GenCon 2012: X-Wing Final Match!

You won’t find this video anywhere else.  Hopefully it tides you over until the upcoming public release!  If you have any questions about what’s going on in the video, check out the demo we posted on the first day of GenCon, or ask in the comments, we’ll be happy to answer any questions!




Be sure to check out our other post for an interview with the winner (we won’t post it hear so not to spoil the results).  Also, remember you can support us AND get your X-Wing minis as soon as they release by pre-ordering here!

And, finally, if you enjoyed the final match, here’s two more videos to get your excited!



Thank you!

  1. So I’m curious as to what cards come with what? Are all the cards in the expansions unique to the expansions, or is there some overlap, either between the expansions or the starter? How many of the cards in the expansions are unique (as in can only have one in the game, like good old R2)? I’m trying to gauge the most economical method to buy into this to test it out and see if I can snag a friend or two’s interest.

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  2. I think you have to start with a starter, as it has the damage cards, maneuver templates, etc. A lot of the good stuff actually comes in the starter (including Luke, R2, and even Wedge). You have to get the TIE advanced to get Vader, but otherwise the starter is a great, great place to start. I believe if you get a starter + a y-wing + a tie advanced you get all but 2-3 pilot cards (the ones you get for buying an x-wing or TIE by itself). Hope that helps.

  3. I sporadically checked in on this game video during a movie (El Orphanato, called in English “The Orphanage” — pretty good if you like trying not to cry like a big girl at the end). My impression of X-Wing is… mixed.

    Ship actions are chosen by both players simultaneously, then revealed. I really liked that for the same reason Steven did. It creates a sense of “real time action” which is both hard to execute well in a table-top and also very accurate what the game is abstractly representing. There is something here that I don’t like though.

    The game reverts to high abstraction concerning when these chosen moves happen, and shooting follows the old “my turn your turn” too in large degree. I was excited when Steven mentioned real time mechanics, but after seeing the game played myself I can’t quite grant them that particular gold star.

    What I would have liked to see:

    Each turn by step:
    1) Players choose movements in secret. Do not reveal yet.
    2) Ships can fire here or save the shot for after movements.
    (Ships with rapid fire weapons could fire before AND after.)
    3) Movements are revealed and ALL ships move.
    (Ships collide if they end up in the exact same place.)
    (Pilots can adjust their resting position if skilled. Pilot skill values for Empire are even; skill values for Rebel side are odd. Execute pilot skilled maneuvers in reverse order.)
    4) Ships that didn’t already fire can fire.

    This was, generically, what I’ve been hoping to see for a long time. After what Steven said I was fully expecting something approximate to this. And then I saw it not happen that way. Was disappoint.


    Watching the game play out using the mechanics they did choose, it’s not bad. Having to choose moves secretly in advance definitely moves things toward a real time feel more than with other games like this that I’ve seen. I like the movement templates as a method, although I’m not 100% on what the choices are. Is there a speed adjustment option for left/stright/right/etc? Is there a “sit there stationary” option?

    A sidenote — I saw a few times where the dice bumped a model while being rolled, and nobody ever bothered to re-adjust those models or begin rolling elsewhere. What was with that?

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  4. Thanks. It was never a question of yay or nay on the starter, but more of a question do I get two starters or a starter and two TIE and an X-Wing expansion, plus probably a Y and the Advanced. I’d want enough ships to play a two sided 100 point game, and just running a total of three ships (both sides) doesn’t seem interesting enough for the investment and getting other people interested.

    Do you know how many common/unique cards there are in the various options? And when I say common/unique, I mean things like you can only have one Luke (unique), but a dozen proton torpedo cards might still all see use in a single game.

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