Friday Night X-Wing – Friday, May 6th!

Friday Night X-Wing
Friday, May 6th

Registration: 6:00 pm
Tournament: 7:00 pm
Entry: $5
Format: Fragile Allegiances with Zombies (explained below)
List: Each player brings one ship, upgraded however they like. Each player’s build must feature one unique card, either and upgrade card or pilot. Each Player’s build must not exceed 33 points.
Players may bring two different lists to play in each of the rounds. Additionally, please bring a Z-95 and dial if you have one available (Bringing extras for other players that do not have the Z-95 ship is encouraged).
Rounds: 2 rounds, no cut
Prizes:
The prize pool will be $2.50 gift card value per player, paid out as follows:
Player with last surviving ship each round: 20% of prize pool (2 given out)
Player with most points in a round that was not final survivor: 20% of prize pool (2 given out)
Random giveaways: 10% of prize pool (2 given out)
Additional prizes from an X-wing tournament kit.

For Paradox’s second ever Friday Night X-Wing we are going outside the box with a fun casual format.

This tournament will be based on the custom game mode that local X-Wing player Joe Lutovsky created known as “Fragile Allegiances.” Detailed game rules are below but all you really need to know is that it is a free for all format with some extra rules to keep it interesting. We hope to bring you many different X-Wing formats in the coming Friday Night X-Wing tournaments and look forward to your feedback.

Game Rules for Fragile Allegiances with Zombies:

Preparation:
Each player brings one ship, upgraded however they like. Each player’s build must feature one unique card, either an upgrade card or pilot. Each Player’s build must not exceed 33 points.

Forming Starting Teams:
All players roll a 20 sided die. The two players with the highest results are the two team captains.
Starting with the captain with the higher d20 roll, the two captains take turns choosing the other players to be on their teams until all players have been assigned a team.
Initiative among players is determined by points spent on their build. In the case of a tie, the initiative is chosen randomly. Keep a list of initiative hierarchy to remember who goes first.

Setup:
Each team captain takes turns placing obstacles following the normal rules for obstacle placement until there are six obstacles. Then each team sets up their ships on their respective edges of the board per regular setup rules.

Each ship will be marked with a double sided token to indicate which team it is on.

Gameplay:
Each ship has two special actions that are considered to be in its action bar:
Defect: ACTION: You switch to the other team.
Recruit: ACTION: Receive one stress token to force an enemy ship within range 1-3 to switch teams.
All ships on your team are considered friendly. All ships on the opposite team are considered enemy. If all ships are on the same team, all ships are considered enemy ships to each other.

WITH ZOMBIEZ!: When your ship is destroyed, remove it from play as normal. Remember who dealt the killing attack to you. At the start of the round following the destruction of your ship, place a Z-95 (“ZombieZ”) in one of the corners of the board. Do not assign a team token to your ZombieZ. ZombieZs have 0 pilot skill. Go eat ships.

There are two winners: The final surviving ship and the player with the most points who is not the final survivor.

Points:
3 points for each real ship killed.
1 point for each ZombieZ killed.
2 additional points for a revenge kill (Using a ZombieZ, deal the final damage card to the ship that destroyed your last ship)

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