Mario Kart X-wing

By heychadwick, in X-Wing

1 hour ago, Rakky Wistol said:

I have 3 maps and they all play differently. The figure 8 leads to less shots on leader and makes blow outs bigger. The twisty map is the fairest and leads to more interesting game play but Duchess is nuts on that map (with or without the 25pt cap). We have one "double" map and it's probably the best of the three balanced with ion, flechette and regular turrets. Keeps things spicy!

Do you happen to have pictures of your three maps? Having different turrets is actually pretty cool.

If you just do a Barrel Roll or boost off the walls then we were concerned that it would offer too much of a benefit for hitting the wall. We wanted to punish people when they hit. It was too much on our last game, but we think one auto damage and a stress works. At end of round, just set them parallel to the wall (but not touching).

For Stock we are wanting to try out the Scyks and 5 pts. That allows you to go with Heavy Scyk and either a Tractor Beam, Flechette, or Ion Cannon. To be honest, all three of those sounds pretty good to use. You can also go with Light Scyk for -2 points and load up on EPTs. You can grab Predator, PTL, and Wired to be pretty nasty. To be honest, there are better choices than Predator there, but I'm just throwing that out there.

EDIT: Did I mention that Elusiveness is really good in Mario Kart? There aren't too many defensive EPTs you can grab and that's one of them. It makes getting Stressed a bigger deal (that you don't want).

Edited by heychadwick

I've updated the deck of MK cards based on feedback and questions. I forgot to update the Triple Green Shell when I performed a few updates the other day...

Edited by Biff

I think 2/3 maps we've used are in this thread somewhere. I'll try to get the other one up tomorrow

If only all my pics of maps weren't 5 times too big...

52 minutes ago, Rakky Wistol said:

If only all my pics of maps weren't 5 times too big...

Assuming you are being serious (as in reflecting on the SIZE of the picture), use something like tinypng.com to shrink them.

42 minutes ago, any2cards said:

Assuming you are being serious (as in reflecting on the SIZE of the picture), use something like tinypng.com to shrink them.

No. Lifes-size maps only, pls.

Although the Figure 8 is fun, it often forces arcs away from the leader. First one is pretty basic but looks too cluttered since I red-ed in the turret arcs.

Edited by Rakky Wistol

Played another round of Mario Kart with Obiwonka's rules. It was a blast! Nobody ran away with it, and it was so exciting at the end. Everyone kept ganging up to keep anyone from crossing the finish line. I was flying a Punisher with Collision Detector, Ion Bombs and Lightweight Frame. I got splatted less than a base-length from the finish line. After re-spawning, I was able to come back though and boosted across the line for a W. The other ships in the race were Duchess in the Striker, one of the Protectorate pilots, and a Scum Y-wing with an Ion Turret that kept me drifting for half the game. Haha!

https://boardgamegeek.com/thread/1588143/running-introduction-session-looking-input/page/1

now I know this is a link to a tread on the forum for the less popular flight path game (attack wing), however, this is the tread I maintain for a racing-themed version of attack wing that I used last year as a pick-up-and-play intro scenario at our local games store, and will be running again for both attack wing and X-wing in the near future.

just thought people may find it interesting.

regards

Friendly reminder from Nintendo:

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Hi guys and girls,

One week to go until our walk-in Mario kart day at https://www.facebook.com/RochesterGamesAndModels/ in Rochester, Kent, United Kingdom

We have picked our tracks (yes we are basing them on actual Mario kart tracks) and we are going for; Toads Turnpike, Bowser's Castle, and Yoshi Canyon

Be great if some of you would pop along, no need to bring anything as this is a demo day so everything is pre-built.

Regards

Matt

J-bot came up with a great new track. It splits to the right and left. You have to do both sides to win, but you can go either side first. It splits the ships up and is less about shooting each other. I really like this one. One side has packages and a lot of turns. The other side is straight, but with turrets.

20170216_183959_zpsalmgo4so.jpg

The turrets didn't do a lot of damage. My Z-95 was able to dodge all but one hit. We only did 3 red dice and no range modifiers. That might be too little. He's going to try some things out. We could also make the first one an Ion Cannon, too.

The packages were not well placed and didn't do much all game. He will try to place them more in the way and/or maybe have more of them.

We did it with Z-95's, but it can be used with big ships, too. We want to try with more ship types.

Edited by heychadwick

That's more like what an X-Wing racing track should like, based on my experiences running these sorts of things. Wide lines, simple turns. I'm thinking about running another race soon, and I think I'll use a similar layout to what you're using there, but starting in one corner and having the ships follow a Z-shaped course, no loop.

