Star Wars: X-Wing Miniatures Game

Fantasy Flight Games, Edge Entertainment, Galakta · Board game · 2012
2 · best 2 30–45 min Weight 2.5/5
8.2 rating Ludopedia
7.6 rating BGG
STEP BY STEP

Game Objective

X-Wing is a tactical space combat game in the Star Wars universe where two players control squadrons of ships (such as X-Wings and TIE Fighters). The primary objective is to destroy all of the opponent's ships to win the match. The game may also include missions with unique victory conditions. Refer to the manual for details regarding this section.

Setup

  1. Choose a Faction: One player controls the Rebels and the other controls the Imperials. Components of your own faction are FRIENDS and the opponent's are ENEMIES.
  2. Gather Your Forces: Players choose their Ship Cards and Upgrade Cards. For beginners, the Rebel uses "Luke Skywalker" and the Imperial uses "Night Beast" and "Obsidian Squadron Pilot."
  3. Assemble the Ships: Fit the Ship Sheet into the base (aligning the firing arc with the front arrow), insert the pins into the base tower, and attach the ship miniature on top.
  4. Define the Play Area: Use a flat surface of at least 90 cm x 90 cm. Each player stands on one side, and the edge closest to each is their Edge.
  5. Position the Forces: Place the ships in the play area in ascending order of Pilot Skill (from the lowest to the highest orange number). In the event of a tie, the player with Initiative positions first. The ship must be placed entirely within Range 1 from your Edge, facing any direction.
  6. Prepare Your Cards: Place your forces' cards face up, outside the play area and visible.
  7. Activate Shields: Place Shield Tokens on each Ship Card according to its Shield value (blue number).
  8. Prepare Other Components: Shuffle the Damage Deck and place it face down. Keep the Range Ruler, Dice, and the Action Token Pool within everyone's reach.

Game Flow

The game is played in a series of rounds. Each round strictly follows these four phases:

  1. Planning Phase: Each player secretly chooses a maneuver for each ship using their Maneuver Dial, placing the dial face down next to the ship.
  2. Activation Phase: Ships are activated one at a time, in ascending order of Pilot Skill. For each ship: the dial is revealed, the maneuver is executed using the corresponding Maneuver Template, the pilot's Stress is checked, and finally, the ship may perform an action.
  3. Combat Phase: Each ship may perform an attack. The activation order here is descending Pilot Skill (from highest to lowest).
  4. End Phase: Players remove unused Action Tokens (except lock-ons) and resolve End Phase abilities. After this, a new round begins.

Actions and How to Play

During the Activation Phase, after moving, the active ship may perform an action listed on its Action Bar or granted by abilities. Ships with Stress Tokens cannot perform actions.

Available Actions:

  • Evade: Places an Evade Token next to the ship, which can be spent during the Combat Phase to cancel damage.
  • Focus: Places a Focus Token next to the ship, used in combat to increase the chances of hitting on an attack or decrease the chances of being hit on defense.
  • Barrel Roll: Allows the ship to move sideways using the Maneuver Template (1), maintaining the same orientation. This cannot be performed if the base or template overlaps another ship or Obstacle Token.
  • Lock-on: If an enemy is within Range 1, 2, or 3, the player places a Red Lock-on Token on the target and a corresponding Blue Lock-on Token on the active ship.
  • Pass: The ship chooses not to perform any action.

Movement and Maneuvers:

Maneuvers are defined by direction, speed (1 to 5), and difficulty (arrow color). Directions include Straight, Turn (45° change), Hard Turn (90° change), and Koiogran Turn (straight with a 180° turn). Red maneuvers cause Stress, while green maneuvers remove a Stress Token.

Combat:

An attack occurs if the target is within the Firing Arc and within Range (measured by the Range Ruler). The process is: Declare Target $\rightarrow$ Roll Attack Dice (Red) $\rightarrow$ Modify Attack $\rightarrow$ Roll Defense Dice (Green) $\rightarrow$ Modify Defense $\rightarrow$ Compare Results $\rightarrow$ Inflict Damage.

End of Game and Scoring

The match ends immediately when a player destroys all of the opponent's ships. The player who eliminated all enemy ships is the winner.

Destruction Criteria: A ship is destroyed when the number of Damage Cards received (summing face-up and face-down cards) equals or exceeds its Hull Value (yellow number). In the unlikely event that the last ship of each player is destroyed at the same time, the player with Initiative wins.

Damage and Shields: When hit, the ship first loses Shield Tokens. If there are no shields, it receives a Damage Card. Normal damage results in face-down cards; Critical Damage results in face-up cards, which apply special penalties and add a Critical Hit Token.

Tips for Winning

  • Stress Management: Remember that ships with Stress Tokens are limited, as they cannot perform actions or execute red maneuvers. Use green maneuvers to recover your pilot's mobility.
  • Tactical Positioning: Use the Range Ruler to stay out of the enemy's Firing Arc or to force the opponent to move into unfavorable positions.
  • Use of Lock-ons: Lock-on is fundamental for increasing accuracy, allowing you to reroll attack dice against the marked target during the Combat Phase.
Rules videos

In English

OFFICIAL RULEBOOK
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