secretly choose one maneuver for each ship, and place the maneuver dial facedown
near its corresponding ship.
b. Players cannot look at opponents facedown dials.
c. In team games, teammates cannot show each other the maneuver chosen no their dials.
d. Players cannot use maneuver templates to test where ships will end.
2. Activation
a. Activates one ship (Active Ship) at a time, starting with ship with lowest Pilot Skill.
b. In case of ties, player with initiative must activate all ships with that pilot skill first.
c. Initiative.
i. Unless otherwise specified, Imperial player has initiative.
ii. When Squad Building, player with the lowest point total has initiative. If it ties, Imperial
player has initiative.
d. Active Ship Activation Steps:
i. Reveal Dial.
ii. Set Maneuver Template.
iii. Execute Maneuver.
1. Stress Token. A ship with stress token(s) cannot perform red maneuvers. If
player mistakenly chose a red maneuver, opponent must select any non-red
maneuver on that ships dial for that ship to execute instead.
2. Flee. If the maneuver causes any part of the ships base to go outside the Play
Area, ship is immediately destroyed (considered to have fled the battlefield).
3. Moving Through. Ship is allowed to move through space occupied by other
ships.
4. Overlapping Bases. If the maneuver causes the base of the active ship to
overlap with another ships base, move active ship backwards along the
template until it no longer overlaps with any ship. Place ship so that its base is
touching another ships base. Active ship skips Perform Action step.

