Munchkin Quest(Titus' turn)

For completed/abandoned Mish Mash Games.
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Munchkin Quest(Titus' turn)

Post Post #0 (isolation #0) » Wed Mar 18, 2015 7:14 am

Post by MonkeyMan576 »

Rooms In Play:
ImageImageImageImage
ImageImageImageImageImageImageImage
Monsters In Play:
ImageImageImageImageImage
Last edited by MonkeyMan576 on Sat Jul 11, 2015 7:56 am, edited 165 times in total.
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Post Post #2 (isolation #1) » Wed Mar 18, 2015 4:30 pm

Post by MonkeyMan576 »

Cool that's one. If we can get one more I'll consider that strong interest, then we'd just need one more player after that.
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Post Post #4 (isolation #2) » Wed Mar 18, 2015 9:47 pm

Post by MonkeyMan576 »

Officially turning this into a signup thread! Need 2 more players. Also I am thinking about doing away with the 12 hr/24 hr rule and requiring passes or plays to encourage participation.
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Post Post #6 (isolation #3) » Wed Mar 18, 2015 10:06 pm

Post by MonkeyMan576 »

Just an FYI this game will require moderate to heavy participation, it is recommended to check the thread several times per day.
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Post Post #9 (isolation #4) » Thu Mar 19, 2015 9:47 am

Post by MonkeyMan576 »

Great, that's the 4 we need. I will give a brief overview of the rules, it will be a day or two to set up.
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Post Post #10 (isolation #5) » Thu Mar 19, 2015 10:45 am

Post by MonkeyMan576 »

Full Rulebook:
http://www.worldofmunchkin.com/munchkin ... _rules.pdf

1. Each player begins Level 1 with no class or race, and 300 gold pieces. You may play race or class cards if you have them at any time, or weapons/armor etc during your turn(but not during combat). There will be a 24 hour period to play cards before play begins.
2. Each player begins in the "entrance". A room where monsters are not allowed to go. Each player starts with 3 movement and 3 health.
3. You may use your movement in the following ways:
3a: Move - You may move to another room. Each time you enter a new room a room is randomly drawn. Each room has four exits, north, east, south and west. The exit will randomly be either an open hallway(1 move), hidden door(3 move), locked door(3 move) or wall(impassible). Once you have used your move you cannot move any more this turn. Some cards increase your move and/or health.
3b: Search - You may search a room for gold and/or treasures.
4. Cards - Each player begins play with 4 Duex Ex Munchkin(DxM) and 4 Treasure Cards. You get one DxM card at the start of your turn, and one DxM card whenever you explore an unexplored room. You get treasure cards by defeating monsters, or by playing certain cards or trading with other players. You may play cards in your backpack if they are unusable or you don't have space in your hand, or just because. You may have 2 "hand items"(or one item that takes two hands) in play, one headgear, one armor, and one footgear. Some items, like jewelry, are none of those and you may play an unlimited number of them. You may trade items, or give items, to other players if you are in the same room with them, or you may "drop" items in a room for other players to find/pick up. If you choose, you may "sell" 1000 gold worth of items to go up one level. You are given the remainder gold in coins.(i.e. if you sell 1200 in items you get 200 back).
5. Rooms - A new room is drawn whenever you move into an enterence that hasn't been "discovered". The room is drawn randomly and played face up in the proper space on the map. Any time you are in a room you may use the game text on the room for a "deal" after combat. The colored arrows on each side of the room are for monster movement purposes(see below).
6. Monsters - A monster card is drawn whenver you explore a new room. When a monster card is drawn initially you must fight the monster. Each monster has a base color, which is determined by rolling the monster color dice upon drawing the monster card. Certain cards give bonuses against certain monster colors. If a monster does not die in the initial combat, they stay on the board, and move at the end of each players turn. The active player rolls the monster color die for movement. All monsters move according to the color rolled and any modifiers on their card. They will move as long as the monster color die matches the exit color on the room.
6a: Fast - The monster moves one additional room in same direction(if it can).
6b: Slow - The monster only moves one room.
6c: Lurking - Monster doesn't move.
6d: Contrary - Monsters first move is in opposite direction of arrow.
6e: Special - Monster has special movement instructions printed on the card.
Combat: Combat is similar to normal munchkin games. You must always fight a newly drawn monster unless the card says otherwise(i.e. "ignores player below level X"). You may ask one player in the same or adjacent room to help, it is up to the player to accept or decline. The munchkins and monster roll dice equal to the number of dice on the card(Munchkins always roll one per munchkin, monsters usually roll one dice but sometimes roll two). Rooms have combat modifiers that help or hurt certain races or classes. A green icon for your race/class means you get an extra die in that room, a red icon for your race/class means you roll one less die. Munchkin combat levels +plus dice is compared to monster level + dice, the higher total wins with monsters winning ties. If you lose you may try to run away(need a 5 or 6 normally, modifiers may apply). If you fail to run away you lose a health point, and occur the bad stuff on the monster card(this may include losing additional health points). If you lose all your health points you die(See "death" below). If you are receiving help in combat you and your helper must decide who gets what treasure and in what order you pick. Normally you get at least 1 level and 1 treasure for winning a fight, helpers do not get levels unless they are Elves.
7. Death: If you die(lose all your health(the following happens):
7a: Lose a level.
7b: Discard your hand.
7c: Drop all your items and gold in the room where you are.
7d: DxM cards in play remain yours.
7e: curses on you remain in effect.
7f: You reappear at the entrance with 4 new DxM and 4 new Treasure cards, and 300 gold in hand at the beginning of your next turn.
Searching: When you search a room, you roll 1d6+modifiers and are rewarded with the amount listed in the search table in the rulebook. If the search table says "ransacked" a ransacked counter is placed in that room and future searches are -1 modified. If a ransacked room is ransacked again, or a search result says "looted out", then the room is looted out and can no longer be searched.
End of Game: When a player reaches level 10, and they feel they are ready to fight the "boss monster", they proceed to the enterance. Once they reach the enterance, a monster is drawn, this is the "boss monster" and it is automatically Level 20. Once the "boss monster" is defeated, the game ends with the player at level 10 victorious. If a player has help with another level 10 player to defeat the boss monster, both players win.
Last edited by MonkeyMan576 on Thu Mar 19, 2015 11:34 am, edited 2 times in total.
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Post Post #11 (isolation #6) » Thu Mar 19, 2015 11:17 am

Post by MonkeyMan576 »

Dropped Items:
In Sticky Room:
Image


In Seemingly Empty Room:
500 Gold

McMenno:
Level: 9 Combat Level: 17 Race: Dwarf Class None Gender: Male Movement: 0 Health: 4/4 Gold: 900 Powers: 3 Hands
ImageImageImageImage
Cards In Play: Image
MathBlade
Level: 7 Combat Level: 13 Race: Dwarf Class Warrior Gender: Male Movement: 0 Health: 4(of 5) Gold: 700 Powers: None
Cards In Play:
ImageImageImageImageImage

Titus:
Level: 6 Combat Level: 17 Race: None Class None Gender: Female Movement: 0 Health: 3(of 4) Gold: 100 Powers: None
Cards In Play:
ImageImageImageImage
ImageImage


