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X-Racer Rules

Version 1.0
This is a variant set of rules of X-Wing that focuses on pod racing as seen in "Star Wars Episode I:
The Phantom Menace". Players should be familiar with the use of the maneuver templates, action
tokens and the dice mechanics of X-Wing as these are used in a similar manner in this game.

Components Required
 Maneuver templates, range ruler, dice and tokens from the X-Wing Core Set.
 Suitable miniatures mounted on the plastic bases used in X-Wing.
 Various markers for terrain obstacles and race gates.
 Racer Cards.
 Upgrade Cards (optional).
 Damage and Critical Cards.

Racer Attributes
 Speed
 Acceleration
 Braking
 Handling
 Cooling
 Repairs

The Speed attribute can have a maximum value of 12. All other attributes have a maximum value
of 6. All racers are destroyed if they sustain 3 points of damage. Each racer has a Pilot Skill (PS)
value that represents their experience and skill. A high PS denotes a more skilled pilot who is better
able to react to events during a race.

Game Round
The game is played in a series of rounds until a victory condition is achieved. In each round there
are four phases of play:
 Speed Phase
 Activation Phase
 Movement Phase
 Recovery Phase

Speed Phase
At the beginning of a game all racers have a starting Speed of 0. During this phase a racer can
adjust their current Speed value by using either their Acceleration or Braking attribute to increase or
decrease their Speed by up to their attribute value as long as this does not exceed their maximum
Speed value. Racer's cannot move in reverse or have a negative Speed. Player's should secretly
select their new Speed value for the round. This can be done using counters, speed dials, dice or
simply writing the number down.
Activation Phase
Before revealing the Speed value of the racer players can assign an action token to them. If a racer
has stress tokens then they may not perform an action. The following actions are available:
 Focus
 Evade
 Repair (see Recovery Phase for details)

Players must assign an action token to their racer in ascending order of Pilot Skill (PS), starting
with the lowest PS racers. If two or more racers have the same PS then the youngest player goes
first. Once all racers have completed their action assignment then they can reveal their Speed value.
The order in which the racers move is called the initiative order. This is determined using the
following priorities:
 Highest Speed
 Highest Pilot Skill
 Highest Maximum Speed
 Lowest Cost of Racer

Movement Phase
When a racer has the initiative they can move by using a number of maneuver templates based on
their chosen Speed value:

Speed Number of Templates


1 to 3 1
4 to 6 1 or 2
7 or more 2 or 3

The following rules are used for the deployment of multiple maneuver templates:
 All templates must be chosen before any are used.
 Once a template is placed it cannot be changed unless a special ability allows this or as a
consequence of a Hazard Test.
 The second or subsequent template must be placed in series directly aligned with the
previous template.
 Multiples of the same maneuver template cannot be repeated in the same move.
 All maneuver templates must add up to the assigned Speed of the racer. Failure to do this
will mean that an opponent may change the last maneuver to conform to the correct speed.

Maneuver Classification
 All straight maneuvers are rated as green maneuvers.
 All bank maneuvers are rated as white maneuvers.
 All turn maneuvers are rated as red maneuvers.
Red Maneuvers
Whenever a red maneuver is selected the racer will gain a number of stress tokens:

Racer's Speed - Red Maneuver Value = Stress

The racer gains this number of stress tokens by attempting the red maneuver. The racer can
immediately make a Handling Check to try and reduce this. They can roll a number of green dice
equal to their Handling value and use any or tokens they have. For every result scored a
stress token can be removed. If the racer still has stress tokens after the Handling Check then they
must make a Hazard Test.

A racer with a focus action moving at Speed 7 places a left 3 turn maneuver as their first template.
They will gain 4 stress tokens. They have a Handling attribute of 3 and can roll 3 green dice to
perform a Handling Check immediately. They roll and get 2 evade and 1 focus result. They spend
their focus token and reduce their stress by 3. Now they have just 1 stress remaining and must
make a Hazard Test.

Hazard Test
When a racer is required to make a Hazard Test they must roll a number of red dice equal to their
current stress value. For each result the racer will lose 1 speed point, for each result they will
lose 2 speed points. This speed will be deducted immediately. Any speed loss will first reduce the
value of the next maneuver and may prevent it from being played. A replacement template may be
selected when this occurs. In addition the current Speed of the racer is reduced by the same amount
which will affect the starting Speed value for the next round.

