Mario Kart X-wing

By heychadwick, in X-Wing

So, the whole thing started when AyBB8 posted on reddit some rules about playing Mario Kart X-wing.

https://www.reddit.com/r/XWingTMG/comments/3sgmyc/casual_format_think_xwing_meets_mario_kart/

Ryan Fiedler then posted on the Shuttle Tydirium Facebook page some pictures of the games he played and some rules he had tweaked from the original. My friend, J-bot, saw this and insisted we try it out. So, I printed out some cards and Mystery Packages and we got to play yesterday.

Here's the rules packet I got from Ryan:

Mario Kart Rules
1. Should your ship's base extend outside of the track or be destroyed it will re-spawn behind the checkpoint you've most recently passed at the start of the next activation phase.
a. We also played a round where the track edge is treated as a wall. Maneuvers will be completed until they bump the wall ( similar to a ship bump) then roll one red dice and suffer any effects. At the end phase you may barrel roll or reverse boost (use rear guides) to get off the wall. This worked well when we played with fewer ships (3 or 4)
2. Re-spawning returns your ship to play with full shields and no damage, but does not return spent ordinance. Spent ordinance is only regenerated after each lap.
3. Bumping during a race is extra dangerous and causes each bumped ship to roll a red dice and suffer any rolled damage. Standard bumping rules apply (no actions or shooting the ship you are touching)
a. If during a bump one of the ships is destroyed the surviving ship can take their action if able. Example I move, bump another ship and then they are destroyed I then get my action since the ship is no longer in my way.
b. Also I recommend suspend the bumping rule for the first 2 rounds of movement.
4. Each player chooses 2 hazards (asteroids, debris, bombs, ion clouds etc) to place before the race. No hazards can be placed before the first checkpoint. All standard rules apply to the hazards regarding game effects.
a. We also have played some games that after the first ship completes a lap the obstacles can be removed and placed again. This helps fix any errors or problems encountered during the first lap.
5. Mystery crates are placed around the map (I recommend they are placed just a little past checkpoints so players that are behind have a chance to catch up). http://m.imgur.com/a/Up7GH
a. Crates are refreshed at the start of the activation phase. When a ships movement or base overlaps a crate they pick up a card from the pile. If a crate regens under a player they still get a new card.
b. If you already have a card you must discard it and pick up a new card (this prevents people from sitting on the good cards).
c. Once all cards have been picked up, shuffle the discard pile and use again.
d. I would recommend adding 2 more green/red shells, bananas and mushrooms. Conner nets were used for bananas
e. Card actions/attacks when used take effect immediately. For example the first ship to move uses the lighting card, all ships take the ion damage at that time.
6. You have 24 points to spend on ships and upgrades. No large base ships, lone wolf or dead man's switch
a. We have done different racing classes with separate point totals, but 24 points keeps out some of the ships that break the scenario (phantoms are too fast, K wing with advanced slam)
7. If your base is on the edge of the track at the end phase you may perform a barrel roll to get you back on the track
8. Turrets shoot at everybody in range, not just the frontrunner. Turrets roll 4 attack die + range bonus. Ships roll defense dice and can use tokens. Turrets shoot first in the combat phase.
9. Shooting across the track edge adds 1 green dice for the defender.
10. Deployment will take place behind the marked start line and will start with the ships with the fewest number of points, ties will be broken by pilot skill with lower PS placing first, further ties will be determined by dice roll.
11. Activation and combat phases use standard pilot skill rules.
12. The winner is the first ship whose base fully passes the finish line after the predetermined number or laps.

Credit to this reddit thread which gave me the idea
https://www.reddit.com/r/XWingTMG/comments/3sgmyc/casual_format_think_xwing_meets_mario_kart/

We didn't play with Rule 1A, which has bumping and causing damage.

We did play with the Turrets rolling 4 dice, including +1 for Range 1. This was brutal.

We also banned any type of Cloaking, which at the moment is only from the Illicit upgrade.