Zebulin:
Level: 6 Combat Level: 24 Race: None Class Wizard/Warrior Gender: Male Movement: 3 Health: 5 Gold: 300 Powers: Flame and Protection from Flame
Cards In Play:
ImageImageImageImageImageImageImageImageImageImageImage
In Backpack:
ImageImageImageImageImageImage
ImageImage
Last edited by MonkeyMan576 on Thu Jun 25, 2015 10:47 am, edited 60 times in total.
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Post Post #12 (isolation #7) » Thu Mar 19, 2015 12:01 pm

Post by MonkeyMan576 »

This is the randomized game play order. Let me know if you have any questions about the rules. The game should begin tomorrow.
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Post Post #15 (isolation #8) » Thu Mar 19, 2015 12:45 pm

Post by MonkeyMan576 »

Yes, you may. In thread communication is encouraged though.
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Post Post #16 (isolation #9) » Thu Mar 19, 2015 12:52 pm

Post by MonkeyMan576 »

In previous Mafiascum Munchkin games there was a 24 hour window to begin a turn(or play continued to next player) and a 12 hour window to respond to card plays with other card plays, offers to help, etc. In this game there will be no time windows, all players must play a card or pass after each play or move where there is a card play/move possible. This will require more attention to the thread but encourage participation and a more fluid game.
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Post Post #17 (isolation #10) » Thu Mar 19, 2015 1:55 pm

Post by MonkeyMan576 »

I didn't realize McMenno only had 50 posts on the site, we may be in the market for a 4th player soon.
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Post Post #19 (isolation #11) » Thu Mar 19, 2015 2:33 pm

Post by MonkeyMan576 »

Here is an interesting, short, munchkin quest review that might be helpful if you haven't played before.

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Post Post #21 (isolation #12) » Fri Mar 20, 2015 7:57 am

Post by MonkeyMan576 »

Door Table
Open Passageway = 1-89
Normal Door = 90-123
Hidden Door = 124-140
Locked Door = 141-158
Wall = 158-175

Monster Color Die
Red = 1
Blue = 2
Yellow = 3
Green = 4
Orange = 5
Purple = 6
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Post Post #22 (isolation #13) » Fri Mar 20, 2015 10:05 am

Post by MonkeyMan576 »

The game should start later tonight.
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Post Post #23 (isolation #14) » Fri Mar 20, 2015 2:25 pm

Post by MonkeyMan576 »

The game begins! You are all in the entrance.

Image

You have 24 hours to play any cards before McMenno begins play.
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Post Post #25 (isolation #15) » Fri Mar 20, 2015 2:41 pm

Post by MonkeyMan576 »

Any trades can be posted in thread once agreed upon.
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Post Post #26 (isolation #16) » Fri Mar 20, 2015 2:45 pm

Post by MonkeyMan576 »

Also only cards that are in play may be traded, of course.
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Post Post #28 (isolation #17) » Fri Mar 20, 2015 5:22 pm

Post by MonkeyMan576 »

Zebulin's health increased by one due to Warrior
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Post Post #30 (isolation #18) » Fri Mar 20, 2015 7:48 pm

Post by MonkeyMan576 »

McMenno's health increases by one due to Dwarf
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Post Post #33 (isolation #19) » Fri Mar 20, 2015 8:53 pm

Post by MonkeyMan576 »

You cannot play DXM cards(Wizard) sideways, only items.
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Post Post #35 (isolation #20) » Sat Mar 21, 2015 8:02 am

Post by MonkeyMan576 »

just waiting on jmj3000.
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Post Post #36 (isolation #21) » Sat Mar 21, 2015 1:49 pm

Post by MonkeyMan576 »

jmj3000 has 30 minutes to play cards.
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Post Post #37 (isolation #22) » Sat Mar 21, 2015 2:18 pm

Post by MonkeyMan576 »

Okay, normal play begins!(sorry jmj3000).

This is the turn phases:
1. DxM Draw
2. Movement(any order)
2a. Explore
2b. Combat
2c. Deal
2d. Search
3. Charity

It is McMenno's turn. He gets a DxM card to start his turn. It is now the movement phase. He has 3 move.

Image

When making an official move, please bold it. Example
Move North
Move South
Attack Bullrog
etc.

Also, rather than all 3 players needing to pass or play to go to the next part of the turn, I am ammending it to 2 out of 3 players needing to play or pass.
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Post Post #40 (isolation #23) » Sun Mar 22, 2015 7:06 am

Post by MonkeyMan576 »

McMenno goes north. He gets a DxM card for exploring a room.

Image

Exits

West
Original Roll String: 1d175
1 175-Sided Dice: (35) = 35


North
Original Roll String: 1d175
1 175-Sided Dice: (175) = 175


East
Original Roll String: 1d175
1 175-Sided Dice: (73) = 73


A monster appears!

Image

Do you want to fight the monster or try to run away? If you fight the monster you may ask any player adjacent to you(which is every player at the moment) for help.
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Post Post #41 (isolation #24) » Sun Mar 22, 2015 7:08 am

Post by MonkeyMan576 »

Exits
West = Open Passageway(1 move)

North = Wall(Impassable)

East = Open Passageway(1 move)
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Post Post #42 (isolation #25) » Sun Mar 22, 2015 7:10 am

Post by MonkeyMan576 »

Player Colors
1=Red 2=Blue 3=Yellow 4=Green

McMenno
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


jmj3000
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Titus
Original Roll String: 1d4
1 4-Sided Dice: (4) = 4


Zebulin
Original Roll String: 1d4
1 4-Sided Dice: (3) = 3


Poison Ivy
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #43 (isolation #26) » Sun Mar 22, 2015 7:11 am

Post by MonkeyMan576 »

McMenno is Green and Zebulin is Yellow.

jmj3000
Original Roll String: 1d2
1 2-Sided Dice: (2) = 2


Titus
Original Roll String: 1d2
1 2-Sided Dice: (1) = 1
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Post Post #44 (isolation #27) » Sun Mar 22, 2015 7:12 am

Post by MonkeyMan576 »

jmj3000 is blue and Titus is Red.
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Post Post #45 (isolation #28) » Sun Mar 22, 2015 7:12 am

Post by MonkeyMan576 »

The Poison Ivy is Orange.
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Post Post #47 (isolation #29) » Sun Mar 22, 2015 7:23 am

Post by MonkeyMan576 »

Current Map

Image
Last edited by MonkeyMan576 on Sun Mar 22, 2015 12:22 pm, edited 1 time in total.
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Post Post #48 (isolation #30) » Sun Mar 22, 2015 7:25 am

Post by MonkeyMan576 »

Okay, McMenno plays "hall pass" to avoid combat. The monster stays on the board. 2 players besides McMenno need to play a card or say "pass" in the thread for play to continue. McMenno has 2 move left. Rooms and Monsters in play are being posted in the opening post of this thread for your viewing pleasure.
Last edited by MonkeyMan576 on Sun Mar 22, 2015 9:04 am, edited 1 time in total.
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Post Post #51 (isolation #31) » Sun Mar 22, 2015 11:46 am

Post by MonkeyMan576 »

It is McMenno's move.
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Post Post #53 (isolation #32) » Sun Mar 22, 2015 10:22 pm

Post by MonkeyMan576 »

Rules wrote:Searching
By spending 1 Move, you may roll on the Search Table (see p. 20),
looking for whatever goodies are not nailed down. This also lets you pick
up any dropped items in the room (see Picking Up Items, p. 16).
You cannot
Search in a room with a monster.
Roll your six-sided dice to Search
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Post Post #54 (isolation #33) » Sun Mar 22, 2015 10:28 pm

Post by MonkeyMan576 »

McMenno spends 1 move to move East.

