Mario Kart: Ancient Circuit/Rules

As in many past Mario Kart games, Mario Kart: Ancient Circuit features customizable rules. But the main difference with this game is that the rules are customizable almost to a level usually seen in the Super Smash Bros. games. Races in Ancient Circuit have the potential to be far more complicated than in past games, and this article explains all the different rules available.
Another feature Ancient Circuit brings to the table is the ability to save rulesets, similar to Super Smash Bros. Ultimate. This makes them easier to access later if you find yourself running a lot of races with the same rules.
Option 	Description
Teams 	Turns teams on or off. When teams are on, the team with the highest combined score wins a GP. In this game, you set teams Smash Bros.-style, potentially allowing for the possibility of uneven teams. There are six possible team colors (red, green, blue, yellow, black, and purple).
Kart Mode 	
*Singles: Only one player is allowed in a Kart.
*Doubles, Competition: One player controls two people in a Kart, similar to Mario Kart: Double Dash!!.
*Doubles, Co-Op: Even more similar to Double Dash, two players control one Kart.
Race Style 	What kind of race you want to have in Vs. Mode:
*Traditional: The race is done in the traditional way.
*Endurance: Instead of racing to laps, you race to a time limit. Whoever goes the farthest within that time limit, determined first by number of laps run, then by closest to the finish line, wins.
*Elimination: At the end of each race, a certain number of racers in the lowest places are eliminated.
*Relay: Available only in team mode, and then only if the teams are even, The number of laps a race has is dictated by how many members each team has. Each member of a team runs one lap of the race, and points are awarded to a team, not individual members.
Laps/Time Limit 	Number of laps, or the time limit in an Endurance race. For laps, "Default" means the race will have its default number of laps; otherwise, you can set a race to have between 1 and 9 laps. In the sectioned tracks, you will be teleported back to the beginning for Lap 4 on if a race should have more than three laps and doesn't go in a loop on its own. For Endurance, you can set a time limit of anywhere from 1 to 15 minutes, with 3 being the default.
Battle Style 	What kind of battle you want to have in Battle Mode:
*Balloon Fight: The traditional battle mode from all past Mario Karts. Pop your opponents' balloons and be the last one standing.
*Shine Thief: A Shine Sprite appears on the battlefield. Grab it and hold on to it for 60 seconds to win. You must hold on to it for at least 10 seconds, so if you have less than 10 left, lose the Shine, then get it again, your timer is reset to 10.
*Coin Runners: Collect the most Coins to win.
*Renegade Roundup: Available only in team mode. One team is the Cops, has Potted Piranhas attached to their Karts, and cannot get any items; their job is to capture all members of the other team, the Robbers. The Cops win if all Robbers are captured, but if even one Robber is loose at the end of the time limit, the Robbers win. Further complicating matters is the fact that a switch will appear somewhere on the battlefield that any loose Robbers can press to bail their friends out.
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Number of Balloons 	In Balloon Battle, this is how many balloons each player starts out with. You can set between 1 and 5.
Number of Coins 	Sets how many Coins are needed to win in Coin Runners. This can be anywhere from 10 to 100, in increments of 10.
Number of Power Moons	Set how many moons each player has in Power Moon Panic.
Time Limit 	Required in Renegade Roundup, optional in all other battle modes. Again, the time limit can be anywhere from 1 to 15 minutes.
Tournament Style 	In Tournament Mode, this sets what kind of tournament you want to have:
*Single Elimination: NCAA March Madness style. Can only be done 1v1, or in team mode with two teams. Up to 64 players can compete in powers of 2. The loser of each race drops out.
*Double Elimination: Similar to the above; however, the loser of a race drops into a "loser's bracket" and gets to continue playing; they must lose in the loser's bracket to be eliminated.
*Round Robin: 1v1 play involving up to 6 players/teams.
Number of Entrants 	How many people/teams play in the tournament. For Single and Double Elimination, this goes from 2 to 64 in powers of 2, while for Round Robin, it goes from 1 to 6.
Items 	Select how the items are distributed:
*Normal: The items are distributed in the normal way.
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*Off: Items are turned off altogether. This can't be done in Battle Mode.
