Jump to content
heychadwick

Mario Kart X-wing

Recommended Posts

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?

 

Captured TIE won't need to be banned as you are the only friendly ship to yourself. It would be discarded almost immediately.

 

There's not many upgrades or pilots that I can see that would be problematic. The 24 points is really good in excluding that.

 

Though a BTL/A4 Ion Y, or Tactician Bomber might be painful.

Edited by Dagonet

Share this post


Link to post
Share on other sites

 

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?

 

Captured TIE won't need to be banned as you are the only friendly ship to yourself. It would be discarded almost immediately.

From the team game, though.

Share this post


Link to post
Share on other sites

Sounds serious fun. Have to try it with the Children.

 

24pts:

Unfortunately no Arc170 with rear arc. Rear Arc can be a pain in this format?

Neither found a way to put Gonk in. Gonk not because its efficient, but would be fun *gonk*

 

24pts:

-Inquisitor's TIE e.g. Valen with Elusiveness might be good?

-Tempest with Stealth Device if you want to mainly evade?

Trolls could be

-Deathfire with EM and Seismic charges or Thermal detonators

-Racing car Attack Shuttle Ezra with Sabine and Seismic charges

-Scyk with title and Tractor beam and Engine upgrade

-G1A Misthunter and Tractor is a bit more stable, but too low defense and too slow probably

Edited by Managarmr

Share this post


Link to post
Share on other sites

Our builds this last game were.

A Wing -Gemmer Sojan/Chardaan Refit/ Shield upgrade

Attack Shuttle- Zeb/ autoblaster/ Hera/ hull upgrade

TIE-SF- Zeta Specialist/ collision detector/ title/ twin ion mark 2

Tie advanced prototype- Baron of empire/ title/ twin ion mark 2 / PTL

Share this post


Link to post
Share on other sites

Played the 50 pt version of this today.

Whisper, Canor Jax, Norra.

Was a blast. Canor turned out to be a real nuisance to the other two. Even though he was a standard load out, he was extremely competitive. Norra kept up well and only lost when shot down, in the lead, one turn from the finish. Whisper and Canor finished just in front of finish line and whisper won by deloacking across the line!

Thanks to the guys for sharing this great idea with us.

Share this post


Link to post
Share on other sites

Trolls could be

-Deathfire with EM and Seismic charges or Thermal detonators

-Racing car Attack Shuttle Ezra with Sabine and Seismic charges

-Scyk with title and Tractor beam and Engine upgrade

-G1A Misthunter and Tractor is a bit more stable, but too low defense and too slow probably

I almost think the worst troll is the T-70. It's tanky and fast with Boost.

Share this post


Link to post
Share on other sites

We have successfully run 5 races under various rules and I would love to offer some tips/observations of what worked on our end.

The first thing was the length of the track. Our course snaked around inside a 3 ft box, and we found it to be WAY too long. Races were regularly running over the two hour mark, so the new course will be shorter.

We ran 40 point builds, no limitations. This leads to almost everyone packing PTL and EU if it isn't standard to the ship, so it feels like everyone is doing the same thing every turn, but after your boost sets you up for a bad line into a turn, you start to think ahead and use it sparingly.

We don't use the MarioKart style upgrade cards, but instead use the attack/defense style bonuses like those found at

https://m.reddit.com/r/XWingTMG/comments/3xw2si/xwing_mario_kart_pod_racing_v03/

This just "feels" more x-wing, but your milage may vary. The variant rules fit our group better.

You have to have a resilient ship to survive the attacks, the turrets and the wall bumps. Interceptors are way to squishy, and other fast ships just don't get enough straightaways to get ahead to make them viable. The T-70 is probably the best all around combination, but plenty of others are fun. My trolliest build is a jumpmaster with R5-P8, anti-pursuit lasers, feedback array and Gonk.

Keep the course twisty, short and about 15 cm wide for best results. Our next league game is Wednesday, and I will try to get a report up that evening.