Control Loss
If a Hazard Test is failed and the racer loses 4 or more speed points then it has lost control. The red
turn maneuver is changed into a red bank maneuver of the same direction and value.

Stress Limit
A racer can have a maximum of 6 stress tokens at any one time. Each additional stress token
beyond this is immediately converted into a critical hit.

Green Maneuvers
Whenever a green maneuver is performed it will reduce the amount of stress on the racer by an
amount equal to the value of the green maneuver.

A racer with 3 stress tokens performs a 2 straight maneuver, they can remove 2 stress tokens.

Boost Move
If a racer has no current stress and it is moving at a Speed of 7 or more then it is eligible to perform
a free Boost action during their movement. This allows an extra maneuver template to be placed
immediately after one of their normal maneuver templates. This Boost move is only a straight 1, 2
or 3 maneuver template but it is always treated as a white maneuver. Whenever a Boost action is
performed the engines will start to overheat. The racer will receive a number of overheat tokens
equal to the value of the Boost move. This may cause damage to the engines during the Recovery
Phase.

Recovery Phase
After all racers have moved all unused and tokens are discarded. If a racer has a token this
can now be spent for repairs. If a racer has any overheat tokens these must be resolved in this phase
as well after any repair attempts are made.
Repairs
If a racer has received damage and has a token then it can attempt to repair their damage. They
can spend their token to roll a number of green dice equal to their Repair value. If the racer had
selected a speed of 6 or less at the start of the round it may roll an extra green die. Each result
will allow a repair result to be done. One repair result allows a face up damage card to be turned
face down. Alternatively one repair result can "tap" a face down card sideways. If another repair
result is done to a "tapped" damage card then it is discarded. Repairs must be done to critical (face
up) cards first, if there are more than one of these then you can choose which one to repair. If a
racer takes damage while they still have "tapped" damage cards then these are immediately
"untapped" in addition to any other result as the repairs are interrupted.

Overheating
If a racer has any overheat tokens then it can attempt to remove these to reduce their engines
overheating. They can roll a number of green dice equal to their Cooling value. Each result will
remove one overheat token. If the racer still has overheat tokens afterwards they must roll a number
of red dice equal to the number of overheat tokens remaining. Each result will add a stress token
to the racer. A result will inflict a critical on the racer.
If a racer selects a move of speed 6 or less then they may remove one overheat token at the start of
their next move.

Overheat Limit
A racer can have a maximum of 6 overheat tokens at any one time. Each additional overheat token
beyond this is immediately converted into a critical hit.

Applying Critical Hits


If an undamaged racer takes a critical then it receives a face up damage card as usual. However if it
already had a face down damage card when it receives the critical it will turn one of their face down
damage cards over instead and apply the critical result.

Advanced Maneuvers

Swerve Maneuver
Immediately after placing a straight maneuver template with a value of 2 or more you may declare a
swerve maneuver. Place a straight 1 maneuver template perpendicular on either side of the placed
template so that it does not overlap the end. This is then used as an extension for the next maneuver
template. The swerve maneuver is treated as a white maneuver.

Passing Maneuver
When a racer places a maneuver template and this passes through another racer’s base, but does not
end overlapping their base, this is called a passing maneuver. If this maneuver would normally be
classed as a green maneuver then it becomes a white maneuver instead. The racer that is being
passed has the option of trying to contest the passing maneuver by performing a blocking maneuver.
This can be attempted whether they have moved or not this round. If they do not elect to block then
the passing maneuver will be automatically successful.
Blocking a Passing Maneuver
To resolve a contested passing maneuver the racer attempting to pass must roll a green die. They
may add another die if they have a higher PS than the blocking racer and another die if they are
moving at a speed 2 or more than their opponent. The blocking racer must roll a red die, they may
add another die if they have the higher PS than the passing racer and another die if they are moving
at a speed 2 or more than their opponent. Both the passing and blocking racers can spend tokens
and the passing racer can also spend tokens.
If the number of results is equal or greater than the number of results then the passing maneuver
has been successful and they may continue with any other movement. If the number of results
exceeds the number of results then the passing maneuver has been blocked. If a result was
rolled by the blocking racer then this automatically blocks any passing maneuver. A passing
maneuver is required for each racer passed through.

