I was planning on writing reviews for X-Wing's second edition epic ships and "Epic Battles" expansion packs (which released in the winter). But real-life happened. The COVID-19 pandemic put me and my gaming friends into lockdown. Having elderly relatives and other relatives with underlying health conditions, we took the lockdown advisory pretty seriously and didn't have in-person interactions with anybody other than limited in-person interactions with our immediate neighbors -- none of whom are board gamers (bummer). So I didn't get to play much X-Wing other than a couple rounds with my partner, and we didn't play any of the epic content because she's still learning 2nd edition and I didn't want to overwhelm her with new rules. So my thoughts on those expansions will have to wait until at least this fall, depending on how much game-playing I can do when the lockdowns are lifted during the summer, and assuming that there isn't a second lockdown this coming fall or winter.

In the meantime, Fantasy Flight was kind enough to not leave me completely high and dry. In early June, my loving partner sent me a link to the solo rules, and I decided to try them out. These rules were released at the end of May, in the waning days of the official lockdowns. I'm not sure if Fantasy Flight has this planned all along, or if they wrote it up quickly as a reaction to the pandemic. In either case, it's a considerate (albeit opportunistic) gesture from Fantasy Flight. It's just too bad these rules weren't published a month earlier. It would've given me more to do during the most boring stretches of the lockdown. Ah well. We have these rules for the next pandemic, I guess.

It's important to note that what I'm reviewing here is technically considered a "alpha test" of the rules. These rules are not finalized, and they may be subject to extensive changes as a result of player feedback before they officially release. If the rules change substantially for the official release, I may add an addendum to this review, or write a separate review. As of the time of this writing, the solo rules are freely available for download at Fantasy Flight's website. I do not know if Fantasy Flight is planning on eventually selling this as an actual expansion, or if the finalized version will remain free. So, you know, download it now. Just in case.

Fantasy Flight released official rules for playing X-Wing solo.

Best of all, these rules would probably work just fine in first edition as well. Players who haven't bought into second edition can still join in on the fun. You'll just have to improvise with regard to the hyperspace tokens, since those are the only components that are required for solo play, but which aren't in the first edition sets.

Dice for brains

The rules refer to the non-player ships as "solo ships", which I think is kind of confusing, since it sounds like the label refers to the solo player's ship(s). So call the non-player ships "NPC" ships (or "NPS" for "non-player ship", or "A.I." ships, or whatever you want to call them). In any case, the core conceit of the solo mode is that the player rolls a defense and attack die for each NPC ship when it activates, and then looks up the result in a behavior table to determine how each given NPC ship will behave. It's a simple enough concept that I'm surprised hasn't been in the rules earlier.

Roll dice, then look up the result in a table of possible moves.

The defense die is the principle determinant of the NPC ship's "attitude" (how it will behave). On an "evade" result, the ship will behave defensively or evasively. On a "focus" result, it will have a more balanced or passive posture. And on a "blank" result, it will behave more aggressively or boldly. This will largely determine the NPC ship's movement and action for the turn. The result of the red die will further modify the NPC ship's movement.

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Jedi Fallen Order - title

Jedi Fallen Order advertised itself as "Star Wars Dark Souls". In reality though, Fallen Order pulls its inspirations from a hodgepodge of popular gaming trends. Sure, it's borrows a lot from From Software's playbook, but there's also a lot of Uncharted / Prince of Persia, Tomb Raider, "Metroid-vania", Mass Effect, and even a little bit of Breath of the Wild in here too. In fact, I'd even say that it would be more apt to compare Jedi Fallen Order to Sekiro rather than to Dark Souls.

Fallen Order competently executes on all the concepts that it borrows from other games, but it doesn't really do much to separate itself (let alone elevate itself) from those other games, aside from applying the coat of Star Wars paint. The lightsaber play is good, but not nearly as clean as I'd like it to be. The platforming is mostly just an over-complicated way of getting from point A to point B. The RPG-elements are shallow. The puzzles aren't particularly taxing, and mostly just come down to whether or not you notice all the things in the chamber that you're supposed to interact with. And the narrative and characters are passable, but nothing to write home about.

Concepts are borrowed liberally from Dark Souls, Uncharted, Mass Effect, Breath of the Wild, and more.

Pick your poison

It's a good thing, then, that Fallen Order isn't nearly as demanding as Dark Souls or Sekiro. If it had been, then the lack of polish and creativity would have undoubtedly turned me off of the game entirely. And if those didn't kill the game for me, the long load times would. Remember how awful Bloodborne was at launch? Dying every few minutes, and then sitting through a minute or more of load times. Fallen Order is about that bad. But at least Bloodborne got a patch a few weeks after release that shortened the load times to a tolerable 30 seconds or less. I'm playing Fallen Order four months after release, and no such patch has been released for this game yet.

