An Unofficial Homebrew Conversion This Mario Kart Gaslands conversion is an unofficial expansion based on Gaslands Refueled written by Mike Hutchinson. The conversion ruleset by Stuart Kelly is the entire basis for this document, as well as information from Chris Baker at geekorthodoxy . Gaslands is published by Osprey Wargames www.gaslands.com. This document is not affiliated with Osprey, Gaslands, Nintendo or any other rights holders. For personal use only. Mario Kart Gaslands combines the classic Nintendo videogame series with the tabletop miniature wargame Gaslands. Table of Contents 1. Overview 2. How to Play a. Damage b. Item Boxes c. Coins d. Characters and Karts e. The Scenarios 3. The Item Deck a. Item Rules 4. Terrain with Effects a. Gates b. Dash Panels & Boost Pads c. Ramps d. Warp Pipes 5. Hazardous Terrain a. Bullet Bill b. Thwomp c. Piranha Plants d. Chain Chomps e. Wandering Threats 6. More Custom Choices Overview Mario Kart Gaslands uses the normal Gaslands movement templates and most rules, with some key differences: ● None of the Gaslands weapons are used, instead, an Items deck is used. ● No hull points. Damage, if any, is tracked through Balloons. ● No one dies in Mario Kart Gaslands, but the rule of carnage still applies. How to play Mario Kart Gaslands Each Kart functions as a normal Gaslands vehicle, though standard hull damage is not used. Run through the normal turn sequence, placing templates, rolling skid dice, moving and colliding as you go. Damage & Wipe Outs In a standard Mario Kart race, the worst one can do is end up in reverse and have to shuffle around. Wherever a player would normally remove hull points, simply ignore that. Hazard tokens are used normally, and Wipe Outs still happen. If playing in Balloon Battle Mode, Balloons track how many more chances a vehicle has before it’s out of the race. Each Wipe Out pops a Balloon. Vehicles competing in Balloon Battles have 5 Balloons apiece. When a vehicle Wipes Out in Mario Kart Gaslands, it also loses all Items and Coins on the dashboard. Item Boxes Scattered throughout the track are lines of boxes, which can be picked up and will contain a random Item. When a vehicle passes through one of these boxes, remove it from the table and draw a card from the Item deck, looking at it before placing it face-down on their dashboard. Player retains this card until they wish to spend it during one of their activations. If a vehicle already has 2 Items, player does not draw another Item Card. Boxes can be represented in game with physical “question mark boxes” or stickers. It’s important that you can tell if a Kart has hit one or not during its move so they must be represented on the table. Most are standard single boxes but some are “double stacked”, allowing a vehicle to draw 2 Items instead of 1. The Items will typically add hazard tokens to a target, causing them to Wipe Out rather than removing hull points and destroying them. Some are speed boosts or other buffs and some are dropped on the track for people to crash into like the classic banana peel. How Item Boxes Work As soon as a Kart collides with one or more boxes run through the following sequence to resolve it: 1. Remove the box(es) the Kart collided with from the table temporarily 2. Draw 1 Item card for standard single boxes, or 2 Item cards for “double stacked” Item boxes. 3. Continue your move 4. Replace all boxes on track at the end of each gear phase (not activation) Vehicles can only carry 2 Items at a time and will not pick up a new Item until they have used the one they are carrying. Items must be used in the order they were obtained. Vehicles that already have the 2 card capacity filled can still drive through Item boxes in order to remove them from the track temporarily. While they will not draw from the Item deck, it does take a valuable Item box off the track for the other vehicles, at least until the next gear phase. Coins Scattered throughout the track are Coins, which can be picked up and accumulated to be used during a player’s Movement Phase for speed boosts. When a vehicle passes through one of these Coins, pick it up. All Coins on the track are replaced at the end of each gear phase (not activation). How Coins Work A Kart cannot carry more than 10 Coins, any Coin picked up after that is temporarily taken off the track, as per usual, but will not add to the total. During any Movement Phase, a player can either: ● Spend 5 Coins to add a Short Distance before or after their chosen Movement Template. ● Spend 10 Coins to add a Medium Distance before or after their chosen Movement Template. In the Grand Prix race scenario, the number of Coins collected adds to the Point total. Characters and Karts In Mario Kart everyone drives a Gaslands car, but we have special stats depending on the character. Characters are divided into Lightweights who have great acceleration but lower top speed, Heavyweights who are slower to accelerate but have higher top speed and Middleweights who are in between. You can use the following reference: Character Weight Handling Max Gear Mario Middleweight 3 5 Luigi Middleweight 3 5 Princess Peach Middleweight 3 5 Shy Guy Middleweight 3 5 Yoshi Lightweight 4 4 Toad Lightweight 4 4 Waluigi Heavyweight 2 6 Wario Heavyweight 2 6 The Scenarios Race The first is a standard race and is essentially a normal Gaslands Death Race with a series of gates you have to pass through. To feel like a Mario Kart level it is recommended to have a complete circuit that ends at the same point as the start, allowing you to do multiple laps if you wish to. This isn’t however strictly necessary and player should feel