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Gaslands

Shift Dice

  1. HAZARD
  2. SPIN (Rotate up to 90°, + Hazard)
  3. SLIDE (Move through slide template, + Hazard)
  4. SHIFT
  5. SHIFT
  6. SHIFT

Spending SHIFTs

  • Remove a Hazard.
  • Cancel out a rolled HAZARD, SPIN, or SLIDE
  • Stick Shift (±1 gear, + Hazard)

Mario Kart Variant

This is a tweaked version of these rules.. I’ve removed the special items, and generally changed the powerups to be more similar to the original Gaslands Ruleset.

Activation Steps

(These are specific to the Mario Kart variant)

  1. Movement
    1. Select Manuever Template
    2. Place Manuever Template
    3. Roll Skid Dice (up to handling score)
      • Optionally Push It: reroll dice and gain +1 Hazard
    4. Apply Shifts results
    5. Gain Hazard from other results
    6. Resolve Slide
    7. Move Kart (check for collisions)
    8. Resolve Spin (up to 90°)
  2. Item Attack: You may use offensive items during this step if you have any.
    1. Check for distraction
    2. Declare Target
    3. Check range, LoS, and cover
    4. Roll Attack Dice
      • 4 and 5s hit
      • 6s double hit
    5. Defender rolls Evade Dice equal to their current Gear
      • Each 6 cancels a hit
    6. Any uncancelled hits give Hazard to the defender.
  3. Wipeout: If any kart has at least 6 Hazard, it wipes out:
    1. Reduce its Gear to 1
    2. Remove all its Hazard
    3. Randomly orient the kart

Collisions

If any part of a kart’s movement brings it into contact with another obstacle, whether it be a kart or a wall:

  1. Stop the kart at the point of first contact
  2. Both the kart and the obstacle declare “Smash” or “Evade”
    • If the Obstacle is a wall, it always declares “Smash”
  3. Each party that declares “Smash” rolls Attack Dice (see chart below for how many to roll):
    • 4 and 5s hit
    • 6s double hit
  4. Each party that declares “Evade” rolls Evade Dice equal to their current Gear:
    • Each 6 cancels a hit
  5. Any uncancelled hits give Hazard
  6. All karts involve must gain at least 1 Hazard
    • This happens even if both karts declare “Evade”

Smash Attack Dice

Orientation Number of Atk Dice
Head-on Sum of Gears
T-bone or Sideswipe Attacker’s current Gear
Tailgate Difference between Gears

Also note that weight differences modify the number of attack dice:

Attacker is Change in Atk Dice
1 class heavier +1 Smash Atk Dice
2 class heavier +2 Smash Atk Dice
1 class lighter -1 Smash Atk Dice
2 class lighter -2 Smash Atk Dice

Immovable Barriers are all Heavyweight.