You know exactly what effects each
difficulty setting will have on the game.

Thankfully, the difficulty curve here is much more comfortable, and I'm not finding myself repeatedly dying nearly as often as I did in Bloodborne. And if I were, this game allows me to adjust the difficulty level mid-game if I get stuck -- which I did do on two occasions. The game is even kind enough to tell me what specific effects each difficulty setting has on the game. I kind of wish they had just allowed us to custom tweak each of the three difficulty sliders on our own to further customize our experience, but oh well. Something for the PC modders to do, I guess.

The hero, Cal, can take a handful of hits before dying, and checkpoints are liberally sprinkled throughout the maps. Very few enemies are huge damage sponges, and even the ones that are good at blocking attacks can usually have their health quickly depleted by side-stepping their attacks and hitting them once or twice in the back.

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The Mandalorian - title

One of my biggest complaints with Disney's Star Wars movies has been their complete lack of original ideas, and their complete unwillingness to move the Star Wars narrative forward. That's actually why I didn't think The Last Jedi was as bad as most people said it was. I mean, it wasn't "good" by any stretch of the imagination. The script was messy, the tone was uneven, and a lot of the movie's logic was fundamentally flawed. But I appreciated much of the bold thematic elements. The Last Jedi wanted desperately to move the franchise in new directions, and it actively mocked the previous film(s) (and the fanbase) for being too trapped in the past.

The rest of Disney's Star Wars movies haven't been so bold. The Force Awakens was a rehash of the original movie. Rogue One and Solo were both prequels that nobody asked for that both attempted to explain minutia that never needed explaining to begin with. I haven't seen Rise of Skywalker yet, but I'm hearing that it's an exceedingly dumb rehash of Return of the Jedi, and possibly the worst Star Wars movie since The Pantom Menace. And that's the "gentle" criticism that I'm hearing from people who were generally favorable towards Disney's treatment of Star Wars!

Suffice it to say, outside of the X-Wing and Armada tabletop games (which I love and still regularly play), I have become so jaded and sick of Star Wars that I didn't bat an eye at Disney's announcement of The Mandalorian. I just assumed that it was a prequel series about young Boba Fett that would continue the Star Wars trend of fixating on its past. I had no interest in watching the series, and I sure as hell was not going to pay a monthly subscription to Disney to watch it.

But I guess a free subscription to Disney Plus came with our Verizon phone plan, and my girlfriend was hearing some good word-of-mouth in the week after the first episode premiered, so we've been having stay-in date nights to watch it. I want to say, by the way, that I like this approach of releasing episodes of a streaming series on a fixed schedule, rather than dumping a whole season all at once. It facilitates water-cooler talk because everybody else is at the same point in the narrative that you are. You have time to digest the events of each episode and talk about them, and you are able to speculate with friends over what's going to happen next, because your friends don't know either! You'd think that streaming services like Netflix and Hulu would have figured this out with the success of HBO's Game of Thrones weekly release schedule, but they didn't. Disney learned. (and so did CBS).

The Mandalorian feels like it's actually pushing the Star Wars narrative forward.

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Star Wars X-Wing 2nd edition miniatures game

I finally got around to playing some games of Fantasy Flight's second edition of the X-Wing Miniatures Game. I had bought the 2.0 core set and the 1.0 conversion kits back in October of last year. I was on the fence about purchasing 2nd edition. The only change that I was really excited about was the new turret rules, which I figured I could easily house-rule into 1st edition. However, I used my girlfriend's teacher discount at Barnes & Noble along with a coupon to get a hefty discount on the 2.0 core set and conversion kits, in the hopes that the game's other changes would also make it worthwhile.

Older ships have new abilities,
and tokens flip to a "spent" backside.

Fantasy Flight took the opportunity to streamline many components and add some ease-of-use features. For example, the maneuver dials are redesigned such that you can see every maneuver that the ship has available without having to rotate the dial. Upgrade cards have large, empty spaces that allow you to slot them underneath their respective pilot's card without covering up important information. Ship bases and maneuver templates have handy guidelines that can be helpful when executing partial maneuvers (due to collisions). And so forth.

Tokens have been broken up into different colors, each of which has a different effect. All green tokens (such as "focus" and "evade") are now buff tokens which are removed at the end of the round (unless a card says otherwise). Orange tokens are de-buffs (such as "disarm") that go away at the end of the round. And red penalty tokens (such as "ion" and "stress") remain in play until a certain condition removes them. Shield tokens now have a back side, which is colored red. This way, you can flip a shield token over when it's spent, but keep it on your ship card in case it ever gets recharged. The new energy and force tokens work the same way.