free to adapt the track to the amount of space or scenery they have. It is recommended to run at least 4 Karts per race. If you don’t have 4 players then each player can control more than one Kart. Each gate has a line of Item boxes, typically one box for each Kart in play but this can be adjusted. Usually, they’re arranged so that a central Item box in the group is “double stacked”, one on top of another. The first Kart to cross the finish line after completing the set number of laps (which may only be 1) is the winner, glory is also awarded to second and third place. Grand Prix These rules allow players to race several different courses, keep an ongoing Points total, upgrade vehicles and crown an eventual Champion. In this mode, players play through a 4-race competition and gain points depending on their standing at the end of each race. At the end of the set of 4 races, the player with the most points is the winner. Points Awarded Per Race: ● 1st Place: 10 points ● 2nd Place: 8 Points ● 3rd Place: 6 Points ● 4th Place: 4 Points ● 5th+ Place: 2 Points ● Gates Cleared: 1 point per gate cleared in the proper order ● Coins Collected: 1 point per Coin collected. Upgrading your Kart can be done between races. Spend 20 Points to either: ● Increase Handling by 1. ● Increase Max Gear by 1. These are permanent upgrades that last the duration of the Grand Prix. Handling can never go above 4 and Gear can never go beyond 6. Balloon Battle In this mode, Balloons track how many more chances a vehicle has before it’s out of the race. Vehicles in Balloon Battles have 5 Balloons apiece. Each Wipe Out pops a Balloon. After the final Balloon pops, the vehicle Wrecks and comes to a stop on the track. The Item Deck Some items are less common than others, some items are only available if you are in last place in the race. ● (12) Green Shells ● (3) Triple Green Shells ● (8) Red Shells ● (3) Triple Red Shells ● (3) Blue Shells* ● (4) Mushrooms ● (3) Triple Mushrooms ● (12) Bananas ● (3) Fire Flowers ● (2) Fake Item Boxes ● (4) Stars ● (4) Lightning* ● (2) Golden Mushrooms ● (3) Boo Items marked with an asterisk * can only be collected if your Kart is in last position in the race when the card is drawn. If you are not currently in last position, reveal this card to the other players, discard it and draw again. If at any point there are no cards to draw in the item deck, shuffle all of the discarded cards to become a new item deck. How to use Items A player draws a card when they have picked up an item box. Once a card is drawn that player holds onto it until they choose to play it. Once its effect is resolved it is discarded. Players do not have to reveal which card they are holding to any other player. Players may hold 2 cards at a time and may not choose to discard a card if there is still space, they must use it before drawing another. Players may only use multiple use items once per activation unless otherwise stated in that item's rules. Items may only be used during the Attack Step of your own activation. A vehicle may also Drag certain Items behind it, using that item as a shield to nullify one attack from the rear. To represent this, flip the item card face up in the active Item slot and “tap it” 90 degrees to declare it’s being Dragged. A Vehicle can only Drag 1 Item at a time. This Item must be dropped during an Attack phase before using any other Item. Optional “bouncy-bounce” Rule: Instead of using the standard Gaslands templates when firing off a Shell or Fireball, use a string of the same length to guide the projectile to bounce off terrain to reach your target. Items & Rules Green Shells Place the Long and Medium movement templates end to end on the front of the Kart facing forwards, if the templates touch a Kart, roll a D3 and give that vehicle that many Hazard Tokens. You may only hit one car per green shell, if the templates touch more than one Kart then the closest to the firer is hit. 3x Green Shell: Use this card three times, once per gear phase before discarding. Red Shells Place the Long and Medium movement templates end to end on any side of the Kart facing any direction you like. If the template touches a Kart roll a D3 and give that Kart that many Hazard Tokens. You may only hit one car per red shell, if the templates touch more than one Kart then the closest to the firer is hit. 3x Red Shell: Use this card three times, once per gear phase before discarding. Blue Shells The Kart that is in first race position will Wipe Out at the end of the current gear phase. Any Karts within the medium template distance of this Kart gain D3 Hazard tokens. Mushrooms Immediately shift up a gear without gaining a Hazard Token. 3x Mushroom: Use this card three times, once per gear phase before discarding. Banana Peels Drop a marker representing the banana peel behind the Kart. The next Kart to touch that Banana Peel immediately gains D3 Hazard Tokens and is spun at the end of its manoeuvre by another player. This spin cannot be cancelled using a Shift icon on the Shift Dice. Then remove the marker. Fire Flowers Target a Kart within Long Range from your Kart’s front, that Kart gains D3 Hazards Tokens. If the template touches more than one Kart then the closest to the firer is hit. Use this card three times, once per gear phase before discarding. Fake Item Boxes Drop a marker representing the Fake Item Box behind the Kart. The next Kart to touch that Fake Item Box will Wipe Out during the Wipe Out step of their current activation. Then remove the marker. Stars Remove all hazard tokens currently on your Kart. Until the end of the current turn your Kart can't be hit by items