Share this post


Link to post
Share on other sites

Played 2 games so far and had a hoot. The guy who put the board together has played much more and refined the rules so it's very playable but I would echo the poster above that the course is a little on the long side.  We have limited it to 24 point ships so Naked Jake is perfect.

 

thanks for the original post, this has been a hoot and a half.

 

2016-11-30%2019.58.38_zpsoft1vv8z.jpg

2016-11-23%2018.08.03_zpspxcy9opy.jpg

Share this post


Link to post
Share on other sites

Played 2 games so far and had a hoot. The guy who put the board together has played much more and refined the rules so it's very playable but I would echo the poster above that the course is a little on the long side.  We have limited it to 24 point ships so Naked Jake is perfect.

 

thanks for the original post, this has been a hoot and a half.

 

 

You are welcome!  I love stuff like this.  This is what X-wing is all about to me.  Just doing a lot of different stuff with the same rules set.  

 

I've only gotten to play it that one night, but I think the track is still set up.  I want to try it again.  My friend wants to set up a league for it.  I think we are going to run some events at GenCon with this.  I want to make different courses.

Share this post


Link to post
Share on other sites

I am definitely trying this. I was only talking the other day about how much fun I used to have with an old gaming group of mine playing Gorkamorka racing, and how it'd be a hoot with an X-wing version. I'll absolutely be putting this out there for a few goes. Seems like a great mish-mash of X-wing, Mario Kart, and Formula D.

 

Immediately after reading that OP though, I thought about N'Dru with ordnance. Specifically because of one thing; Scavenger Crane. There's so much death happening, your reloads are only limited by how unlucky you are with that discard roll. Deadeye, Chips, and Concussions are just 24, as is Adaptability, Chips, and Homing. That's a whole lot of death... Alternatively, Deadeye, Ion Pulse, and Chips clock in at just 23, which is a chunk of speed control for the race!

 

Yeah I'm already loving this format, and I haven't even played it yet.

Share this post


Link to post
Share on other sites

I think I'd rather have Engine Upgrade and an Ion Turret for the HWK.  The Ion would mess people up more than the TLT.   The Boost is better than the BR.

 

In hindsight, totally agree, but in fairness I was unprepared to play and just bastardized the lists & models I had with me so that we could both field two ships. In my second match there were three of us, so a single ship a piece.

 

In both matches, Jake has been the real star, the Cartel Spicer was just there to annoy people - that said, the TLT spam DID manage to take out the other-Jake on the board twice, both times with a quad of very lucky TLT-rolls over two rounds.

Thanks again for posting, I have loved playing this.

Share this post


Link to post
Share on other sites

I've had a few ideas on this for another variant, possibly more in fitting with Mario cart than X-wing but could be interesting to try.

 

The basic rules remain the same but you get rid of Checkpoints and Re-position abilities 

 

Then remove the damage element so that you replace all weapons with Ion weapons (lasers become Ion) You are ionized when the number of Ion Tokens equals or exceeds your combined hull and shield value. Still Small Ship only at 24 points. Stats for weapons can still be used (range limits and damage dice etc) just you don't die, you just get ioned. if you fly off the board you start where you started your maneuver and ionised.  The other option is to still count damage as normal, but once you die, you respawn in the centre of the track and stay still for that turn (no movement and no reposition abilities)

 

Add more boxes to the fray to make them more valuable, extend the re spawn time for boxes (so rather than re spawning next turn they re spawn in the End Phase after everyone has moved), and add Bonus Tiles that give you a 2 speed boost after your move.

 

If focuses more on the flying side rather than how tanky you can make the ship, and also means everyone is going for Boxes that hold more value than they currently do.

 

Feel free to shoot me down or alter my works, it is after all just an idea

Edited by taulover55

Share this post


Link to post
Share on other sites

I played with my sons last week, running with 25 points basic T-70s with R2 and integrated (I forgot my printed list of fun ships at work).

My youngest son (nearly 3) figured it was a race rather than a fight faster than the rest of us did! We managed half a lap before we had to put it all away to eat dinner, but he was far enough ahead that it would have been a challenge to catch him.

My oldest (nearly 7) who is quite good at X-wing was way too much into the "kill them all!" mentality for this race to work for him.

