Fun times with mariokart.

By tsuruki, in X-Wing

Hey guy's, anybody out there play X-wing mariokart? The game mode where you race your competitors in a brawl to the finish line?

I just played with some buddies and turns out, Intimidation is a great way to pull some heat off-of yourself, i really felt like a devil as folks hesitated to shoot my 3 Agi focused A-wing in favor of hitting the easy-pickin's I was getting in the way off.
And I'dd have got away with it too if it hadn't been for those meddling track obstacles!

Do you have any mariokart stories to share?

No.... I haven't had a chance to play yet. Looks super fun though!

Wait a minute... I'm not very familiar with the rules, but the Gunboat will be great in the game mode, right?

In the variant we played SLAM and Cloak, Lone wolf, Captured TIE and a couple cards I don't remember were not allowed.

It was 24 points (Leftover points = Position bid at the starting line).

The map had some turrets, proximity mines and other obstacles. 2 Checkpoints and at intervals there were tokens that let you recover lost hull, lost upgrades or an immediate bonus action.

A cool idea was that the bonus tokens spawn in the wake of the leading ship, naturally rubberbanding the chasing pilots.

We installed some hyperspace lanes to help keep the race tight.

1 hour ago, tsuruki said:

The map had some turrets, proximity mines and other obstacles. 2 Checkpoints and at intervals there were tokens that let you recover lost hull, lost upgrades or an immediate bonus action.

A cool idea was that the bonus tokens spawn in the wake of the leading ship, naturally rubberbanding the chasing pilots.

Sounds super fun.

We spent about 3 hours playing a game in which nobody quite made it to the third corner. Moral of the story: don't use 2 inch thick gaffer tape for the walls and then try to run 8 ships in such a restricted space.

I've never done it, but really want to. What were the list-building restrictions?

We've played a few games of it in the local. I've run it occasionally in there, and may do again this week. Generally we'll do it with a bunch of PS2 Z95s and let folks spend their remaining points however they wish (with a few regular restrictions). I have a variant written that we're looking at starting in the new year as a "season" style gameplay of buying a pilot and ship separately, and running the game as an actual series rather than just one off games.

I haven't played the game of which you speak but I have made a squadron of Mario themed Y-Wing :)

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Nintendo Squadron in formation


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Mario's Y-Wing


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Mario's Pilot Card


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Yoshi's Y-Wing


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Yoshi's Pilot Card


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Peach's Y-Wing


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Peach's Pilot Card


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Toad's Y-Wing


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Toad's Pilot Card


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Nintendo Squadron Pilot Cards

ooh ooh, ruleset?

My gaming group loves quirky game types. Our next tornament coming up is using the nova open pirate rules.

Yeah it's kind of a career mode I'd been working on to let players have a season of races. Has some built-in rubberbanding between seasons with pilot drafting and such. It's good fun but we haven't broken it out in a proper season format yet. Waiting for the new year to kick that one off.

I won a Mario Kart tournament with Dash. It's really nice to not have to worry about the walls!

19 minutes ago, Salsashark said:

I won a Mario Kart tournament with Dash. It's really nice to not have to worry about the walls!

With Dash? Sure hoped so.

58 minutes ago, Ralgon said:

ooh ooh, ruleset?

My gaming group loves quirky game types. Our next tornament coming up is using the nova open pirate rules.

There is already a long thread with various rules and some pretty dedicated print outs.

I just bought a poster board and marked off a track; essitally a large circle with the second turn becoming two paths combinging back into one path on the home stretch. We played it as: hit a wall and you movement stops, no action. Then barrel roll backwards off the wall. We have some walls that can be shot through and others not.

I placed 4 tie fighters as turrets, they fire at closest ship.

If if you get destroyed, miss one turn.

How do you think Countdown with AA and engine upgrade would fare?

https://drive.google.com/open?id=1kmQALugdcg7ELSXD0t_hk4JahVqQhfxD

Hi folks, please check out the rules that I have come up with. They're based on the rules from another thread here about a year ago but heavily modified. We've done a single playtest at our local store with 6 players so far and expecting to do another one next week. People said it was super fun and played well, but because a lot of the game mechanics use ions and stress, we learned that electronic baffles was really overpowered and the Punisher was able to win too easily in the 2nd half, easily taking tons of damage to ensure it crossed the next checkpoint. That's why you'll see a lot of the items now deal 10 Ion tokens instead of 1 or 2. We also decided we needed to add another checkpoint after the 2nd one. Having lots of checkpoints keeps the game from getting bogged down in ship deaths.

Here's the pics from our game:

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Edited by Tvboy

I've run this quite a few times and it's always been fun.