The table was on a 4x4 play area. We had white tape for the walls. Blue tape was for Check Points and firing arcs for turrets. We tried to recreate the table that Ryan used. Here is what we came up with:

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For list building, I thought about 2 different ships. The first one I was thinking of was:

"Mauler Mithel" (17)
Push the Limit (3)
Engine Upgrade (4)
Total: 24
I liked the Barrel Roll and Boost ability. I liked PTL, but there aren't a lot of good greens. I mean, it's not bad, but it could be better. I also liked rolling a lot more dice at R1. I figured it would happen a lot.
I then thought of:
Omega Squadron Pilot (17)
Push the Limit (3)
Comm Relay (3)
Twin Ion Engine Mk. II (1)
Total: 24
The dial had a 2 hard turn green. There was a shield added to it. Comm Relay would let me keep that Evade every round. The Mk II engines would make the 3 Bank green. I thought this pretty good.
Other ships included:
Green Squadron Pilot (19)
Crack Shot (1)
Chardaan Refit (-2)
Snap Shot (2)
Autothrusters (2)
A-Wing Test Pilot (0)
Blue Squadron Novice (24)
Zeta Specialist (23)
Collision Detector (0)
Special Ops Training (0)
Concord Dawn Veteran (22)
Lone Wolf (2)
N'Dru Suhlak (17)
Outmaneuver (3)
Engine Upgrade (4)
20161117_174714_zps0xvasyol.jpg
We then each got to place 2 obstacles. I grabbed a handful. Here's where they ended up:
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So....the first turn....I figured I'd try to blast ahead and use PTL to get my Focus and Evade. Everyone else went 2 forward as they didn't want to be the front man! So, I ended up in everyone's crosshairs. It took all of them shooting and some bad rolling on my part, but I went down in flames!
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To be honest, I didn't mind as I was only 1 turn behind everyone, and some people didn't even make it past the starting line! Also, I realized that others would die quickly.
This was true as the next round saw two others die!
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Edited by heychadwick

The next turn saw two more die...

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The T-70 ended up getting ahead. My S-loop didn't go quite as well as I expected. I had a Red Shell I wanted to use on him, but it took an action. The Z-95 died again.

Oh.....gotta run out to Physical Therapy. More when I come back.

The third turn saw the Z-95 eat it.

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The T-70 was getting ahead. I had a Red Shell that I wanted to hit him with. I tried a gamble and did a 2 hard turn, green, and then Barrel Rolled and used PTL to try to shoot the shell. I destroyed him before he crossed the Check Point by millimeters!

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We then realized that the action for the Shell wasn't on my bar, so I couldn't PTL for it. Doh! He lived and made it past.

The Special Forces Tie Fighter got to fire his Red Shell out the rear and kill the A-wing for the 2nd time!

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As the ships moved on, the Z-95 took out the Fang Fighter....again.

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OH, at this point, the T-70 figured he was dead as he was down to 1-2 hull and did a K-turn to try to take out the competition. I went past him, but he bumped with the Special Forces. This was the round the Mandalorian went down.

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Oh, but you see the Ion Tokens. That's because J-bot used his card to inflict LIGHTNING on all of us! It was especially critical to me, as I was set to zip past the Turret without getting shot.

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The next turn, this happened:

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Here things are the round after the Ionization:

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The T-70 was destroyed and respawned. He zipped up and tried to get as close to the guns without getting shot at. He failed. I tried to get around the firing arc, and failed. I was destroyed here.

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After this, we decided to not fire at each other and go after the T-70. It zipped ahead for a couple of rounds and we were worried.

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The merry chase continues, but J-bot hits the mines and blows up!

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I forget what did it, but we killed the T-70!!!

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I was killed by something, but I don't recall what. Snap Shot on the Fang Fighter?

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Moving ahead, the Special Forces Tie Fighter finally dies for the first time!

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Fang Fighter down again!!!

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What do the various items do? I couldn't see anything about that in the thread you linked.

I think it was the Fang Fighter firing through the tape wall to hit the Z-95....and the Z-95 with 4 green dice blanking out. Dead Head Hunter.

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We all have a cease fire while the T-70 gets way ahead.

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At this point, the T-70 player asks if we should just call it because there is no way anyone can stop him. That's when J-bot plays the Squid! Everyone gets their dial turned randomly and we play that maneuver. The T-70 moves on a mine and blows up!!! I was the 2nd worst result as I S-looped and am now facing the wrong direction. It takes me 2 turns to turn around. Well....J-bot did get turned into the wall and no way to avoid it.

