Mario Kart X-wing

By heychadwick, in X-Wing

At the end of that post, I was reading it in a Duke Nukem voice.

I bought this https://www.amazon.ca/gp/product/B007Z7KI0I to be able to make tracks.

If you double them up you'll have a good sized track. The ones that I showed had 7-8 inch corridors or larger and were still pretty tight.

Batrep from today's race:

5 racers today, using the non-mario style bonus boxes and this track from before.

http://imgur.com/GTSjljF

40 point limit, no bans.

I'll save you all from a full ship list, but it was an E-wing, a Tie Defender, a Tie Interceptor, an Aggressor anda Y-wing.

The course took about 2.5 hours to run one lap. The ion turret and ion bombs on the Y-wing were super effective. The high PS interceptor blew up a lot of ships, but was too soft to make it through.

Y-wing won going away as ioning enemies into walls was just to strong to overcome.

Photos from the match today. 5 crazy kids piloted 1 time around the map in 2.5 hours. 2 were brand new players and only 1 of the other players was not a total "newbie".

XwingMKfig8action_zpsbdzqd4je.jpg

About halfway mark. The Tansari Scyk (+shield) had just finally overtaken the z-95 (with shield) who had been ahead the whole time. Both Ties (obsidian + shield and Straight up FO) had jockeyed well in early rounds to stay close. The poor Cartel Maurader, despite being the most dangerous ship on the map, just kept running into everything.

xwingMKfig8winner_zpswc3hwpoh.jpg

The Syck had fallen far far back behind the 2nd place ship was able to blast 4 straight past the finish line while the FO just barely crossed. The z was the long long long leader since basically the last photo was taken but the last place tie put a good block and a few shots on him instead of playing catch up. The z died the most but with better piloting could have won three rounds earlier.

Builds were all near the same pt total with a little less given to ships with better dials.

Bannana Pirate + shield (16pts)

Obsidian + shield (17pts)

Tansarii + Title (19pts)

Special Kartel Maurader (20pts)

Tie/FO- Epsilon Pilot (15)

Newer players were given choice of Maurader or FO and one elected to take the obsidian and one the Scyk. Oh wells. A z-95 with shield and more PS would probably be pretty good. FO could have been a named but I didn't want abilities to confuse the newbies.

Batrep from today's race:

5 racers today, using the non-mario style bonus boxes and this track from before.

http://imgur.com/GTSjljF

40 point limit, no bans.

I'll save you all from a full ship list, but it was an E-wing, a Tie Defender, a Tie Interceptor, an Aggressor anda Y-wing.

The course took about 2.5 hours to run one lap. The ion turret and ion bombs on the Y-wing were super effective. The high PS interceptor blew up a lot of ships, but was too soft to make it through.

Y-wing won going away as ioning enemies into walls was just to strong to overcome.

I like your map.

We did more xwingy stuff than mario cards too. Had them roll 2 dice and they got the result as a free action to use immediately or later if they hit the satellites. Not the exact order but:

TL

Focus

BR

Boost

Free evade

BR an opponent

Ion everyone ahead of you

do one damage to a ship of your choice

gain a shield

Boost 2

Invincible: no damage and ignore obstacles (still had to stay on track)

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I like the idea of 3 "decks": 1 for lead, 1 for pack, 1 for last just to mix it up but I think this does a pretty good job already. BRing someone onto an asteroid or off the map completely (forcing respawn at last checkpoint) and ions used at the right time make it a bit more random but it still feels like Xwing.

We have a similar list for bonuses. Consider tractor beam as the "barrel roll opponent" as it gives an option to set them up for a collision in the next turn.

We have a similar list for bonuses. Consider tractor beam as the "barrel roll opponent" as it gives an option to set them up for a collision in the next turn.

If it wasn't new players I'd do that too.

I've updated my decks from the original. I have a 1st, last and middle of pack deck with different item distribution.

I'm still trying to finalize bullet bill. Its been hard to make it a card to help people catch up but still not be very overpowered. Any feedback would be appreciated. I'm also working on rewriting my original rules to help with the issues that have come up through all my play testing. Sorry for any typos on the cards but I have a new baby so I'm always on like 5 hrs of sleep.

1st Place deck. http://imgur.com/a/GlMF8

Middle of Pack. http://imgur.com/a/EYLB9

Last Place. http://imgur.com/a/MrYnE

Dang... I just printed up my own stuff yesterday as it was my last day at a work printer.

I've updated my decks from the original. I have a 1st, last and middle of pack deck with different item distribution.

I'm still trying to finalize bullet bill. Its been hard to make it a card to help people catch up but still not be very overpowered. Any feedback would be appreciated. I'm also working on rewriting my original rules to help with the issues that have come up through all my play testing. Sorry for any typos on the cards but I have a new baby so I'm always on like 5 hrs of sleep.