Image

Exits

North
Original Roll String: 1d175
1 175-Sided Dice: (53) = 53


East
Original Roll String: 1d175
1 175-Sided Dice: (72) = 72


South
Original Roll String: 1d175
1 175-Sided Dice: (37) = 37


McMenno does not have flight, so he takes one hit, reducing his health to 3, as per the Stinking Pit text.

McMenno receives a DxM card for exploring a room.

A monster appears!

Image

Do you want to fight the Zombees or try to run away? You cannot ask for help as there are no adjacent players.
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Post Post #55 (isolation #34) » Sun Mar 22, 2015 10:29 pm

Post by MonkeyMan576 »

All exits are open passageways.
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Post Post #56 (isolation #35) » Sun Mar 22, 2015 10:34 pm

Post by MonkeyMan576 »

Zombee's Monster Color roll
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #57 (isolation #36) » Sun Mar 22, 2015 10:35 pm

Post by MonkeyMan576 »

The Zombees are blue, so they "belong" to jmj3000, the blue player.
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Post Post #61 (isolation #37) » Mon Mar 23, 2015 6:01 am

Post by MonkeyMan576 »

McMenno is at combat level 5, the zombees are at combat level 2, each side has one combat dice.

McMenno
Original Roll String: 1d6+5
1 6-Sided Dice: (4)+5 = 9


Zombees
Original Roll String: 1d6+2
1 6-Sided Dice: (4)+2 = 6


You need 1000 gold worth of items to sell to go up a level, so you can't sell yet(unless you have more items to sell).
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Post Post #62 (isolation #38) » Mon Mar 23, 2015 6:02 am

Post by MonkeyMan576 »

McMenno wins the combat and goes up to level 2 and gets a treasure.

He has one move left. You cannot leave the Stinking Pit due to that it takes one extra move to leave.
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Post Post #63 (isolation #39) » Mon Mar 23, 2015 6:03 am

Post by MonkeyMan576 »

In post 60, Titus wrote:
Pass


Now's not the time to be a dick.

Considering no one took me off and made a better offer... I accept the offer to trade the gentleman's club for the ugly stick. I then equip said ugly stick.



I need confirmation from the other side for the trade to go through. Also you need to wait until after combat.

rules wrote: Trading: When not in combat, you may trade in-play Items and
gold (but not DxM cards) with other players. See Trading Items with
Other Players, p. 16.
Last edited by MonkeyMan576 on Mon Mar 23, 2015 6:19 am, edited 1 time in total.
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Post Post #65 (isolation #40) » Mon Mar 23, 2015 6:09 am

Post by MonkeyMan576 »

Searching is at -1 due to the -1 search icon in the room.

Original Roll String: 1d6-1
1 6-Sided Dice: (1)-1 = 0
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Post Post #66 (isolation #41) » Mon Mar 23, 2015 6:12 am

Post by MonkeyMan576 »

The minimum roll is one for searching.

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You draw a monster card and start combat.

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It is 6 to 5 McMenoo, any interference from other players(or McMenno?)
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Post Post #68 (isolation #42) » Mon Mar 23, 2015 6:17 am

Post by MonkeyMan576 »

sorry.
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Post Post #69 (isolation #43) » Mon Mar 23, 2015 6:30 am

Post by MonkeyMan576 »

If jmj3000 doesn't reaspond in the thread by the end of everyone's first turn I am going to need to look for a replacement.
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Post Post #70 (isolation #44) » Mon Mar 23, 2015 7:06 am

Post by MonkeyMan576 »

Current Map
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Post Post #71 (isolation #45) » Mon Mar 23, 2015 12:18 pm

Post by MonkeyMan576 »

Guys, just a reminder it's important to play or pass when prompted.
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Post Post #74 (isolation #46) » Mon Mar 23, 2015 3:05 pm

Post by MonkeyMan576 »

Combat Rolls

McMenno
Original Roll String: 1d6+6
1 6-Sided Dice: (5)+6 = 11


Chicken
Original Roll String: 1d6+5
1 6-Sided Dice: (3)+5 = 8
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Post Post #75 (isolation #47) » Mon Mar 23, 2015 3:29 pm

Post by MonkeyMan576 »

McMenno wins the combat, goes up to level 3 and gets 2 treasures.

The trade goes through.

It is now McMenno's charity phase he has 12! cards.

He must play 7 cards, give 7 cards to charity(his choice of the other players) or a combination.
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Post Post #76 (isolation #48) » Mon Mar 23, 2015 5:46 pm

Post by MonkeyMan576 »

Also, just a heads up, jmj3000 hasn't checked his mail in 5 days or so so I am going to try and get a replacement once his turn starts.
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Post Post #78 (isolation #49) » Mon Mar 23, 2015 8:12 pm

Post by MonkeyMan576 »

MeMenno goes up to level 4 for selling items, and gets 200 gold in change.

It is jmj3000's turn. Hopefully he will show up but if not we are looking for a replacement.
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Post Post #79 (isolation #50) » Tue Mar 24, 2015 7:36 am

Post by MonkeyMan576 »

Still need a replacement.
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Post Post #83 (isolation #51) » Tue Mar 24, 2015 10:12 am

Post by MonkeyMan576 »

I suppose we could, I just didn't want to be unfair to jmj3000's slot.

It is Titus' turn. She gets a DxM card for beginning her turn and has 3 move.
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Post Post #84 (isolation #52) » Tue Mar 24, 2015 10:43 am

Post by MonkeyMan576 »

I have pm'd Mathblade to see if she is interested.
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Post Post #86 (isolation #53) » Tue Mar 24, 2015 11:03 am

Post by MonkeyMan576 »

Ok, you move into the Seemingly Empty Room and enter combat with the Flytrap. It is 10 to 8 for the flytrap. Are you going to fight, run, or ask for help?
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Post Post #87 (isolation #54) » Tue Mar 24, 2015 11:04 am

Post by MonkeyMan576 »

Oh, wait I do have to roll for monster movement for the flytrap.

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #88 (isolation #55) » Tue Mar 24, 2015 11:05 am

Post by MonkeyMan576 »

Monster Movement is red, there is no red arrow so the flytrap does not move.
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Post Post #91 (isolation #56) » Tue Mar 24, 2015 5:33 pm

Post by MonkeyMan576 »

Glad to have you aboard Mathblade, I'll get you your hand soon.
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Post Post #93 (isolation #57) » Tue Mar 24, 2015 6:35 pm

Post by MonkeyMan576 »

You should see what happens when I play munchkin with my neice and sister in law:(.
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Post Post #95 (isolation #58) » Tue Mar 24, 2015 8:36 pm

Post by MonkeyMan576 »

The card says "when you acquire the item" so it's fine to destroy it.
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Post Post #97 (isolation #59) » Tue Mar 24, 2015 9:07 pm

Post by MonkeyMan576 »

No hard feelings, thanks for your interest.
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Post Post #103 (isolation #60) » Wed Mar 25, 2015 7:58 am

Post by MonkeyMan576 »

McMenno moves out of turn to the Seemingly Empty Room to help Titus and they are fighting the Flytrap. It is 17 to 10 for the Munchkin's. Play cards or pass? If 2 players pass it is an "automatic win" since the battle dice role has no chance of influencing the outcome(more than 6 combat level on one combat die).
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Post Post #106 (isolation #61) » Wed Mar 25, 2015 11:23 am

Post by MonkeyMan576 »

Combat is over. Titus gets a level, treasures coming up shortly.
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Post Post #107 (isolation #62) » Wed Mar 25, 2015 12:14 pm

Post by MonkeyMan576 »

Treasures from combat. Disperse among battle participants.