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Sorry for the crazy angle, but J-bot asks me to kill him this round so he's not too far behind.

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this looks like a lot of fun !

I don't even recall what it was that killed the Special Forces Tie Fighter, but he goes down. Even with the T-70 dead, he gets ahead with a Golden Mushroom.

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The chase continues with the Fang Fighter behind the T-70. The shields go down as turret and Fang Fighter try to dust the X-wing.

20161117_201031_zpshcbcemro.jpg

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The chase is on. J-bot and I are racing for 3rd place at this point. We both get stuck in the Turret's firing arc. Both of us die this round!!!

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The T-70 crosses an asteroid and takes a damage, but gets closer. The Fang Fighter could've braved the asteroid to get in R1 behind him, but he goes around with a green and a Boost. It ends up here. The Fang Fighter fires.....and can't finish off the X-wing.

20161117_202008_zps4wbg5xga.jpg

They both zip across the finish line this turn!

Who would be the winner? Lowest PS always moves first, but does that mean he wins? Or does it go to the guy with the highest PS who finishes that turn? That would be the Fang Fighter. Or....as Babaganoosh suggested on the podcast, would it be whomever goes farthest past the finish line? That would be the T-70. That's something to clarify.

Overall.....I think Boost is a lot better than Barrel Roll. Oh, I like BR, but Boost is better in this spot.

T-70 is really powerful. It is tanky and has a good dial w/ Boost. It can be hard to kill fast enough before it's gone.

I think the Tie Interceptor would be good as it's got both BR and Boost. I almost want Lt. Lorrir would be good! That's the guy who can BR with the angle, but he gets stressed. If only there was no stress. Still, there is a Green 4 straight.

There is also the Tie FO pilot, Zeta Ace, that gets to BR with the 2 template. That would be cool. There is enough to get Engine Upgrade, as well.

Tie Adv. V1 has a nice dial, but only 2 attack dice. I think it could be a good contender.

The K-wing would be dangerous. It can't get Adv SLAM, but it would get out in front fast. Everyone would have to either block it or tear it up or that ship will just disappear.

I also wonder about putting the Turret back down to 3 Red Dice and letting it still get the range bonus. R1 with 5 red dice was just brutal.

Overall, it was a lot of fun! J-bot is already thinking of having a race circuit and a campaign out of it. I'd love to do this one again.

Edited by heychadwick

What do the various items do? I couldn't see anything about that in the thread you linked.

The cards were in this link that was in the quote above:

http://imgur.com/a/Up7GH

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These are awesome.

I was just thinking about putting face down munitions and secondary weapon upgrade cards and giving everyone free Deadeye but these are so much more thematic for Mario Kart I love them.

The first few rounds can be brutal. We've been tossing around the idea of a no fire/ bump zone until the first round of mystery boxes.

Playing with teams also helps so you're not potentially taking fire from every ship.

J-bot had some ideas for a league.

So I've been thinking about this all morning and I have some crazy ideas.
.
First on the setup:
.
Max 4 ships per race. Toss out the PS setup and institue qualifying. Least number of turns to circle the map(no obstacles/guns) gets choice of position. The starting blocks are set with a 1 move between each row.
.
Keep the obstacle setup except you can place after the first turn AND choose to place a one use only mystery box instead of an obstacle.
.
Now for the League:
.
10 races with points deciding the winner. You can never change ships, BUT you can spend points to upgrade your existing ship beyond the initial 24 at the risk of dropping in the standings.
.
There would be more restrictions on cards, but no specifics at the moment.
.
I'd alter some rules of X-Wing so that Tractor beams can put you out of the track(ie destroyed/respawn) and similar racing style shenanigans.
.
Races are 2 laps
.
Win = 5 points
2nd = 2 points
Every Kill = 1 point
Most Kills = 1 point
Leading a lap = 1 point
Most deaths = -2 points
.
I think it could be a blast and competitive without being too hard on those of us with horrible luck.

Personally, I think it's too harsh on people dying. I don't think you need to encourage people shooting at each other much and rewarding blowing others up. I think you just get the natural advantage of being ahead of the guy. That's me, though.

I've read exactly none of this so far but all I can say is

YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS!!!!!