Instead of package tokens, I'll probably designate special zones on the track. In the red "stress zone" any ship that ends its maneuver overlapping the zone receives 1 stress. In the green "boost zone", you get a free boost if you land there. In the yellow "charge zone" you get a token that you can spend to make a full-power attack (because you can't attack without one).

For the ships' Pilot Skill, I want to try letting the players choose their PS each round. As you've probably noticed, there are sometimes racing advantages to be gained by having a low Pilot Skill, so I think I might give each player a D6 (maybe D8 or D10) and let them secretly choose their Pilot Skill while setting their maneuver by indicating it with the faceup side of the die. At the end of the Planning phase, all players reveal their Pilot Skill settings. Initiative order would be used as a tiebreaker. This would prevent the weird situation in which players who choose a high PS think they deserve to win the race if they cross the finish line later in the same round as a pilot with lower Pilot Skill.

To give the players something to shoot at other than each other, I might distribute some satellite tokens around the track. The racers' weapons are set to low power, making them useless against enemy ships (unless charged up). The satellites will self-destruct when a harmless targeting beam strikes them in just the right place, if you need a plausible explanation for how this works. The satellites would have stats like maybe agility 1 and hull 1, and when they pop they splash some damage or stress tokens or something like that to everything in Range 1.

Edited by DagobahDave

interesting looking tracks - we are obviously crazy as our planned Bowser's Castle map is going to have an actual model castle for people to fly through - and Toads Turnpike will have oncoming traffic, some of which you REALLY don't want to crash into. Oh and for Yoshi valley I'm planning at least a three-way split into very narrow routes for about a quarter of the track

pictures to come on Friday after I've set the tracks up ahead of Saturday's event, and then I'll try and get some from during the event as well.

regards

Matt

6 hours ago, Surak said:

interesting looking tracks - we are obviously crazy as our planned Bowser's Castle map is going to have an actual model castle for people to fly through - and Toads Turnpike will have oncoming traffic, some of which you REALLY don't want to crash into. Oh and for Yoshi valley I'm planning at least a three-way split into very narrow routes for about a quarter of the track

pictures to come on Friday after I've set the tracks up ahead of Saturday's event, and then I'll try and get some from during the event as well.

regards

Matt

I look forward to seeing pictures and details of these tracks and their use !

8 minutes ago, any2cards said:

I look forward to seeing pictures and details of these tracks and their use !

so do I, it should be notes this is an ATTACK WING Mario Kart event, so expect the pics from the day to have the 'wrong' ships for this board, however, the rules are so similar that the tracks should work just fine

regards

Matt

Has anyone though of using HotAC style ships? using the Hot AC style template use 65 points and build up to that figure including the ships base cost (start at the base ps for that ship then build from there using Hot AC rules except EPT's cost their actual value not double)

i cant see many broken combos here but haven't looked into it yet fully.

12 minutes ago, taulover55 said:

Has anyone though of using HotAC style ships? using the Hot AC style template use 65 points and build up to that figure including the ships base cost (start at the base ps for that ship then build from there using Hot AC rules except EPT's cost their actual value not double)

i cant see many broken combos here but haven't looked into it yet fully.

interesting idea, if the attack wing event goes well Saturday I've been asked to run an x wing one a month or two later, I'll give the HotAC build rules a proper test as I'll be using pre-builds (we use Mario Kart as pick-up intro games)

regards

Matt

9 hours ago, DagobahDave said:

That's more like what an X-Wing racing track should like, based on my experiences running these sorts of things. Wide lines, simple turns. I'm thinking about running another race r the ships' Pilot Skill, I want to try letting the players choose their PS each round. As you've probably noticed, there are sometimes racing advantages to be gained by having a low Pilot Skill, so I think I might give each player a D6 (maybe D8 or D10) and let them secretly choose their Pilot Skill while setting their maneuver by indicating it with the faceup side of the die. At the end of the Planning phase, all players reveal their Pilot Skill settings. Initiative order would be used as a tiebreaker. This would prevent the weird situation in which players who choose a high PS think they deserve to win the race if they cross the finish line later in the same round as a pilot with lower Pilot Skill.

We left the PS as it is. There are advantages to going high and low. Don't forget that bumping causes you both to roll a red die. The lower PS ships have to worry about landing somewhere where they will get bumped into. The issue about who crosses the line first was resolved by having whomever goes further on the last turn. It turns out to be a good way to do things. It can get pretty dramatic. In one case, I managed to to just barely go from 2nd to 1st as I was even with the walls and the guy in front took the corner too fast and couldn't go 4 speed forward without hitting the wall.