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Post Post #109 (isolation #63) » Wed Mar 25, 2015 7:05 pm

Post by MonkeyMan576 »

Okay, equipment dispersed. Titus has 2 move left and it is her turn.
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Post Post #111 (isolation #64) » Thu Mar 26, 2015 7:05 am

Post by MonkeyMan576 »

The only way to move into an undiscovered room is West. (North is a wall, East is the Stinking Pit, and South is the Entrance).

Image

Exits

West
Original Roll String: 1d175 (STATIC)
1 175-Sided Dice: (2) = 2


North
Original Roll String: 1d175 (STATIC)
1 175-Sided Dice: (83) = 83


South
Original Roll String: 1d175 (STATIC)
1 175-Sided Dice: (86) = 86


A Monster Appears!
Image

That means the flytrap has a big brother!(+5 levels)

Image

Monster Color Roll
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (5) = 5


Do you want to fight, ask for help, or try to run away?
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Post Post #112 (isolation #65) » Thu Mar 26, 2015 7:10 am

Post by MonkeyMan576 »

The brother flytrap goes to the only empty room, the stinking pit, as per the Big Brother text.
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Post Post #113 (isolation #66) » Thu Mar 26, 2015 7:43 am

Post by MonkeyMan576 »

As per the Big Brother text, we draw another monster.

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Monster Color
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (1) = 1
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Post Post #114 (isolation #67) » Thu Mar 26, 2015 7:44 am

Post by MonkeyMan576 »

The Leperchaun is Red and "belongs" to Titus.

It is 12 to 4 for Titus. This is an automatic win if no one interferes. Titus, do you want to fight?

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Post Post #116 (isolation #68) » Thu Mar 26, 2015 6:01 pm

Post by MonkeyMan576 »

Play or Pass?
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Post Post #120 (isolation #69) » Fri Mar 27, 2015 7:09 am

Post by MonkeyMan576 »

Okay, Titus wins and goes to level 3 and gets 2 treasures. She has one move left and it is her turn.
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Post Post #122 (isolation #70) » Fri Mar 27, 2015 7:40 am

Post by MonkeyMan576 »

Image

Titus may not bring big items into this room, so she drops her Minthril Armor in the Shoppe.

Image

Doors:

South
Original Roll String: 1d175
1 175-Sided Dice: (91) = 91


West
Original Roll String: 1d175
1 175-Sided Dice: (7) = 7


A monster appears!

Image

It is 7 to 6 for Titus, do you want to fight, ask for help, or run?

Monster Color

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #123 (isolation #71) » Fri Mar 27, 2015 7:42 am

Post by MonkeyMan576 »

The South Exit is a Normal Door. The West exit is an open passageway.

The monster is Green, it belongs to McMenno. Titus gets a DxM card for exploring a room.
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Post Post #125 (isolation #72) » Fri Mar 27, 2015 9:10 am

Post by MonkeyMan576 »

What are you attaching cheat to? (Cheat plays on an item).

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Last edited by MonkeyMan576 on Fri Mar 27, 2015 1:39 pm, edited 2 times in total.
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Post Post #126 (isolation #73) » Fri Mar 27, 2015 10:48 am

Post by MonkeyMan576 »

Play or pass.
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Post Post #128 (isolation #74) » Fri Mar 27, 2015 1:23 pm

Post by MonkeyMan576 »

Sorry, I got your name wrong, you are in the entrance as you have not moved yet. Fixed the typo on the map.
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Post Post #130 (isolation #75) » Fri Mar 27, 2015 2:09 pm

Post by MonkeyMan576 »

It's too late to offer to help, Titus already said she is fighting only options are to pass or play a card.
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Post Post #132 (isolation #76) » Fri Mar 27, 2015 2:44 pm

Post by MonkeyMan576 »

It'll be your turn soon!:). The game is much slower moving in a forum setting, of course.
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Post Post #133 (isolation #77) » Fri Mar 27, 2015 8:53 pm

Post by MonkeyMan576 »

It's kind of disheartening to see players complain about the slow pace of the game, but then have players post in other threads, but not post in this one when all it takes is a few seconds to say play or pass.
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Post Post #136 (isolation #78) » Sat Mar 28, 2015 6:17 am

Post by MonkeyMan576 »

Titus
1d6+7SEEDSTART891188975SEEDEND

Geek
Original Roll String: 1d6+6
1 6-Sided Dice: (6)+6 = 12
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Post Post #137 (isolation #79) » Sat Mar 28, 2015 6:17 am

Post by MonkeyMan576 »

Titus
Original Roll String: 1d6+7
1 6-Sided Dice: (1)+7 = 8
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Post Post #138 (isolation #80) » Sat Mar 28, 2015 6:19 am

Post by MonkeyMan576 »

You lose the fight, are you going to discard any cards to improve your run away chances as per wizard?
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Post Post #143 (isolation #81) » Sat Mar 28, 2015 7:08 pm

Post by MonkeyMan576 »

In post 140, Titus wrote:Umm I thought I could play cards prior to dice rolls...


If you want to play cards for the fight you need to play them prior to saying fight. Fight means you are entering combat and no more care playing.

You can play cards to improve your chances to run away before you run away.

In post 141, Titus wrote:Oh well,

Play Blink potion to last room. Pick up armor. Attach cheat to it.


In the future please paste card images into the thread when you play them.

In post 142, Titus wrote:
And equip obviously.


Done.
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Post Post #144 (isolation #82) » Sat Mar 28, 2015 7:16 pm

Post by MonkeyMan576 »

Blink Potion allows Titus to instantly appear in the Shoppe and not have to run away, and thus does not take any damage from losing the fight. She is out of move.

It is Titus' charity phase. She has 7 cards, and needs to get her hand down to 5, so she needs to play 2 cards, give 2 cards to charity(DeathNote Or Zebulin), or a combination.
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Post Post #146 (isolation #83) » Sun Mar 29, 2015 4:56 am

Post by MonkeyMan576 »

It is the monster move phase.

Monster Move
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #147 (isolation #84) » Sun Mar 29, 2015 4:59 am

Post by MonkeyMan576 »

The monster move color is green.

The flytrap does not move as there is no green arrows in the stinking pit.

The geek does not move since green points east and the only room east of the Tunnel is the Entrance, where monsters cannot enter.

It is MathBlade's turn. He has 3 move. He gets a DxM card for starting his turn.

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Post Post #149 (isolation #85) » Sun Mar 29, 2015 7:19 am

Post by MonkeyMan576 »

Mathblade moves east. He gets a DxM card for exploring a room.