5. Overlapping Bases Koiogran Turn. If active ship is executing a Koiogran Turn
maneuver that causes its base to overlap with another ship, treat the
maneuver as a Straight maneuver with the same speed as the original Koiogran
Turn instead. Color follows that of the Straight maneuver on the ships dial.
6. Overlapping Plastic Figures. If the bases are not overlapping, but only the
plastic figures overlap, remove one peg from the base and continue play as
normal.
7. Obstacles. If maneuver template or ships base overlaps with an obstacle, skip
Perform Action step. The player rolls one attack die and suffer any damage
or critical damage rolled. A ship that is overlapping an obstacle token during
Combat Phase cannot attack any ship.
iv. Check Pilot Stress.
1. If red maneuver, place one stress token near ship.
a. A ship with stress token(s) cannot perform actions (even free actions).
b. A ship with stress token(s) cannot perform red maneuvers. If player
mistakenly chose a red maneuver, opponent must select any non-red
maneuver on that ships dial for that ship to execute instead.
2. If green maneuver, remove one stress token from ship.
v. Clean Up. Set aside templates and maneuver dials.
vi. Perform Action.
1. Active Ship may perform one action, on top of other free actions.
2. Cannot perform the same action more than once per round even if it is a free
action.
3. A ship with stress token(s) cannot perform actions (even free actions).
4. May only perform actions shown in the action bar of its Ship card, and pilot
abilities, Upgrade cards, Damage cards, or mission-specific abilities.
5. Possible Actions:
a. Evade.
i. Place one evade token near ship.
ii. Can spend during Combat Phase to cancel one damage.
iii. Unspent tokens are removed during End Phase.
b. Focus.
i. Place one focus token near ship.
ii. Can spend during Combat Phase when attacking to change all
focus results to damage results.
iii. Can spend during Combat Phase when defending to change
all focus results to evade results.
iv. Unspent tokens are removed during End Phase.
c. Barrel Roll.
i. Use Straight 1 maneuver template to perform Barrel Roll.
ii. May move either left or right.
iii. Cannot perform Barrel Roll if ship will overlap another ship or
obstacle.
iv. Player is allowed to measure if ship can perform a Barrel Roll
before committing to this action.
d. Acquire a Target Lock.
i. Place a pair of target lock tokens.
ii. Can spend during Combat Phase to reroll any number of
attack dice.
iii. May only lock on target ship (Targeted red token) that are
within Range 3 of Active Ship (Locking blue token).
iv. Player is allowed to measure if enemy ship is within range
before committing to this action.
v. Each ship can only have a maximum of one blue target lock
token.
vi. Each ship can have more than one red target lock tokens.
vii. Target lock tokens remain until it is spent, or if locking ship
acquires a target lock on a different ship.
e. Pass.
f. Other Actions. Refer to card abilities.
e. After all ships have activated, move on to Combat Phase.
3. Combat
a. Resolve starting with ship with highest pilot skill.
b. In case of ties, player with initiative resolves the ships combat steps first.
c. Ship may perform only one attack per round, against one enemy ship within its firing arc and
within range.
d. A ship that is overlapping an obstacle token cannot attack any ship.
e. Combat Steps:
i. Declare Target.
1. Cannot target a ship if bases are touching.
2. Target ship must be inside the attackers firing arc. Other ships do not obstruct
firing arcs.
3. Target ship must be within range. Range is always measured as shortest
distance between the two ships bases.
ii. Attacker rolls Attack Dice.
1. Number of dice = Ships primary weapon value any card abilities modifiers.
2. Player can choose to use primary weapon or secondary weapon (if available).
3. If using primary weapon and target ship at Range 1, +1 attack die.
iii. Modify Attack Die.
1. Can resolve multiple modifying abilities, in any order.
2. For modifiers on attack dice, resolve defender modifiers before attacker
modifiers.
3. Can spend a pair of Target Lock Tokens to reroll any number of attack dice. A
die that has already been rerolled cannot be rerolled again during this attack.
4. Can spend a Focus Token to change all focus results to damage results.
iv. Defender rolls Defense Dice.
1. Number of dice = Ships agility value any card abilities modifiers.
2. If targeted at Range 3 by attackers primary weapon, +1 defense die.
3. If the range ruler between the two ships overlaps an obstacle token, defender
rolls +1 defense die.
v. Modify Defense Dice.
1. Can resolve multiple modifying abilities, in any order.
2. For modifiers on defense dice, resolve attacker modifiers before defender
modifiers.
3. Can spend a Focus Token to change all focus results to evade results.
4. Can spend an Evade Token to add one additional evade result to defense
roll.
vi. Compare Results.
1. All abilities that cancel dice must be resolved first.
2. Then, match one evade result to cancel one damage result.
3. If any evade results remains, match one evade result to cancel one
critical damage result.
4. If there are any damage or critical damage results remaining, defender is
hit.
5. If all damage and critical damage results are canceled, attack misses.
vii. Deal Damage.
1. Resolve all normal damage first before resolving any critical damage.
2. Lose one shield token for each damage or critical damage suffered.
3. If no shield tokens are left, receive one Damage Card.
a. For damage, place Damage Card facedown next to pilot card.
b. For critical damage, place Damage Card faceup next to pilot card.
Place critical hit token next to ship.
4. When number of Damage Cards (both faceup and facedown) equals or exceeds
ships Hull Value, that ship is immediately destroyed.
a. If target ship has pilot skill value equal to the active ships pilot skill
value, the target ship has opportunity to attack before being
destroyed. Stay in Play Area. Retain damage cards. Perform one attack
as normal during its Combat Phase. Remove from Play Area.
f. Resolve ship with next highest pilot skill. After all ships have had the opportunity to attack, move
on to End Phase.
4. End
a. Remove all evade and focus tokens.
b. Resolve any End Phase card abilities effects.


Winning the Game
1. Player wins when all opponents ships are destroyed.
2. In a team game, the team wins when all of the opposing teams ships are destroyed.
3. For missions, refer to mission-specific victory conditions.
4. Ties. Game will end in a tie if all players final ships are destroyed at the same time.

General Rules
1. Wordings
a. Unless otherwise stated, the word you in card abilities refer to the ship itself, not the player.
b. All stated card abilities are mandatory and must be followed unless it uses the word may or has
the Action: or Attack: headers.
2. Conflicting Rules
a. Card text overrides general rules.
b. If one card ability forbids an effect, while another ability allows it, the effect is forbidden.
3. Resolving Rule Disputes
a. Each player rolls 3 dice. Player with most focus results determines correct ruling for that
situation.
4. Cards
a. If the Damage Card deck runs out, shuffle the discard pile to create a new deck.
b. Discarded Upgrade Cards cannot be used for the remainder of the game.

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