Resolving a Blocked Maneuver


If a racer is blocked then it must retrace their movement along the maneuver template until they are
behind the blocking racer. If the blocked racer still has maneuver templates available then they can
attempt to pass again. For each subsequent attempt at passing the same racer add an extra green die.

Changing Templates
If a racer is forced to change their maneuver template due to either being blocked or losing speed
during a maneuver then they do not have to use the maneuver templates already selected. The
player can freely choose any maneuver template and can still use the same number of templates as
allowed by their original speed for this round, even if their new speed has been reduced. A racer
may also elect to move at a slower speed than chosen by using emergency braking. Their speed can
be reduced by up to their Braking value but they will gain an overheat token for each point reduced.

A racer moving at Speed 7 selects three different maneuver templates (4 straight, 2 left bank, 1
straight). The 4 straight maneuver passes through another racer. They declare a block and
succeed in blocking the racer who ends up behind them. They now have 3 speed points remaining
and have used one of their templates. They can now use 1 or 2 more templates (as they were
allowed to use 2 or 3 initially). These can be different from those previously selected.

Ramming Attacks
If a racer places a maneuver template that would end overlapping another racer or the racer’s final
position would end overlapping another racer then a collision may occur. If the racer wishes to
collide then this is called a ramming attack. If they do not wish to ram them then they can
voluntarily end their movement behind the other racer.

To resolve a ramming attack the racer attempting to ram rolls a red die. They may add another die
if they have a higher PS than the target racer. The target racer must roll a green die, they may add
another die if they have a higher PS than their opponent. Both the ramming and target racers can
spend tokens and the target racer can also spend tokens.
If the number of results is equal or greater than the number of results then the ramming attack
maneuver has failed, resolve their movement as if they had not attempted the ram. If the number of
results exceeds the number of results then the ramming attack has been successful. Each
uncancelled result will inflict a face down damage card to both racers. If a result was rolled
by the rammer then this cannot be cancelled by a result and it will inflict a face up damage result
on the target racer only.
Multiple Collisions
A racer can attempt multiple rams in the same Movement Phase against the same or different
opponents. Each of these is resolved in the order that they would actually occur.

Sideswipe Attacks
If a racer completes a maneuver template that ends adjacent to another racer’s base and they are
within a straight 1 maneuver template of their side edge then both racers are in a position to declare
a sideswipe attack. If a sideswipe attack is attempted then each racer can roll a red die. Both racers
can spend tokens. A result will give their opponent a stress token. A result will inflict a
face up damage result on their opponent. If a racer has a token they can spend this instead of
rolling a red die. This must be declared before any dice are rolled. A token will cancel a result
but cannot cancel a result.

If an opponent uses a maneuver template that passes within a straight 1 maneuver template of your
side edge then you may declare a sideswipe attack on them and interrupt their move. They are not
able to reply with a sideswipe but can spend a token to try and avoid the sideswipe as usual.

Resolving Collisions with Racers


Despite the fact that collisions would naturally cause adverse movement to either racer the physical
location of their bases does not change. A racer that would end up overlapping another racer must
be moved back along their last maneuver template until they are able to be placed unobstructed.

Collisions with Fixed Obstacles


If a racer’s base or maneuver template overlaps a Fixed Obstacle then it has collided with it. They
must immediately roll a number of red dice equal to their current Speed and suffer any or
results. If they survive the collision they may continue. If their base overlapped the Fixed Obstacle
then they may freely rotate their base by the minimum amount to clear their next maneuver template.
Hazardous Terrain
If a racer attempts to cross a hazardous terrain feature then they
must make a special Hazard Test. The racer will roll a number of
red dice equal to any maneuver template that overlaps the
hazardous terrain feature. The racer’s base is considered to be a
direct extension of the last maneuver template placed for
determining if the racer has overlapped the hazardous terrain
feature. Any green maneuver that overlaps a hazardous terrain
feature is treated as a white maneuver instead. In the diagram
shown the last maneuver of the racer overlaps the hazardous
terrain feature. They must roll 2 red dice for their Hazard Test.
Their next move will also trigger another Hazard Test as their
next template will overlap the hazardous terrain when placed.