Image

Exits

East
Original Roll String: 1d175
1 175-Sided Dice: (88) = 88


South
Original Roll String: 1d175
1 175-Sided Dice: (165) = 165


A monster appears!
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It is 4 to 1 for DeathNote, do you want to fight, run, or ask for help? This room is "good" for you so you roll an extra combat dice.
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Post Post #150 (isolation #86) » Sun Mar 29, 2015 7:22 am

Post by MonkeyMan576 »

The East exit is an open passageway and the south exit is a wall.
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Post Post #154 (isolation #87) » Sun Mar 29, 2015 9:04 am

Post by MonkeyMan576 »

Oh right, sorry. That means you roll one less dice(or zero dice). Pass or play?
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Post Post #157 (isolation #88) » Sun Mar 29, 2015 12:06 pm

Post by MonkeyMan576 »

Need one more player to respond.
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Post Post #159 (isolation #89) » Sun Mar 29, 2015 5:04 pm

Post by MonkeyMan576 »

MathBlade has 4 combat levels, Lame Goblin has 1 + 1 combat dice, , so the goblin needs a 3 or greater to win.

Lame Goblin
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #160 (isolation #90) » Sun Mar 29, 2015 5:04 pm

Post by MonkeyMan576 »

And...the goblin loses. MathBlade gets a level and a treasure. Play or Pass before MathBlades next move.
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Post Post #164 (isolation #91) » Sun Mar 29, 2015 8:53 pm

Post by MonkeyMan576 »

It is MathBlade's move and he has 2 move left.
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Post Post #166 (isolation #92) » Mon Mar 30, 2015 7:25 am

Post by MonkeyMan576 »

Mathblade moves east. He gets a DxM card for exploring a room.

Image

Exits

North
Original Roll String: 1d175
1 175-Sided Dice: (6) = 6


East
Original Roll String: 1d175
1 175-Sided Dice: (17) = 17


South
Original Roll String: 1d175
1 175-Sided Dice: (18) = 18


A monster appears!
Image

It is 5 to 1 for Mathblade. Fight or run?(You are out of range for help.)
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Post Post #167 (isolation #93) » Mon Mar 30, 2015 7:25 am

Post by MonkeyMan576 »

All exits are open passageways.

Monster color
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #168 (isolation #94) » Mon Mar 30, 2015 7:26 am

Post by MonkeyMan576 »

The monster is purple and does not have an owner.

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Post Post #170 (isolation #95) » Mon Mar 30, 2015 7:55 am

Post by MonkeyMan576 »

You can't pass until the combatant declares intention to fight.

Also, in case you can't read the text for the Level O Mat, the deal says "When you discard items in this room to go up a level, the most expensive item counts double."
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Post Post #172 (isolation #96) » Mon Mar 30, 2015 9:22 am

Post by MonkeyMan576 »

Mathblade's health increases to 5. pass or play
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Post Post #175 (isolation #97) » Mon Mar 30, 2015 12:28 pm

Post by MonkeyMan576 »

Math, when I say pass or play I am referring to the other players not in combat(no harm done though).
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Post Post #177 (isolation #98) » Mon Mar 30, 2015 4:19 pm

Post by MonkeyMan576 »

Mathblade wins the combat, he gets a treasure and a level, he has one movement left.
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Post Post #178 (isolation #99) » Mon Mar 30, 2015 4:24 pm

Post by MonkeyMan576 »

Wait I need to roll for combat. Small chance of the spider winning.

Mathblade
Original Roll String: 1d6+6
1 6-Sided Dice: (3)+6 = 9


Spider
Original Roll String: 1d6+1
1 6-Sided Dice: (5)+1 = 6
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Post Post #179 (isolation #100) » Mon Mar 30, 2015 4:24 pm

Post by MonkeyMan576 »

Mathblade wins.
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Post Post #182 (isolation #101) » Tue Mar 31, 2015 7:37 am

Post by MonkeyMan576 »

Mathblade goes north and gets a DxM card for exploring a room. He is at level 6 for selling his card.

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Exits:

North
Original Roll String: 1d175 (STATIC)
1 175-Sided Dice: (135) = 135


East
Original Roll String: 1d175 (STATIC)
1 175-Sided Dice: (118) = 118


A monster appears!
Image

Monster Color
Original Roll String: 1d6 (STATIC)
1 6-Sided Dice: (4) = 4


It is 8 to 8. Do you want to fight or run away? You are out out of range for help.

This room is "bad" for you, since you are a dwarf, so you do not roll any combat dice for battle.
Last edited by MonkeyMan576 on Tue Mar 31, 2015 7:40 am, edited 1 time in total.
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Post Post #183 (isolation #102) » Tue Mar 31, 2015 7:39 am

Post by MonkeyMan576 »

The North exit is a hidden door. The east exit is a normal door. The monster is green and "belongs" to McMenno.
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Post Post #184 (isolation #103) » Tue Mar 31, 2015 8:51 am

Post by MonkeyMan576 »

In post 180, Zebulin wrote:I'm V/LA until Sunday, but I should still be able to post about once a day.


Okay noted. It's going to be your turn soon, just an FYI.
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Post Post #187 (isolation #104) » Tue Mar 31, 2015 10:02 am

Post by MonkeyMan576 »

Pass or play? Zebulin auto passes.
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Post Post #189 (isolation #105) » Tue Mar 31, 2015 1:42 pm

Post by MonkeyMan576 »

Only asking others:)
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Post Post #191 (isolation #106) » Tue Mar 31, 2015 2:11 pm

Post by MonkeyMan576 »

Going on to combat rolls:

Octohedron:
Original Roll String: 1d6+8
1 6-Sided Dice: (6)+8 = 14


Mathblade
8+5=13
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Post Post #192 (isolation #107) » Tue Mar 31, 2015 2:12 pm

Post by MonkeyMan576 »

Ouch, you barely lose.

Is anyone modifying the combat? Play or pass.
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Post Post #196 (isolation #108) » Tue Mar 31, 2015 8:35 pm

Post by MonkeyMan576 »

That card says it plays after a "player" rolls a die, not a monster.
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Post Post #200 (isolation #109) » Wed Apr 01, 2015 7:25 am

Post by MonkeyMan576 »

I meant asking for help in the battle, anyone can play cards at any time. The monster is two treasures. Mathblade would have to be in the same room as Titus to give her the treasure. Or, MathBlade could drop the treasure he wanted to give Titus, but anyone could pick it up if they wanted to.
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Post Post #202 (isolation #110) » Wed Apr 01, 2015 11:35 am

Post by MonkeyMan576 »

True, but you and Titus need to come to an agreement as to use of her card.
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Post Post #207 (isolation #111) » Wed Apr 01, 2015 5:13 pm

Post by MonkeyMan576 »

That makes it 18 to 14 for MathBlade, any more interference?
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Post Post #209 (isolation #112) » Wed Apr 01, 2015 7:07 pm

Post by MonkeyMan576 »

That makes it 19 to 16 for the monster, as the singing and dancing sword is a magic item and cannot be used in the same room as the monster. Any more interference?

Edit: It's actually 19 to 11 for the monster, since the potion is magic also.
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Post Post #211 (isolation #113) » Wed Apr 01, 2015 9:23 pm

Post by MonkeyMan576 »

This would end combat as per the rules. Does anyone have any interference for the curse?

Rules wrote:
Some events can completely remove monsters from combat:
instant kills, banishments and vanishments, cards that can move a
monster away at any time, and so on. If at least one monster
remains in the room, the combat continues. If any of the dead or
fled monsters had Treasures or dropped any loot

If all of the monsters or the current player’s pawn are removed
from the room, the combat is over. All “usable once only” cards
used in the fight are discarded. All monster enhancer cards stay
with the monster they were played on.
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Post Post #212 (isolation #114) » Wed Apr 01, 2015 9:27 pm

Post by MonkeyMan576 »

Nevermind, forget what I said about combat ending, the curse was played on the flytrap, combat is with the Ochohedron. Still need to know if there is any more interference though.
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Post Post #214 (isolation #115) » Wed Apr 01, 2015 9:34 pm

Post by MonkeyMan576 »

Very munchkinly I must say.
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Post Post #217 (isolation #116) » Thu Apr 02, 2015 7:41 am

Post by MonkeyMan576 »

Need one more pass.

