How to Play

Star Wars: X-Wing (Second Edition)

2-2 players 30-45 min 8.0 Board Game Geek Rating

Command a starfighter squadron in tactical Star Wars space combat. Players secretly select maneuvers using unique dial systems, then reveal and move ships simultaneously. Position vessels strategically to target enemies within firing arcs and range, unleashing blaster fire or torpedoes. Additional actions like target locks and barrel rolls provide tactical advantages. Victory comes through destroying your opponent's entire fleet.

Published 2018

Star Wars: X-Wing (Second Edition)

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Assign ships
Each pilot receives one stock E-Wing (Knave Squadron Escort, In2) without any upgrades, with standard cannons replaced by non-lethal ion cannons (3 ATT, range 1-3, requires line of sight, no range bonuses)
2
Determine pole position
Roll a d6 for each player to establish starting order - highest rolls get front positions
3
Determine route
Establish the race course and number of laps before starting
4
Distribute power-ups
Place any number of power-up tokens on the track
5
Prepare damage tracking
Use tokens instead of the damage deck to track damage

On Your Turn

What you can do during your turn.

1
Planning Phase - Determine activation order
Ships with lowest position ranking activate first; assign activation order tokens accordingly
2
Planning Phase - Assign dial
Choose a maneuver unless your ship has ion tokens
3
Systems Phase - Use power-ups
Spend any previously collected power-ups that don't say "use immediately"
4
Activation Phase - Reveal dial
Show your chosen maneuver
5
Activation Phase - Execute ionized movement
If no dial assigned, perform 1 straight blue maneuver then remove all ion tokens
6
Activation Phase - Execute maneuver
Move ship according to dial or ion rules
7
Activation Phase - Resolve terrain collision
Roll 2 red dice, suffer all hit/critical damage, receive 1 stress token, next round limited to non-red speed 1-2 maneuvers; ship resets at point of impact
8
Activation Phase - Resolve map edge collision
Treat going outside the map as terrain collision
9
Activation Phase - Resolve ship collision
When bases overlap, each ship involved rolls 1 red die and suffers their hit/crit results
10
Activation Phase - Collect power-ups
When overlapping power-up tokens, collect all tokens and use "immediately" ones right away
11
Activation Phase - Perform action
If not done before movement, perform one action (barrel rolls can be standard or tight spins)
12
Activation Phase - Perform attack
If not done before movement, make an ion cannon attack
13
End Phase - Reset collision positions
Place ships that collided with terrain centrally over the nearest track centerline without gaining advantage
14
End Phase - Determine rankings
Position ranking based on which ship's base is farthest forward along the imaginary center line (nubs count)

Winning

How to claim victory.

1
Cross the finish line
Fully cross the finish line with your ship's base to end the race
2
Determine the winner
The ship that ends the round farthest ahead after crossing the finish line wins
3
Resolve ties
If multiple ships fully cross the finish line in the same round, the ship positioned farthest forward wins

watch & Learn

Let the pros teach you with these top videos.

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Star Wars 2nd Edition Tutorial

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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