TEXT: Child-suitable version of FFG’s X-Wing Miniatures game for kids under 10 by Eric Etkin
  Set Up
  a) Choose Faction and ships - One player chooses the Rebels and the 
  other uses the Imperials. For purposes of balance, in the XWJ version 
  of the game, two TIE fighters are equal in power to one X-wing.
  For Rebels, take ROOKIE PILOT 
  ship card(s) and stand token(s) for 
  each ship:
  For Imperials, take ACADEMY 
  PILOT ship card(s) and stand(s) 
  tokens for each ship:
  (Optional Advanced Rule) Like the normal game, each player can also build 
  their squad up to an agreed upon number of squad points. When you become 
  more accustomed to these rules, begin using different pilots for the specific 
  ships. Different pilots add new ship actions and abilities, but cost more.
  b) Set up play area- Your play area should have at least 3’ x 3’ of space. 
  Players sit on opposite sides of the table from each other. The edge 
  of the table closest to you is your starting side, where your ships are 
  first placed on the battlefield. To place one of your ships, lay the firing 
  range ruler straight from your edge of the battlefield. You may place 
  the ship anywhere within the “Range 1” area. Ships may face any 
  direction when you first place them.
  A ship’s primary weapon is effective at range 1–3. To determine your 
  firing range, within the firing arc, place the range 1 end of the range 
  ruler against the closest part of the attacker’s ship base, and point it 
  toward the closest part of the target’s ship base. The ruler’s lowest 
  section (1, 2, or 3) overlapping the target ship’s base is the firing range. 
  If the ruler does not reach the target, the ship is out of range.
  You only receive range combat bonuses when attacking with your ship’s 
  primary weapon.
  b) Roll Attack Dice - The attacker rolls a number of attack dice equal to 
  the ship’s primary weapon value 
  . Resolve any card abilities 
  that allow you to roll additional (or fewer) dice.
  •	If target is at Range 1 when using primary weapon, the attacker 
  rolls 1 extra attack die.
  •	If attacker’s ship has a Focus token f, it may be discarded it to 
  change all Focus f results on the attack roll to HIT d results.
  A d counts as one HIT. A c counts as TWO HITS.
  c) Roll Defense Dice - The defender rolls a number of defense dice 
  equal to the ship’s agility value 
  . The defender resolves any card 
  abilities that allow him to roll additional (or fewer) dice.
  •	If target is at Range 3 when attacker uses the primary weapon, the 
  defender rolls 1 extra defense die.
  •	If defender has an evade e token, he rolls 1 extra defense die.
  •	If defender’s ship has a Focus token f, it may be discarded it to 
  change all Focus f results on the defense dice to evade e results.
  d) Compare Results - For each evade result e, cancel one HIT d from 
  the total of HITS in the attack roll. If there are any HITS remaining, the 
  defending ship takes an equal amount of damage.
  Damage is takes from the ship’s SHIELD pool first 
  . If there are no 
  shields remaining, damage goes directly to the ship’s hull 
   (assign 
  one damage card per HIT). When the ship’s total cumulative HITS equal 
  its hull, the ship is destroyed.
  4. END PHASE
  Remove any unspent tokens from all ships. If available, resolve any End 
  Phase abilities on cards.
  
  Set your ship face up outside of the play area.
  Place shield tokens 
   on each of your ship cards equal to the ship’s 
  shield value.
  Place the Damage deck 
   face down outside the play area.
  THE GAME ROUND
  1. PLANNING PHASE
  Each player chooses up to three maneuver templates to test per ship 
  and determine where you want your ships to go. Do this by placing the 
  maneuver template flush against the front edge of your ship’s base. 
  Then, each player secretly chooses the best maneuver of the three for 
  each of his ships by using its maneuver dial and placing it facedown 
  near that ship.
  Note: Not all ships have access to all maneuver templates! Make sure 
  you choose a template that your ship maneuver dial has!
  2. ACTIVATION PHASE
  In ascending order of pilot skill, each player does the following for each 
  ship:
  a) Reveal each ship’s maneuver dial.
  b) Perform the maneuver using the maneuver template. Place the 
  maneuver template matching the chosen maneuver flush between 
  the front guides of the ship’s base and against the base.
  Now place the ship on the opposite end of the maneuver template, 
  flush against its rear guides. If you have tokens assigned to the ship, 
  move them along with it. If your path takes you “through” another ship, 
  stop your movement adjacent to the ship. Both ships take 1 damage.
  Note: Koiogran turn 2 maneuvers use the straight maneuver template. 
  After performing the maneuver, Rotate your ship 180˚.
  c) Perform 1 of the following actions:
  •	X-Wing: Focus f
  •	TIE: Focus f or Evade e
  Place the corresponding action token next to the ship.
  (Optional Advanced Rule) Integrate other Pilot/Ship actions as you 
  become more familiar with the game
  d) Return the used template to the pile of maneuver templates. Place 
  the revealed dial near the ship’s Ship card.
  3. COMBAT PHASE
  In descending order of pilot skill, each player does the following for each ship:
  a) Declare Target - The attacker (the active ship) declares the target (the 
  defender) and one of the weapons used for the attack. The target ship 
  must be within the attacker’s firing arc and firing range. Measure to 
  verify you can hit a target before declaring it as your target.
  Firing Arc
  In front of each ship token is a wedge showing the ships firing angle. If 
  any part of the defender’s ship base falls inside the angle, it is within the 
  attacker’s firing arc. An attacker can target any defender within its firing arc. 
  Another ship between the attacker and target does not block the firing arc.
  Firing Range
  If your target is within your firing arc, measure the firing distance with 
  the firing range ruler:
   
  Range 1 = close 
  Range 2 = medium 
  Range 3 = long
  
SOURCE: textdata/thevault/Kid Friendly/6. Beginning Miniatures & War Games/XWing Junior Rules Homebrew.pdf