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Post Post #219 (isolation #117) » Thu Apr 02, 2015 8:02 am

Post by MonkeyMan576 »

I had assumed your pass, McMenno, we still need one more though.
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Post Post #221 (isolation #118) » Thu Apr 02, 2015 8:22 am

Post by MonkeyMan576 »

Okay, play resumes, Mathblade tries to run away.

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #222 (isolation #119) » Thu Apr 02, 2015 8:22 am

Post by MonkeyMan576 »

Mathblade fails to run away, unless there is interference, play or pass?
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Post Post #225 (isolation #120) » Thu Apr 02, 2015 12:45 pm

Post by MonkeyMan576 »

Since there are cards fighters can play to effect run away rolls, I am giving MathBlade an opportunity to respond.
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Post Post #227 (isolation #121) » Thu Apr 02, 2015 7:01 pm

Post by MonkeyMan576 »

Any responce to the loaded die?
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Post Post #231 (isolation #122) » Fri Apr 03, 2015 6:59 am

Post by MonkeyMan576 »

Okay Mathblade, do you want to run away to the Stinking Pit or Level O Mat? Once he decides he has no charity phase and then the monster move phase will commence, so it should be Zebulin's turn soon.
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Post Post #233 (isolation #123) » Fri Apr 03, 2015 10:51 am

Post by MonkeyMan576 »

Okay, Monster move phase.

Monster Movement Dice
Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #234 (isolation #124) » Fri Apr 03, 2015 10:53 am

Post by MonkeyMan576 »

Monster Movement Color is blue.

The Octohedron does not have any blue arrows so it does not move.

The Big Brother Flytrap has a blue arrow on the east exit so it moves to the Stinking Pit.(lucky for McMenno)

The Shrieking geek has no blue arrows so it does not move.

It is now Zebulin's turn. He has 3 movement and gets a DxM card for starting his turn.
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Post Post #235 (isolation #125) » Fri Apr 03, 2015 11:20 am

Post by MonkeyMan576 »

Also, MathBlade gets a DxM card because the monster move color was blue and he is blue.

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Post Post #237 (isolation #126) » Fri Apr 03, 2015 1:25 pm

Post by MonkeyMan576 »

Right you are. Play or pass?

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Post Post #239 (isolation #127) » Fri Apr 03, 2015 6:20 pm

Post by MonkeyMan576 »

See post #11, all updated levels/cards should be there.
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Post Post #241 (isolation #128) » Sat Apr 04, 2015 7:21 am

Post by MonkeyMan576 »

need one more
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Post Post #243 (isolation #129) » Sat Apr 04, 2015 7:28 am

Post by MonkeyMan576 »

The geek has a small chance of winning, so we need to roll combat dice.

Zebulin
Original Roll String: 1d6+11
1 6-Sided Dice: (2)+11 = 13


Geek
Original Roll String: 1d6+6
1 6-Sided Dice: (6)+6 = 12
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Post Post #244 (isolation #130) » Sat Apr 04, 2015 7:29 am

Post by MonkeyMan576 »

Almost, but not quite! Zebulin wins, gets a level and 2 treasures. It is his move, 2 movement left.
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Post Post #246 (isolation #131) » Sat Apr 04, 2015 7:00 pm

Post by MonkeyMan576 »

Zebulin gets a DxM card for exploring a room.

Image

Exits

North
Original Roll String: 1d175
1 175-Sided Dice: (130) = 130


South
Original Roll String: 1d175
1 175-Sided Dice: (95) = 95


West
Original Roll String: 1d175
1 175-Sided Dice: (45) = 45


A monster appears!
Image

The monster ignores munchkins level 3 or below(including Zebulin), but Zebulin may fight the monster if he has a death wish.
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Post Post #247 (isolation #132) » Sat Apr 04, 2015 7:02 pm

Post by MonkeyMan576 »

The North door is a hidden door, the south door is a normal door, and the west door is an open passageway.

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #248 (isolation #133) » Sat Apr 04, 2015 7:04 pm

Post by MonkeyMan576 »

The Bullrog is Orange, fight or move?
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Post Post #250 (isolation #134) » Sun Apr 05, 2015 5:38 am

Post by MonkeyMan576 »

Play or pass before Zebulin moves?
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Post Post #253 (isolation #135) » Sun Apr 05, 2015 4:32 pm

Post by MonkeyMan576 »

Zebulin moves north, and gets a dxm card for exploring a room.

Image

Exits

North
Original Roll String: 1d175
1 175-Sided Dice: (90) = 90


West
Original Roll String: 1d175
1 175-Sided Dice: (60) = 60


A monster appears!
Image

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4


It is 12 to 2 your lead Zebulin, do you want to fight, run, or ask Titus for help?
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Post Post #254 (isolation #136) » Sun Apr 05, 2015 4:34 pm

Post by MonkeyMan576 »

This room is good for you, since you are a wizard, and you roll an extra die. Without interference this will be an automatic win.

The North Exit is a normal door and the west exit is an open passageway.

The monster is green and belongs to McMenno.
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Post Post #259 (isolation #137) » Mon Apr 06, 2015 6:05 am

Post by MonkeyMan576 »

Zebulin wins and gets a level and a treasure. He is out of move.

It is Zebulin's charity phase. He has 9 cards and must get his hand down to 5 by playing cards or giving to charity(Titus).

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Post Post #261 (isolation #138) » Mon Apr 06, 2015 7:46 am

Post by MonkeyMan576 »

She is the lowest level. Hence charity.
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Post Post #264 (isolation #139) » Mon Apr 06, 2015 10:53 am

Post by MonkeyMan576 »

Okay 500 gold is dropped in the Empty Room. It is now the monster move phase.

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
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Post Post #265 (isolation #140) » Mon Apr 06, 2015 10:58 am

Post by MonkeyMan576 »

The monster color die is Blue. MathBlade is Blue so he gets a DxM card.

Monster Movement
The Bullrog has a blue arrow pointing West so he moves west to the Level-O-Mat(the same room as Mathblade!)
Rules wrote:Monsters Leaving the Board
When an arrow moves a monster into the darkness (that is, into a gap in
the dungeon, or off the edge) the monster reappearsin the room on the other
side of the gap . . . or on the otherside of the dungeon! Monsters are sneaky.


The Big Brother Flytrap has a blue arrow pointing West, so it moves into the Empty Room(the same room as McMenno!)

The Octohedron has no blue arrows so it does not move.

The first turn is now over, so it is now McMenno's move. He gets a DxM card for starting his turn. He has a monster in his room so he must begin combat with the Flytrap. It is 15 to 10 for the flytrap, do you want to fight, try to run away, or ask for help?
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Post Post #269 (isolation #141) » Mon Apr 06, 2015 6:39 pm

Post by MonkeyMan576 »

Any interference?
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Post Post #272 (isolation #142) » Tue Apr 07, 2015 1:08 am

Post by MonkeyMan576 »

play or pass on the help/combat.
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Post Post #274 (isolation #143) » Tue Apr 07, 2015 12:02 pm

Post by MonkeyMan576 »

one more pass or play pls.
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Post Post #276 (isolation #144) » Tue Apr 07, 2015 3:39 pm

Post by MonkeyMan576 »

That makes it 20 to 19 for the monster, does any one want to counter-interfere?
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Post Post #279 (isolation #145) » Tue Apr 07, 2015 7:17 pm

Post by MonkeyMan576 »

Okay, since there are two munchkins, the munchkins get two dice, the monster gets one dice.

