We have been playing around with some track design and alternative rules. Wanted to make it a little more zany like a good round of mario kart. Here are some Ideas of what we have come up with.
JUMPS: Our current track has a massive jump from one corner to the next. We play it based on the angle you hit the jump. Angled right you can place your ship anywhere from the middle to the right side on landing with the back edge against the tape. Similarly, angled left is equivocal to middle and left side of landing. Once you have landed you immediately perform a 2 speed maneuver based on your ship dial capabilities. (We also wanna try it where instead you can do any green maneuver on dial).
Movable Turrets: We have just been using ship bases for our turrets. At the end phase they rotate clockwise 90°. As an action you can rotate one turret within range 3. We did this by rotating our ship dials face down to a random spot. If in between always rotate clockwise to the next maneuver. Then rotate the turret 90° equal to the number of the maneuver. A bank 3 would result in 270° rotation. Any red maneuvers equals no change.
Thinking about picking up an LCR game to randomize this.
The chits would be useful for the item boxes and each round you could roll to decide which way the turrets move. Also, this could be done as an action. The black dot on the die could be no move or deactivation for the round (not sure which i like more).
Turbo Boxes: https://imgur.com/a/E23TI When your ship lands on one of these you must immediately take a boost maneuver.
One last thing we would like to try and figure out is item drawing. You always get the better items the further back you are in mario kart. I would like to split the item deck into 2 or 3 piles depending on how many people are playing. 1 pile for first place, 1 for last and a 3rd for everybody in between.
Let me know what you think.