Mario kart pics

Shuttle Tydirium did a few events at GenCon. It was pretty fun. We play tested the rules and such and thought of a number of things to speed things up. If you don't watch out, then the games can go on forever as no one ever finishes the race.

We had 3 different tracks. One was a diamond pattern with short cut alleys. Some say it looked a bit plain, but was quite fun and interesting. There was another that was a bit like a circle 8, but you could choose which side to do first. That one was pretty fun. The last was a drag strip type long track where you had to go to the end and then come back. It allowed the leader to get shot at more, which was fun.

I can't find the rules we used this moment, but I'll find them and post them. We have graphics for all the cards and such if anyone wants to use them.

We had three types of races:

  • Stock class = generic ship (either Z-95 or Scyk) and 5 pts of upgrades. You can take as many EPT's as you want, but no zero point ones. No Engine Upgrade as it was too unfair.
  • Modified class = 24 pts with standard prohibited items.
  • Open Class = was it 40 pts? I can't recall. I'll have to check.

No Dead Man's Switch, Lone Wolf, Cloaking, Advanced SLAM, and a couple others.

Personally, I love Stock the best. Stacking the EPTs is fun.

Snap Shot is a great card for this, as is Elusive. Ships with turrets are good, too. Haven't tried Bomblet Generator.

Lt Kestal with Ion Cannon Turret ruled the game I played with her. She shut down Soontir Fel like a fiend and almost won it. It came down to the last turn and a Green Shell fired backwards destroyed me.

I would say I've played about 20 games of Mario Kart. It's very fun.

Oh, found the files HERE.

The full list of rules was:

No bombs, SLAM, Cloak.
No Lone wolf, Captured Tie, Ion Torpedoes, Assault missiles, Harpoon missiles, Dead man's switch, EMP Device.

Large ships were´'nt allowed this match.

The only AoE attack that was´nt banned was the ARC caster. This wasn't the map-designer's first rodeo and in his experience bombs and large scale attacks made the initial bumpathon into an unsurvivable hurdle for TIE's.

Finally the point size was 24. Races prior to this one had been: 32, 28 and 30.


The map was cool and fit on 2 playmats. The flight path was as wide as the length of a 5-straight (slightly narrower on the high-speed part). The Wall's weren't impassable, instead the edges were a 1" buffer that worked like a debris field, this way if you clipped a wall you lost your action instead of loosing lots of distance and getting displaced, the outer edge of the debris buffer was impassible.
The map-maker is a F1 enthusiast and quoting him from my facebook: "The track needs to have a major high-speed segment, a minor high-speed segment, one or two curve segments, a major wide turn and a hairpin turn." In addition to these there were some segments that I dont think you'dd see in F1, such as the Turretted segment (a couple Quad Laser Turrets that covered a turn), the minefield and the asteroids all over the track, Everybody got 2 asteroids that they were allowed to place anywhere on the track that wasn't within range 2 of the starting line, I managed to clip both of mine :S

Lot's of stuff was in place to help ships catch up to the leader, the fastest stretches had Proximity mines on them, this way the game wouldn't just be decided by whoever had a 5-straight (Having boost was crucial tho).

There were two token types called "Boosts and Benefits" that you could claim when you overlapped them, the effect was optional:

1, remove a damage card.
2, regain a spent upgrade.
3, perform an immediate Boost, Barrel Roll, Focus or Evade action, ignoring your stress status and action bar.

Boosts were in easy-to-reach spots but couldn't be claimed by the lead ship or anyone within range 2 of it.
Benefits required some detours like going to the outer edge of a turn or navigating some obstacle.

Neither boosts nor benefits went away when claimed.


A hypothetical rule that wasn't tested: When you kill a ship you immediately claim a "Boosts and benefits" effect. This way a murderous ship might keep up with a more speed-focused one.

My hat off to some random dude who inspired the extra rules and point cost on the internet.

Our gaming group has tried this a couple times. It takes us like 2 hours or more to get 5 people around the track once. How long do your rounds take?

We finished 3 laps in 4 hours, we didn't have beer or anything though and we because we didn't have a lot of special rules (just bans) we didnt have to stop and discuss those a lot. I played a Furball the other day that got totally swamped by rules debate.

Something with boost that I've tried is this- when you boost, take a shield from your ship and set it aside. Then, during the end phase, if you did not boost that round, return all set aside shield tokens to your ship.

So boosting temporarily "spends" shields, but you get them back if you go a round without boosting.

I don't know what to do when you run out of shields, though. Or if your ship plain doesn't have shields. It seems to work for A-wings and T70s, though.