Munchkins
Original Roll String: 2d6+19
2 6-Sided Dice: (4, 4)+19 = 27


Flytrap
Original Roll String: 1d6+20
1 6-Sided Dice: (4)+20 = 24
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Post Post #280 (isolation #146) » Tue Apr 07, 2015 7:18 pm

Post by MonkeyMan576 »

Any modifiers to the combat post dice roll?
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Post Post #283 (isolation #147) » Wed Apr 08, 2015 5:04 am

Post by MonkeyMan576 »

That's reloaded die, and he said one, not two.
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Post Post #284 (isolation #148) » Wed Apr 08, 2015 5:09 am

Post by MonkeyMan576 »

That makes it a 24-24 tie.
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Post Post #285 (isolation #149) » Wed Apr 08, 2015 5:09 am

Post by MonkeyMan576 »

Any more interference?
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Post Post #290 (isolation #150) » Wed Apr 08, 2015 7:40 am

Post by MonkeyMan576 »

That's two passes, that's enough to move the game along. McMenno and Titus must run away, as monsters win ties.

McMenno
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3


Titus
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #291 (isolation #151) » Wed Apr 08, 2015 7:46 am

Post by MonkeyMan576 »

Unless there is a modifier to the run away roll, Titus and McMenno each take a hit of damage. As per the monsters bad stuff, McMenno must drop his Adamantium Armor, and Titus must drop her Mintril Armor(again.) They are left in the Empty Room for someone to pick up along with the 500 gold.

ImageImage

Any modifiers to the rolls?

If there are no modifiers, Titus and McMenno must choose which adjacent room to move too.
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Post Post #293 (isolation #152) » Wed Apr 08, 2015 8:25 am

Post by MonkeyMan576 »

That's why I asked if there where any modifiers. Loaded Die can not modify a reloaded die.

It would say on the card if it could like this.

Image

You can use Loaded Die to modify your run away though.

Edit: Oh wait, the Reloaded Die says a Loaded Die CAN modify it.
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Post Post #294 (isolation #153) » Wed Apr 08, 2015 8:30 am

Post by MonkeyMan576 »

Okay, McMenno changes his combat roll to a 6. Any other modifiers?
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Post Post #296 (isolation #154) » Wed Apr 08, 2015 9:18 am

Post by MonkeyMan576 »

That would make it 24-24 again. Any more modifiers?

If McMenno and Titus end up beating the monster they would get 2 extra treasures of course.
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Post Post #298 (isolation #155) » Wed Apr 08, 2015 6:25 pm

Post by MonkeyMan576 »

That makes it 26-24 Munchkins. Any more modifiers?
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Post Post #303 (isolation #156) » Wed Apr 08, 2015 10:07 pm

Post by MonkeyMan576 »

Okay, there is no more combat, but players may still play or pass before McMenno's move.
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Post Post #304 (isolation #157) » Thu Apr 09, 2015 6:47 am

Post by MonkeyMan576 »

^
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Post Post #307 (isolation #158) » Thu Apr 09, 2015 7:29 am

Post by MonkeyMan576 »

The flytrap dissapears. It is now McMenno's move.
Updated Map
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Last edited by MonkeyMan576 on Thu Apr 09, 2015 7:32 am, edited 1 time in total.
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Post Post #309 (isolation #159) » Thu Apr 09, 2015 7:34 am

Post by MonkeyMan576 »

Search Table
Image

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #310 (isolation #160) » Thu Apr 09, 2015 7:35 am

Post by MonkeyMan576 »

You find 400 gold pieces! You are holding 400 gold and there is 500 gold on the floor from Curse! Hole in Pocket.

Other Munchkins, Pass or play?
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Post Post #311 (isolation #161) » Thu Apr 09, 2015 1:09 pm

Post by MonkeyMan576 »

anyone?
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Post Post #313 (isolation #162) » Thu Apr 09, 2015 7:17 pm

Post by MonkeyMan576 »

waiting for others to pass or play first.
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Post Post #316 (isolation #163) » Fri Apr 10, 2015 6:07 am

Post by MonkeyMan576 »

Okay, McMenno moves east and north. He gets a dxm card for exploring a room.

Image

Exits

North
Original Roll String: 1d175
1 175-Sided Dice: (50) = 50


East
Original Roll String: 1d175
1 175-Sided Dice: (52) = 52


West
Original Roll String: 1d175
1 175-Sided Dice: (155) = 155


A monster appears!
Image

Monster Color
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6

It is 15 to 10 for the demon, do you want to fight or run away? You are out of range to ask for help.
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Post Post #317 (isolation #164) » Fri Apr 10, 2015 6:08 am

Post by MonkeyMan576 »

The North and East exits are open passageways, the West exit is a locked door.

The monster is purple.
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Post Post #319 (isolation #165) » Fri Apr 10, 2015 7:47 am

Post by MonkeyMan576 »

In the future you will be required to state the room you will run away to in the event of a loss, when you initate combat as per the rules.
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Post Post #320 (isolation #166) » Fri Apr 10, 2015 7:49 am

Post by MonkeyMan576 »

I realized McMenno should not have been allowed to leave the Stinking Pit due to the room text, however it is too late to correct the mistake now. He does take the one hit of damage, however.
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Post Post #321 (isolation #167) » Fri Apr 10, 2015 6:48 pm

Post by MonkeyMan576 »

Participation isn't exactly at a fast pace...is everyone still interested in the game? Still waiting on McMenno to fight or run.
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Post Post #323 (isolation #168) » Fri Apr 10, 2015 9:11 pm

Post by MonkeyMan576 »

No, it would say "huge" on the card.
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Post Post #325 (isolation #169) » Fri Apr 10, 2015 9:38 pm

Post by MonkeyMan576 »

Run Away Roll(-1 due to sticky floor, requires a 6)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
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Post Post #326 (isolation #170) » Fri Apr 10, 2015 9:38 pm

Post by MonkeyMan576 »

McMenno fails his run away, any interference?
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Post Post #327 (isolation #171) » Fri Apr 10, 2015 9:56 pm

Post by MonkeyMan576 »

In post 300, jmj3000 wrote:I'm enjoying following along even though I couldn't play.


You can play in the next game if there is enough interest.
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Post Post #328 (isolation #172) » Sat Apr 11, 2015 6:29 am

Post by MonkeyMan576 »

pass or play.

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Post Post #329 (isolation #173) » Sat Apr 11, 2015 4:37 pm

Post by MonkeyMan576 »

Really, no plays or passes in about 18 hours? Do I need to start setting a time limit? Titus, you haven't posted in thread in two days, is everything okay?
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Post Post #331 (isolation #174) » Sun Apr 12, 2015 6:49 am

Post by MonkeyMan576 »

What does uad maan?
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Post Post #333 (isolation #175) » Sun Apr 12, 2015 8:49 am

Post by MonkeyMan576 »

Unfortunately you cannot pass for Titus.
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Post Post #334 (isolation #176) » Sun Apr 12, 2015 9:31 am

Post by MonkeyMan576 »

I am going to invoke a time limit this turn, McMenno fails his run away. He drops his Snickersnee in the Sticky Floor due to the bad stuff.