or gain hazard tokens. If your Kart collides with a decoy item box or a banana peel remove that marker with no additional effects. Lightning Immediately reduce all other Karts to gear 1. Your Kart is unaffected. Golden Mushrooms Until the end of the current turn, your Kart may change up gears without gaining hazard tokens. This can be multiple times per activation. Until the effect wears off you cannot change down gears, either wilfully or because of other items. You can still Wipe Out as normal. Boo Take another item from another player without seeing what it is and discard this one. No player may interrupt this action by playing an item. Terrain with Effects Gates All of the gates in standard races will have a line of item boxes laid on top so it should be fairly obvious which route to take from the start gate to finish. Dash Panels & Boost Pads (Dash Panels are just a straight line of Boost Pads) Any Vehicle that touches a Dash Panel or Boost Pad will finish its Movement as normal, then add a Short Distance Movement directly ahead continuing forward motion before starting the Attack Phase. Ramps Vehicle must be moving forward in at least Gear 2 or it will suffer a Wipe Out and be placed a short distance from the back edge of the ramp. If any part of a vehicle’s template or final position overlaps with the entry edge of a ramp, it will make a forced movement straight off the back edge no matter what angle it was aiming. How far it goes depends on how fast it was going. Gears 2-3: Use a Medium template to measure from the back edge of the ramp. Gears 4+: Use a Long template to measure from the back edge of the ramp. Place the successful vehicle at the same angle it was facing before the jump. Optionally, a ramp might have a flaming hoop set up a Short distance from the back edge. A well aimed vehicle might succeed in the jump AND make it through the hoop. As a reward, player draws 1 Item card. Warp Pipes Place multiple Warp Pipes so the vehicles can “drive into” them like a tunnel. Designate which Warp Pipe leads to which. Usually it’s most clear to have an even number of Warp Pipes, facing each other from the sides or corner of the track. If any part of a movement template or ending position is touching a Warp Pipe, it immediately “drives out of” the corresponding Warp Pipe, ending with the rear of the vehicle flush with the Pipe exit. Hazardous Terrain Bullet Bill When a Kart drives over a pressure plate, Bullet Bill will appear at a horizontal Warp Pipe at the end of the Kart’s turn. At the end of each gear phase, Bullet Bill will move forward in a straight line using a Medium template until it either hits an indestructible object or goes off the track entirely. You may remove Bullet Bill once it is clear its movement is not going to affect any Karts or when it hits an indestructible object. If Bullet Bill’s path crosses a Kart, it performs a Smash Attack. Bullet Bill is a Heavyweight and is considered moving at Gear 2. Bullet Bill does not stop moving forward when it hits a Kart or any other destructible obstacle, however, other than the Smash Attack, it does not alter the Kart’s trajectory or facing. Thwomp At the end of every Gear Phase, someone rolls D6. If the result is 5 or 6, the Thwomp block rises up into the air (removed from the track) or smashes back down (replace it on track, moving all vehicles affected a bit to the nearest edge of the Thwomp, facing forward. Vehicles drop to 1st Gear and take 2 Hazards as the Thwomp Smash Attacks It counts as a Heavyweight and is considered moving at Gear 2. Piranha Plants As soon as a vehicle passes within range of a Piranha Plant, it will Smash Attack, striking out from its center point in a straight line, in the shortest distance possible to that vehicle. Vehicles drop 1 Gear and take 2 Hazards, but continue on Piranha Plants retract to their center point after each attack. Chain Chomps At the beginning of each gear phase, the vehicle closest to the Chain Chomp will get Smash Attacked as it strikes out from its center point in a straight line. Vehicles drop 1 Gear and take 2 Hazards, but continue on Chain Chomps remain on the track in position until their next attack at the beginning of the next gear phase. Any vehicle that collides with the stationary head of the Chain Chomp treats it as a Heavyweight obstacle (Gear 1) Wandering Threats Large creatures (like Goombas) might wander the track, moving 1 Short Distance in a random direction at the end of each gear phase. These creatures count as Heavyweights and are considered moving at Gear 2. After being hit by a vehicle or any projectile weapon (like a shell or fireball), these threats are removed from the track. More custom choices Mario Kart Items and aspects that aren’t included in the previous sections can easily be added to your races. For example: ● Bomb-Ombs might be an Item that functions like any Gaslands dropped weapon, exploding at the beginning of the next gear phase and affecting all within Short range. ● Certain Wandering Threats might act more aggressively, or perhaps move faster by using a Medium Distance template instead of a Short each gear phase. ● Maybe you’ll choose to race with a "Boundaries Off” setting, respawning on the next gear phase within Short distance. ● Adding Gliders to a race with ramps might extend that forward movement by a template or two. ● Piranha Plants as Items could allow 3 attacks to all within Short Range for a gear phase. ● Other game modes like Time Trial can be replicated by counting the total number of movements used from start to finish. Coin Runners would be equally as adaptable into a Gaslands style race.