Overdrive & Overbrake


A racer can attempt to exceed their Acceleration and Braking attribute by 1. If they are trying to
increase their Acceleration then this is called an overdrive attempt. They must roll 1 red die, on a
result they have failed and may not increase their speed this round. On any other result they can
increase their Acceleration value by 1. Regardless of the result they also receive 1 overheat token
for attempting the overdrive.
If they are trying to increase their Braking value then this is called an overbrake attempt. They will
be automatically successful and can increase their Braking value by 1. They will however receive 2
overheat tokens for attempting the overbrake.

Starting Grid
Racers must determine their starting order before the race begins. Each racer rolls a number of red
dice equal to their PS value. Count all results as worth 1 point and all results as worth 2 points.
The racer with the highest points total has “Pole Position” and the other racers format their position
from them. If two or more racers have the same points total then the youngest player has priority.
Sample Race Track

A typical race is just one lap of a course consisting of between 4 to 6 gates. Each gate consists of
two posts at least range 1 apart, the Start/Finish line posts should be up to range 2 apart to
accommodate the racers. X-Wing maneuver dials make useful gate posts. Gate posts are treated as
fixed obstacles. Asteroid tokens can be used as either hazardous terrain or fixed obstacles, this
should be agreed upon by all players before the race starts.

Selecting your Racers


Players can alternate choosing their racers (starting with the youngest player) or have one randomly
assigned to them, however all racers are unique so there can only be one of each available. Initially
players should just control one racer until they are familiar with how the game works. Later on it is
not difficult to have each player control two or three racers each. Multiple player variants are also
possible which can be made up of teams of several players.

Points System
Players can use a number of points available to purchase their racer and any upgrades. A suggested
limit would be: 35 points to spend for 1 racer, 70 points for 2 racers and 100 points for 3 racers.

Upgrade Cards
There are three different types of upgrade cards available which are shown on their Racer Card:
 Skill Upgrades
 Dirty Trick Upgrades
 Modifications

Players can freely purchase Skill and Dirty Trick upgrades for their racer, no multiples of the same
upgrade however can be used by the same racer. Modifications are different as these are limited in
their availability. There are 18 different modifications that are associated with an attribute of the
racer in some manner, these are all unique upgrades. The racer that has the lowest starting points
cost gets the first choice of a modification to purchase. Then the next highest points cost racer gets
to choose one. If two or more racers have the same points cost, then the one with the lower PS
value has priority or the one controlled by the youngest player. If a racer is able to buy multiple
modifications then they may not choose more than one of the same colour. The exception to this is
the use of an “Illegal Modification” dirty trick. There are two extra white modifications that can be
chosen that are not unique and a racer may have one each of these. This process continues until all
racers have finished buying their upgrades.
Power Slide Upgrade
A power slide maneuver has some similarities with a swerve maneuver but uses a bank 1 maneuver
template instead and the next maneuver template is placed at the end of this. A racer cannot
perform a power slide unless they have at least one more maneuver template to place.

Quick Play Rules using X-Wing Ships


If players do not have suitable pod racing models then they can instead substitute X-Wing ships as
racer models and use these trial attributes as examples:

Ship Type X-Wing TIE Fighter A-Wing TIE Interceptor


Max. Speed 7 8 11 10
Cruise Speed 4 5 5 6
Max. Boost 3 2 2 3
Acceleration 2 2 3 3
Braking 3 3 2 2
Handling 2 4 4 4
Cooling 3 1 3 1
Repairs 3 1 2 1
Damage 3 3 2 3
Points Value 26 24 29 27

If a racer sustains 50% or more of their damage then their maximum speed they can move is their
Cruise Speed attribute. Players can randomly determine their PS by rolling a six sided die. If you
control either an X-Wing or TIE Fighter then add +2 to the result.

Acknowledgements

"X-Wing" is a trademark of Fantasy Flight Games.


"Star Wars Episode I: The Phantom Menace" is a trademark of Lucasfilm.

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