X Wing Mario Cart!

By atkrull, in X-Wing

So two of our local aces came up with an idea to mix things up a bit on our Sunday X Wing Day. X Wing Mario Cart! Basic concept is put two mats together. Make a track that consists of checkpoints that you must fly through in order to advance. Small based ships only. Place markers along the way that are upgrades that once a player flies over you gain that upgrade, no matter if your ship has the slot or not. If you are destroyed, you simply spawn back at the last check point you passed through. First player to complete 3 laps wins!

This just screams for alternate art cards :) Just imagine Yoshi piloting a "Y" wing and flying over a Turtle shell "cluster missle" and taking out a King Koopa "K" Wing :)

Thought this would be a fun topic for Friday since I don't think we will be getting any news :(

Let me know what characters fit for which ships!

I've done something similar while learning to play. Make sure to pepper the track with proximity mines.

That sounds like fun. Just make sure to have the tracks intersect at points so people at the far ends can shoot at each other!

Problem is everyone will fly an Interceptor or A-Wing

Problem is everyone will fly an Interceptor or A-Wing

Was thinking that too. What if you mandated that everyone fly a Shuttle? :D

(Actually, I'd be more inclined to choose T-70 over some kind of interceptor because it does MAD SKIDS and it's not a proper kart race without drifting.)

However, I suppose one thing you could do to mitigate that problem is tell everyone they've got race-tuned engines and let them have boost regardless of what ship they're flying.

And that idea of having the track loop back over itself at one point is genius. More mayhem = more fun.

I was thinking that there would be a selection of ships to choose from, you can't choose your own. Each ship represents a mario character

Then you have:

Banana Peel Bomb = as an action may be deployed using the 1 or 2 straight either in front or rear of your ship

Green Turtle shell = Cluster Missles

Red Turtle shell = Homing Missile

Blue Shell = Advanced Homing Missile (no range bracket and can only be fired at the person in first place) :)

Star = You may preform two boost actions and if you overlap another ship that ship suffers 1 damage ( you may boost into another ship)

Mushroom = execute a free 4 straight manuever

BOB-Omb = drop a proton bomb

I really like the idea of the overlapping track!

Problem is everyone will fly an Interceptor or A-Wing

Going faster than your enemies opens you up to enemy fire though. Honestly, I'd fear the TIE Bomber. :P

I'd bet it would be a track filled with Jakes... Or large based YT-2400's! Donkey Kong and Bowser FTW!

If ships bump, whoever, has the most hull points inflicts 1 damage to hull on the other ship. This would make light, fast ships a little riskier. I would also remove boost from every ship's action bar and have mushrooms give any ship host.

I would also have a random upgrade mechanic. You hit a box and roll 3 red dice. Compare the result to a chart to see what you get.

For upgrades, I would simply put the cards themselves on the race track, to be picked up by whoever runs over them first.

For upgrades, I would simply put the cards themselves on the race track, to be picked up by whoever runs over them first.

And then replace the card that was picked up at the start of the next round from a specially selected deck, so they regenerate into random upgrades like proper kart-racer pickups.

But then you've got ships specifically going for upgrades that suit them best.

I think it would be more fun to have people adapting their tactics to what upgrades they've randomly gotten, rather than choosing upgrades to compliment the ship.

I did a Hunger Games style free-for-all where there was a card in the middle of the table that stood in for the cornucopia; you fly over the card and then draw from the upgrade deck. Let everybody use whatever upgrade they get, regardless of whether they have the slots for it. Makes the game crazy unpredictable.

Put a bunch of damage cards or tokens on the track, facedown if cards. Shuffle a bunch of upgrades into a deck and draw one when you run over the cards/tokens on the map.

Obviously some ships are just not going to be functional in this setup, but I liked Sekac's idea to keep fragile ships in check. That combined with having the slower guys shooting you in the back should keep it from being Interceptors only.