 

We will play again! The bonus is I got to put both black ones on the table, the gorgeous one and the HotR one ;)

 

xwingkart_race1.jpg

Share this post


Link to post
Share on other sites

First off, I love how there are so many people trying it out.  It's great to hear.  I always try these outlandish ideas, but mostly it's just me and the local guys doing it.  It's fun to see other people doing it, too.

 

I love the boxes above.  Good graphic.

 

Feel free to shoot me down or alter my works, it is after all just an idea

 

Actually, I think that your ideas have merit.  It does become a bit too much of a kill fest.  Even if you just have it where you re-appear right where you died and not move for a turn, that would be fine.  I did think that perhaps I had too few checkpoints.  Either option sounds nice (more checkpoints).  

 

The ion idea sounds interesting, too.  I'd have to play a lot more to really figure it out.  As it is, I think we are going to do the CR-90 campaign tonight instead of more Mario Kart.  Hmm...maybe time for both?  Maybe?

Share this post


Link to post
Share on other sites

I played with my sons last week, running with 25 points basic T-70s with R2 and integrated (I forgot my printed list of fun ships at work).

My youngest son (nearly 3) figured it was a race rather than a fight faster than the rest of us did! We managed half a lap before we had to put it all away to eat dinner, but he was far enough ahead that it would have been a challenge to catch him.

My oldest (nearly 7) who is quite good at X-wing was way too much into the "kill them all!" mentality for this race to work for him.

 

We will play again! The bonus is I got to put both black ones on the table, the gorgeous one and the HotR one ;)

 

xwingkart_race1.jpg

You may have just convinced me to make a track. I've got some leftover panels from the a Death Star to make a smaller size track. I think my daughter would like that since she's been building Xwings from lego.

Need to download and print the cards now.

Share this post


Link to post
Share on other sites

Seems like a great mish-mash of X-wing, Mario Kart, and Formula D.

I was actually thinking abut trying a version where maneuvers are limited in a Formula D style - that is, if you did a 2-speed last turn, your only options next turn are 1, 2, or 3. Would have to track speed between rounds some way, probably with the little pilot numbers.

 

Feel free to shoot me down or alter my works, it is after all just an idea

Lots of great, thematic Mario Kart ideas here. I will definitely keep them in mind as we test and tweak our own local version of X-Wing Mario Kart!

Share this post


Link to post
Share on other sites

A D6 would be enough to track the speeds. Maybe a change of turn speed by 2 (from 1 to 3) could be allowed, albeit with a die roll; on a hit, take one damage before completing the maneuver. Similar to Formula D's mechanic of taking a turn in too high a gear. Risky, but potentially worth it.

Share this post


Link to post
Share on other sites

 

Seems like a great mish-mash of X-wing, Mario Kart, and Formula D.

I was actually thinking abut trying a version where maneuvers are limited in a Formula D style - that is, if you did a 2-speed last turn, your only options next turn are 1, 2, or 3. Would have to track speed between rounds some way, probably with the little pilot numbers.

 

Feel free to shoot me down or alter my works, it is after all just an idea

Lots of great, thematic Mario Kart ideas here. I will definitely keep them in mind as we test and tweak our own local version of X-Wing Mario Kart!

 

 

Keep in mind that in Formula D you can do super-reductions and brake hard by the cost of damaging the car.

In X-wing, as spaceships are built to endure brusque maneovres, maybe damage is too exaggerated.
Stress could be the answer if you change speed dramatically.