Better still, many features, concepts, and abilities from later expansions to 1st edition have been back-ported to all ships in 2nd edition. This has certainly increased the value of simple X-Wings, Y-Wings, and many other early 1st edition ships. The titular X-Wings, for example, now have a barrel roll ability on its card and a Talon Roll on its maneuver dial. The Lambda shuttle is one of the most improved ships in second edition, as it now has both a fore and aft-facing firing arc, as well as new "coordinate" and "jam" actions.

I appreciate that expansion ships are sold in smaller, more efficient packaging.

Heck, even the packaging is more streamlined. The massive boxes for 1st edition's large ships (which were full of empty space) have been replaced with smaller plastic bubble-packaging.

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Star Wars X-Wing: Scum & Villainy

With Fantasy Flight having recently announced a second edition of its X-Wing miniatures game, I thought I'd take one last stab at reviewing content from the original release (first edition). I'm not sure if I'll end up buying any second edition content, since I've already invested heavily into the first edition. There will be optional "conversion kits" that you can purchase for each faction (Rebels, Empire, and Scum) that will make all the first edition expansions forwards-compatible with second edition. That's a nice gesture from Fantasy Flight, as it means that the hundreds of dollars that I've invested into X-Wing won't be rendered moot overnight. I guess my decision on whether or not to purchase will be based on whether the new second edition mechanics, rule changes, and balance adjustments feel worthwhile. Anyway, let's talk about the third (and final) faction from the first edition of X-Wing: Scum & Villainy.

Despite having previously said that I wasn't interested in the "Most Wanted" expansion for Star Wars: X-Wing, we did end up buying it after all. My girlfriend was interested in some of the ships offered by the "Scum and Villainy" faction, so we picked up the "Most Wanted" set along with a couple of extra expansion ships compatible with the Scum faction.

Scum and Villainy repurpose existing ships

"Most Wanted" MSRP: $39.95 USD

Most Wanted acts as a "base set" for the new Scum and Villainy faction. It's still an expansion to the core X-Wing game, and so it does not include maneuver templates, dice, and other core components. Fantasy Flight still wants to nickel-and-dime you into paying extra for those components. A player interested in Scum could, hypothetically get by without investing in this expansion. It includes a variant of the Y-Wing and two Z-95 Headhunters with alternate paint schemes. Both of these ship types are already for sale as stand-alone expansion ships for the Rebel faction, so there isn't anything terribly new or innovative here.

Star Wars X-Wing - Scum team-up
You can't play 1 v 1 v 1, but you could have Scum team up with another faction.

Unfortunately, despite adding a third faction, Most Wanted (and the other Scum & Villainy expansions) do not add rules for a third player. I'm not quite sure how having a third player would work within the game, but it would have been nice to have been able to include more friends. You can, of course, add a third or fourth player using the core set's team rules. This could allow (for example) a 100-point rebel squad to face off against a team of a 50-point imperial squad and a 50-point scum squad (or larger fleets, if you so desire). But there are no rules for a 50-point vs 50-point vs 50-point, three-player free-for-all.

To make things more interesting, you could maybe create a scenario in which Scum are teamed up with another faction, but the scum player and their teammate actually have conflicting goals or objectives. For example, I could imagine a scenario in which the Scum and Rebels team up against a single Imperial player to do something like steal some Imperial cargo pods. While the Rebels and Scum would be working together to defeat the Imperial player, they might also be competing for who steals the most cargo. Or something like that.

Those limitations aside, I actually do recommend picking up Most Wanted if you're interested in the Scum & Villainy faction. Most Wanted is actually a surprisingly content-rich expansion and provides pretty good value for its price. It's the same price as the core set, and includes as many ships and plenty of upgrades (including the coveted "Bomb Upgrade" for Y-Wings). In addition to the three fighters and their associated pilots, this expansion also includes alternate pilot card for other existing ships. You can use the new scum pilot cards with any Y-Wings or Z-95 Headhunters that you may already have in your collection, and you can also use the new Y-Wing and Z-95 models with the older pilots in your existing Rebel fleets.

Star Wars X-Wing - Firespray and HWK Scum
Most Wanted includes alternate Scum pilots for any Firespray or HWK-290 ships you may already own.

This set also goes a little above-and-beyond by including alternate Scum pilots for some other ships, like the HWK-290 freighter and the Firespray (including a pretty badass new Boba Fett pilot). You should have no trouble filling out a 100-point (or maybe even a 150-point) squad with just the pilots and upgrades included in this box, assuming that you already have some of the other Scum-eligible ships available in your collection. And if you don't already have a Firespray (Slave I), then I highly recommend that you pick one up!

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Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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