1st Place deck. http://imgur.com/a/GlMF8

Middle of Pack. http://imgur.com/a/EYLB9

Last Place. http://imgur.com/a/MrYnE

I really like the work you did here. Nice job.

I may have missed it, but are there general rules that accompany the use of these "power ups"? In other words, when you run over a marker on the track that awards you one of these, when exactly are/can they be used? Is the use immediate? Can they be saved? Etc.

One last question. I realize that this is fan made, and I realize that everyone probably has their own set of rules by which they play, but I am curious if there is a list of general rules somewhere that guides how you interact with the track and each other while playing this variant?

Edited by any2cards

I really like the work you did here. Nice job.

I may have missed it, but are there general rules that accompany the use of these "power ups"? In other words, when you run over a marker on the track that awards you one of these, when exactly are/can they be used? Is the use immediate? Can they be saved? Etc.

One last question. I realize that this is fan made, and I realize that everyone probably has their own set of rules by which they play, but I am curious if there is a list of general rules somewhere that guides how you interact with the track and each other while playing this variant?

Read rule 5 on the first page. It should hopefully explain everything

I may have missed it, but are there general rules that accompany the use of these "power ups"? In other words, when you run over a marker on the track that awards you one of these, when exactly are/can they be used? Is the use immediate? Can they be saved? Etc.

For "x-wing" style upgrades, we play that they can be spent at almost any time (a few cards have timing restrictions) and the shields and focus/evade stay with the ship until spent or destroyed.

Read rule 5 on the first page. It should hopefully explain everything

Thanks. I wasn't concerned as to how you got the power ups, but more for the general rules of the variant. Of course, you sent me to the post that has those as well, so I should be good.

For "x-wing" style upgrades, we play that they can be spent at almost any time (a few cards have timing restrictions) and the shields and focus/evade stay with the ship until spent or destroyed.

Thank you.

I'm working on more Star Wars themed upgrade cards. They are all still a work in progress and I haven't had a chance to play test them but here's what I have so far.

http://imgur.com/a/BU98U

I'm working on more Star Wars themed upgrade cards. They are all still a work in progress and I haven't had a chance to play test them but here's what I have so far.

http://imgur.com/a/BU98U

It's funny. While I like the art and the creativity of the cards, I actually prefer the Mario Kart style cards more, as they seem more in theme with the variant you are playing.

I'm working on more Star Wars themed upgrade cards. They are all still a work in progress and I haven't had a chance to play test them but here's what I have so far.

http://imgur.com/a/BU98U

Sensor jam sets the bar pretty high. These look great

Played 2 rounds tonight. EU duchess is no longer allowed. I'll post some pics tomorrow.

Played 2 rounds tonight. EU duchess is no longer allowed. I'll post some pics tomorrow.

What point limit were you playing with. I've found lower point totals keep it more fair but it's all about balance.

how about everyone list their point limits.

We run 40 and have had only 1 build win a race twice, and that was a Kavil/Ion Cannon y-wing.

Curious if anyone has ever run any of these with just the ship/pilot combo and no upgrades. What were the results? Was it more/less challenging? Did doing so make it a far bigger deal picking up mystery boxes along the race? Was it necessary to change the points limit allowed?

Any insight would be appreciated.

Very often the built in pilot talents aren't part of the game. You are buying the pilot skill or upgrades and the character stuff is just gravy. Using the X-Wing style bonuses means player skill is more important than anything else.

Having used both mario and X-Wing bonuses, the Mario boxes overshadow everything else in the game and must be collected. X-Wing boxes are used to build incremental advantages that still reward pilot skill, but they can be skipped.

Played 2 rounds tonight. EU duchess is no longer allowed. I'll post some pics tomorrow.

What point limit were you playing with. I've found lower point totals keep it more fair but it's all about balance.

35 and it was a blow out. I usually try to run balanced 20pt races. If Duchess gets the lead and you can't kill her in a round or so you'll never get back in range. It was nuts.

Played 2 rounds tonight. EU duchess is no longer allowed. I'll post some pics tomorrow.

What point limit were you playing with. I've found lower point totals keep it more fair but it's all about balance.

35 and it was a blow out. I usually try to run balanced 20pt races. If Duchess gets the lead and you can't kill her in a round or so you'll never get back in range. It was nuts.

How was it worse than a fully loaded Fel? Both can push ahead 8 in a turn. Was it the extra hull point?

I went with 24 pt limit and I went with Countdown Tie Striker and Engine Upgrade. I pulled ahead early on and did really well. It was a very lucky shot through some walls that knocked me back. I kept getting shot for 1 damage the whole time and never used my ability. Another time, I still was ahead and they used the Blue Shell right at the end and knocked me to 2nd place.

I think Tie Striker with Engine Upgrade was broken and I flew it.

I like my pick for the placement of the upgrade cards I presented before. They were pretty good in making the game well balanced and kept me from running too far ahead with it.