Share this post


Link to post
Share on other sites

Working on my first track. Here are my tweaked rules we'll try out our first go:

 

Mario Kart Rules
1. During the first two rounds, no actions or upgrades may be used, no attacks made, and no damage or tokens can be dealt. Maneuvering only!
2. 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. One the next turn, the player may attempt a normal maneuver, or perform a white reverse 1 straight or bank.
3. Re-spawning returns your ship to play with full shields and no damage, behind the most recently passed check-point. Discarded cards are regenerated after each lap (not just ordnance; may find uses for things like Hot Shot Blaster, Lightning Reflexes, etc). Exception: Boba Fett (crew) permanently removes himself and another card from the game.
4. 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).
5. Each player chooses 1 hazard (asteroids, debris, bombs) to place before the race. Hazards cannot be placed before the indicated area, or within range 1 of any other object (other hazards, items, turrets). All standard rules apply to the hazards regarding game effects. After a player completes a lap, that player may place one additional hazard behind the last-place player, following the above rules.
6. When a player's template or ship crosses an item, that player draws a card. A player cannot draw a card if they already have one. Flip the item marker face-down. At the end of the turn, flip face-up any item markers.
7. You have 25 points to spend on a ship plus upgrades. Lone Wolf is banned, and players cannot perform Cloak or SLAM actions (effectively banning Cloaking Device and Burnout SLAM).
8. Turrets shoot at each ship possible, at PS12. Turrets roll 3 attack dice and may re-roll one die and turn one eye in to a hit. Ships defend normally.
9. Track edges count as obstructions for shooting. 
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. Ties are broken by furthest distance across the line, further ties broken by final salvo.
 
-----
 
Explanations:
1. Gives everyone a chance to get going, without so much as an Ion Bomb going off.
2. A little more Mario Kart-like, and pretty punishing if you're bad at flying.
3. Someone might find a clever use for another card, or even just be a jerk with Crack Shot. Boba has to step up his game, too, since cards can regenerate.
5. This helps replenish the track if mines have exploded, but you can't just plop something in front of someone.
6. A little more Mario Kart-like.
8. I didn't want my turrets to be as dangerous or swingy. This way they're pretty accurate, but also fair.
12. Added clarification on determining the winner.

Share this post


Link to post
Share on other sites

Here are the rules we have used for the last 5 races in our league:

 

1.     40 point limit – no restrictions – Yes, most take lone wolf, but its just about the right amount to make players make decisions about the build instead of a “goodstuff” build.

2.     The course is as shown in the picture. The interior of a wall is like an asteroid (except it isn’t an obstacle, sorry Dash), so roll a red die if the template crosses or the base lands on it.

3.     The exterior wall is impassable. If a template or a ship base is on or over that line, they automatically take one damage and are moved back from the wall the distance of a 2-straight movement template.

4.     Shots through walls are obstructed.

5.     The red and green circles are the bonus boxes. If the template of base is on the circle, roll that color die and receive a bonus token. Each circle set is different, but I won’t outline it here except to give an example. The first set is: Crit – Evade, Hit-Evade, Focus-Focus, Blank – Ion (shield is unused in this bonus box). This token does not go away at the end of the turn. It is held until used. The exception is the Ion token. It does not effect you as the carrier, but when spent gives two ion tokens to every ship on the battlefield (think lighting bolt in Mario kart).

6.     The orange pads are cluster bombs. Roll 2 red dice and take the results if you cross it.

7.     The yellow pad is an automatic boost. At the end of movement, you must make a boost action.

8.     The turrets have range 2 and roll two dice, bonus die at range 1.

9.     The checkered paths are checkpoints. If you are destroyed, you reappear at the last checkpoint you crossed.

10. Ordnance is replenished after each completed lap, but not if you are destroyed.

11. Ships are initially placed by cost, lowest to highest, anywhere you want behind the starting line. Believe me, this is important.

 

Here is a shot of the map with some ships for scale, but missing the turrets

GTSjljF.jpg

 

And here is a shot with the turrets in position

WPOwkLe.jpg?1

 

This was after the first move of an 8 ship race, the first we have done at that size.

HdyMYZp.jpg

 

Pilot skill bid got the jumpmaster ahead before the giant cluster bump. The high shield count kept him alive all the way through the race. A lot of high pilot skill guys kept getting screwed up by poor movement choice, so they bumped almost back to the beginning every time.

 

Looking back, if we race that many again, we will go with a shotgun start.

 

Edit: The magic card idea is awesome and will be promptly added to our game. Tracking tokens was the hardest part. Thanks for sharing that one

Edited by Jdling

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×