Also, I see some people don't like the Mario Kart feel. I think it's cool to come up with non-Mario Kart rules for those that don't like Mario Kart. We kind of like having it Mario Kart. If you go that route, then don't forget the suggestion some had for having different turrets out there. Have some Flechette Cannons to cause stress or Ion Cannons to ionize all ships. You can even use Tractor Beam Cannons to move ships right or left on the track.

I've also thought about turning off ship guns all the time, too. Some of what slows the game down is ships getting clumped together and just blasting each other to pieces. You can still use cards and such against each other. It focuses more on racing. I think getting some upgrades that fire at each other would still be good, like Mines and even Snap Shot (which is really good in Mario Kart).

1 hour ago, taulover55 said:

Has anyone though of using HotAC style ships? using the Hot AC style template use 65 points and build up to that figure including the ships base cost (start at the base ps for that ship then build from there using Hot AC rules except EPT's cost their actual value not double)

i cant see many broken combos here but haven't looked into it yet fully.

Well, for the Stock Car Racing, we gave each player the same ship and 5 pts to buy upgrades. Engine Upgrade banned (as everyone just took it and they won). You can take as many EPT's as you want, but no zero pt EPTs. This is to reflect that the race is more about the driver than the ship. There are a lot of EPTs that you can take that work together. It was especially cool with Scyks and taking the Light Scyk title. It gives you 2 more points to mess with. PTL, Wired, and a few others are really good.

We have not done more than 1 upgrade, though. It's a thought.

Overall, our goal is to make the race shorter as we need to get so many races in before our time is up at GenCon.

I had another request for the rules I'm working on with J-bot. I'll go ahead and post what I responded to in the PM.

Yes, I agree that it can be confusing about the rules (finding them). We are always tweaking them, too. Still, I can offer up what we have at the moment. Beware that it can change. Also, we would LOVE to have any feedback for anything you try.

https://drive.google.com/drive/folders/0B6btdl28vRrrVWVKay1NUDhSSUU

This has the rules, track ideas, and images for the card decks. One thing to note on the decks, we are tweaking the last place deck a bit. We had 3 Lightning cards and felt it was too much. Not sure if 1 or 2 is better. Might also increase the number of boosting cards for last place. Those have a better feel than the others.

Really, let us know how the rules go as our main goal is to make sure we can do 2 laps in as short a time as possible.

We have 3 categories:

Stock = focus on the driver, not the ship. All the same ship type, but 5 pts of upgrades. Can have as many EPT's as possible, but no 0 pt ones. Same ban list for those. Ships we have tried and approve: Z-95's, Scyks, and A-wings. X-wings are too much. No Engine Upgrade as everyone takes it. Scyks can gain points for taking Light Scyk title.

Middle class (can't recall name) = 24 pts of anything. Still same ban list. Think Engine Upgrade is fine, but not on a Tie Striker. That's just too much.

Open Class = Should be in the rules, but think it's 40 pts? Anything goes, except the ban list, including EU on Striker.

Not all tracks can handle the bigger ships. The Diamond track is good, but can't take big ships. The one that splits that I took a photo of is really good.

update on our Mario Kart event this weekend.

the venue is Rochester Games and Models, Rochester, Kent, United Kingdom

the event is running from 11am until 4pm with no l need to bring anything to take part

we will have 3 tracks ready to go, Toads Turnpike (a figure 8 with oncoming traffic), Yoshi Valley (multiple narrow routes), and Bowsers Castle (a simple oval, but you have to negotiate your way in and out of an actual model castle)

pictures will be up later

regards

matt

On 11/02/2017 at 4:18 PM, ObiWonka said:

Friendly reminder from Nintendo:

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As I'm sure a bunch of the retweets said, you can - blue shells have a blast radius.

Has anyone accounted for that in their X Wing Mario Kart setup?

2 hours ago, thespaceinvader said:

As I'm sure a bunch of the retweets said, you can - blue shells have a blast radius.

Has anyone accounted for that in their X Wing Mario Kart setup?

Negative. I have not.

4 hours ago, Surak said:

update on our Mario Kart event this weekend.

the venue is Rochester Games and Models, Rochester, Kent, United Kingdom

the event is running from 11am until 4pm with no l need to bring anything to take part

Pictures or it didn't happen!