*Basic: Only Bananas, Green Shells, and F.I.B.'s appear.
*Frantic: Power items appear with greater frequency.
*Equal Opportunity Employer: All items are available to all 12 places, and all have an equal chance of being chosen.
*Custom: Opens up the Item Switch box and allows you to set the item distribution yourself. See the items page for more details on that.
Item Distribution 	
*Normal: The items are distributed in the normal way, via Item Boxes.
*Item Rain: Items "rain" down onto the track, and you have to drive on them to use them.
*Item Slots: Inspired by Club Slots in Mario Golf: Toadstool Tour and Advance Tour, in this mode, you spin a slot machine before each race, and whatever three items the slots land on are the ones you're stuck with all race. Hitting a St. Clair Publications logo gives you even fewer options, but if you hit three logos, you'll be able to use all items!
Engine Class 	Sets 50cc, 100cc, 150cc, or 200cc. To use 200cc, you must unlock it by winning the 150cc Acorn Cup.
Driving Mode 	Available only in Vs. Mode. You must win the 50cc Lightning Cup to unlock this. Allows you to set one of the following:
*Normal: The races are done in the normal way.
*Mirror Mode: Back from past versions of Mario Kart, the tracks are flipped from left to right.
*Reverse Mode: Apparently planned for Double Dash!! but was cut, in this mode, you literally race on tracks the opposite way. Some tracks have been changed slightly to make this possible.
CPU Level 	Sets the level of computer players in races. "Off" turns them off completely (only available with two or more human players), while "Easy", "Normal", "Hard", and "Super Expert" each mimic how they behave in a certain CC class.
Track Choice 	Sets how tracks are chosen and who chooses:
*Normal: Anyone can choose.
*Vote: Players vote for a track, and a spinner will choose what track gets played.
*Host: Only Player 1, or the host of an online match, can choose.
*Winner: The winner of the last race chooses.
*Loser: The loser of the last race chooses.
*Take Turns: Everyone takes turns selecting a track, starting with Player 1/the host.
*In Order: Only the first track is selected. The other tracks are chosen by their ordering in GP Mode.
*Random: Tracks are chosen randomly.
Win Condition 	Back from Mario Kart DS, this allows you to set the win condition of a GP:
*None: The race continues indefinitely.
*Races: A GP ends after a set number of races, anywhere from 1 to 5, or 10 to 40 in increments of 5.
*Wins: A GP ends after one racer/team has gotten the required number of first place finishes, anywhere from 1 to 5. Points are not calculated in this mode.
Number of Sets 	Inspired by various "clan wars" on YouTube, this is the number of GP's that must be played before the final results screen will pop up, anywhere from 1 to 5. When a new set begins, all racers' scores are reset to 0. In this case, the winner is determined by combined score.
Number of Stages 	Added in the "Mario Kart × NASCAR" DLC pack and available only in Vs. Mode, set the number of "stages" that a race must be run in before you advance to the next race. Default is 1, maximum is 5. The end of a stage is shown by a green-and-white checkered flag. The points will not be paid out until all stages are finished, and are determined by drivers' average results in each race. In between stages, you can change characters and Karts, but not the track.
Track Hazards 	Turns track hazards on or off. Do note that turning them off disables beneficial things such as leaf piles and crates. It also prevents you from getting a "Shroomba" since Goombas will be turned off on whatever tracks have them. Finally, it disables the shooting stars on GCN and GBA Rainbow Road.
Frenzy Mode 	Turn Frenzy Mode on or off.
Friendly Fire 	If this is turned on, you'll be able to hit your teammates in a team race.
Score Display 	If turned on, this will show the running total of each racer during a race.
Weather 	Customize the probability of the weather conditions appearing on tracks.
Qualifying 	Added in the "Mario Kart × NASCAR" DLC pack and available only in Vs. Mode. Turn this on, and if you have Time Trial times saved for the first track you select in a GP, they can be used to "qualify" you for a higher start instead of defaulting to the back every time.
The Yuki Rule 	Set whether or not Yuki Sakura and the Black Diamond, a character and Kart that were intentionally designed to be broken and overpowered, can compete. Off by default; if set to on, they are banned.
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Rules
Category:Game Mechanics