J-bot had some ideas for a league.

So I've been thinking about this all morning and I have some crazy ideas.

.

First on the setup:

.

Max 4 ships per race. Toss out the PS setup and institue qualifying. Least number of turns to circle the map(no obstacles/guns) gets choice of position. The starting blocks are set with a 1 move between each row.

.

Keep the obstacle setup except you can place after the first turn AND choose to place a one use only mystery box instead of an obstacle.

.

Now for the League:

.

10 races with points deciding the winner. You can never change ships, BUT you can spend points to upgrade your existing ship beyond the initial 24 at the risk of dropping in the standings.

.

There would be more restrictions on cards, but no specifics at the moment.

.

I'd alter some rules of X-Wing so that Tractor beams can put you out of the track(ie destroyed/respawn) and similar racing style shenanigans.

.

Races are 2 laps

.

Win = 5 points

2nd = 2 points

Every Kill = 1 point

Most Kills = 1 point

Leading a lap = 1 point

Most deaths = -2 points

.

I think it could be a blast and competitive without being too hard on those of us with horrible luck.

Personally, I think it's too harsh on people dying. I don't think you need to encourage people shooting at each other much and rewarding blowing others up. I think you just get the natural advantage of being ahead of the guy. That's me, though.

Win = 5 points

2nd = 2 points

3rd = 1 point

Leading a lap = 1 point

i think this would make it a little more fair and removes the whole kill/death thing (most deaths could be had by the unlucky soul who gets blasted by the turrets for 2 turns)

i do think Death on track should be a respawn where you died with an ion token and a weapons disabled token (fits with the Mario Kart thing) if you go off track then hit the respawn points

If anyone had ideas for changes to the cards let me know.

If anyone had ideas for changes to the cards let me know.

No need for change. I like them as is.

Well...maybe have all the global effects only happen to those in front of you.

Looks great, I wonder how upgrades like Tractor Beam and Daredevil would fare in this format.

A Lightning Reflex, Daredevil GSP with Thrusters should do well enough I think?

A Scyk with an Ion Cannon might even be dangerous? Especially because getting killed quickly might not br the biggest setback.

I really wish my normal play group wasn't married to the "100 point, 6 rocks, tournament-style death match" because this looks like so much fun. But I doubt I could get people to play.

I really wish my normal play group wasn't married to the "100 point, 6 rocks, tournament-style death match" because this looks like so much fun. But I doubt I could get people to play.

Never hurts to ask. Everyone in my group goes to far more tournaments than I do, but they're super psyched about trying this out!

I really wish my normal play group wasn't married to the "100 point, 6 rocks, tournament-style death match" because this looks like so much fun. But I doubt I could get people to play.

Never hurts to ask. Everyone in my group goes to far more tournaments than I do, but they're super psyched about trying this out!

You're right. I'll try.

Hey, this looks great. Combine the two games my wife consistently beats me into one single game. Yeah, that'd be awesome.

Looks like a lot of fun. Our group may try it, but somebody else is making the track after the effort I've just put in finishing Death Star upgrades.

They both zip across the finish line this turn!

Who would be the winner? Lowest PS always moves first, but does that mean he wins? Or does it go to the guy with the highest PS who finishes that turn? That would be the Fang Fighter. Or....as Babaganoosh suggested on the podcast, would it be whomever goes farthest past the finish line? That would be the T-70. That's something to clarify

I also wonder about putting the Turret back down to 3 Red Dice and letting it still get the range bonus. R1 with 5 red dice was just brutal.

Overall, it was a lot of fun! J-bot is already thinking of having a race circuit and a campaign out of it. I'd love to do this one again.

I've never had two players cross the finish line on the same turn out of the dozen or so games I've played. I would go with the furthest past the finish line as suggested.

Also I noticed our turret was set further back than yours so much less of the track was at range 1. My goal was to really only punish those that really try to cut the corner or take the shortcut.

If anyone had ideas for changes to the cards let me know.

No need for change. I like them as is.

Well...maybe have all the global effects only happen to those in front of you.

I thought a one up that removes a damage or regens a shield would be good.

Quick thought while browsing cards, Captured TIE sounds like the kind of thing that should be banned in the future.

Alternatively, non-unique pilots and/or upgrades only?