He takes his second hit due to losing the battle. He takes his third hit due to the tentacle demons bad stuff. Then he takes his fourth and final hit for entering the Stinking Pit when he is running away.

Unless there is any interference, McMenno will be dead.
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Post Post #337 (isolation #177) » Sun Apr 12, 2015 1:50 pm

Post by MonkeyMan576 »

Okay, McMenno dies! He goes down to level 3, drops his armor and 400 gold in the Stinking Pit, and respawns in the Entrance. Upon the start of his next turn he will draw 4 new DxM and Treasure cards.

It is now the monster move phase.

Monster Move Roll
Original Roll String: 1d6
1 6-Sided Dice: (5) = 5
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Post Post #338 (isolation #178) » Sun Apr 12, 2015 1:53 pm

Post by MonkeyMan576 »

The monster move color is Orange.

The Tentacle Demon has no orange arrows so it stays in the Sticky Floor(or rather, it has an orange arrow but no rooms to move to).

The Octohedron has a Orange arrow pointing West so it moves into the Stinking Pit. It is "Slow" so it does not move any further.

The Bullrog has an orange arrow pointing North, then West, then North, so it ends up in the Sticky Floor with the Tentacle Demon.

It is now Mathblade's turn. He/She has three move. He gets a DxM card for starting his turn.

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Post Post #343 (isolation #179) » Sun Apr 12, 2015 8:18 pm

Post by MonkeyMan576 »

Mathblade moves to the stinking pit and starts battle with the Octohedron. He takes a hit of damage for entering the stinking pit.

Rules wrote:
Combat starts on your turn when:
● You start in a room with a monster, or
● You move into a room with a monster; or
● A monster moves into a room with you (usually because of a
Curse), or
● A new monster appears in the room with you, usually because
you placed a new room (see Explore, p. 6). Monsters may also appear
in your room due to Searches (see p. 7) or DxM cards.


It is tied 8 to 8. Titus is within range for help if you want to ask for it. Do you want to fight, ask for help, or run?
Last edited by MonkeyMan576 on Sun Apr 12, 2015 8:38 pm, edited 3 times in total.
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Post Post #345 (isolation #180) » Sun Apr 12, 2015 8:37 pm

Post by MonkeyMan576 »

I edited the post, so you may edit your followup if want.
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Post Post #349 (isolation #181) » Mon Apr 13, 2015 6:57 am

Post by MonkeyMan576 »

Titus is in range to help. Also, you don't have 1000 gold, since you can't sell gold for levels. Also, you can only sell items when you are not in battle. Just so you know, if you fight and lose you'll still have a chance to run away.
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Post Post #350 (isolation #182) » Mon Apr 13, 2015 1:53 pm

Post by MonkeyMan576 »

In post 346, Titus wrote:Ok I need recap post.


McMenno died. The monsters moved. Mathblade accidently moved into the stinking pit without realizing there was a monster there and he would take him a hit and take an extra move to leave. He is now in combat with the Octohedron, deciding if to fight, ask for help or run.

Note: If you help him you will take a hit and it will take an extra move to leave as per the room text. If you run away during his turn it will take a move for him, but not a move for you, as you have no move.
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Post Post #353 (isolation #183) » Tue Apr 14, 2015 12:21 pm

Post by MonkeyMan576 »

Also, once you either accept help or declare the fight on your own each person in the fight needs to declare what room they will go to in a potential run away scenario.
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Post Post #356 (isolation #184) » Wed Apr 15, 2015 7:20 pm

Post by MonkeyMan576 »

Again, if the pace of the game doesn't pick up I'm going to need to impose a time limit, which I would prefer not to do. Especailly, if it is your turn or you know you are involved in the turn, such as in a discussion with another player, it is imperative to check the thread more often.
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Post Post #359 (isolation #185) » Thu Apr 16, 2015 2:36 pm

Post by MonkeyMan576 »

Yes. Just please be considerate of the game pace.
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Post Post #360 (isolation #186) » Sat Apr 18, 2015 9:14 am

Post by MonkeyMan576 »

Any progress on this?
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Post Post #362 (isolation #187) » Sat Apr 18, 2015 1:40 pm

Post by MonkeyMan576 »

Should I wait or replace her?
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Post Post #364 (isolation #188) » Sun Apr 19, 2015 10:32 am

Post by MonkeyMan576 »

Prodded Titus.
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Post Post #366 (isolation #189) » Sun Apr 19, 2015 3:16 pm

Post by MonkeyMan576 »

I need an answer in the next 12 hours or Mathblade is auto fighting.
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Post Post #368 (isolation #190) » Mon Apr 20, 2015 2:55 am

Post by MonkeyMan576 »

Okay, that is an auto win unless someone interferes, play or pass?
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Post Post #371 (isolation #191) » Mon Apr 20, 2015 6:47 pm

Post by MonkeyMan576 »

Mathblade wins and gets a level and 2 treasure.

The treasures must be disbursed.

ImageImage

Mathblade will have only three cards(max) after this turn, so after treasures are given out it will be Monster Move phase.
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Post Post #373 (isolation #192) » Mon Apr 20, 2015 7:23 pm

Post by MonkeyMan576 »

I assume you are Mathblade.
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Post Post #374 (isolation #193) » Mon Apr 20, 2015 7:28 pm

Post by MonkeyMan576 »

You are out of move, once Titus determines her treasure the Bullrog/Tentacle Demon monster mob will move.
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Post Post #375 (isolation #194) » Mon Apr 20, 2015 7:35 pm

Post by MonkeyMan576 »

Titus, I keep on seeing you post in other threads and not posting in here when it is your turn. If the pace of the game is too much for you i can get a replacement.
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Post Post #377 (isolation #195) » Tue Apr 21, 2015 8:04 am

Post by MonkeyMan576 »

Okay, but most of the time posting in this thread takes a minute or less. It doesn't take as much thought as say, a mafia game.

Monster Move Die
Original Roll String: 1d6
1 6-Sided Dice: (3) = 3
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Post Post #378 (isolation #196) » Tue Apr 21, 2015 8:07 am

Post by MonkeyMan576 »

The monster move die is Yellow. Zebulin is yellow so he gets a DxM card.

There are no Yellow arrows in the sticky floor so the monster mob does not move.

It is now Titus' turn. Titus took a hit of damage when moving into the stinking pit. She has 3 move and it is her turn. She gets a DxM card for starting her turn.
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Post Post #380 (isolation #197) » Tue Apr 21, 2015 8:43 am

Post by MonkeyMan576 »

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Post Post #382 (isolation #198) » Tue Apr 21, 2015 4:12 pm

Post by MonkeyMan576 »

You can't move two squares right, you would be off the board. Also, FYI, it will take one extra move to leave the pit.

Oh, wait you mean you want to go to the unexplored room, my bad. This will be your third move though.
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Post Post #383 (isolation #199) » Tue Apr 21, 2015 4:31 pm

Post by MonkeyMan576 »

Titus gets a DxM card for exploring a room.

Image

Exits

North
Original Roll String: 1d175
1 175-Sided Dice: (160) = 160


East
Original Roll String: 1d175
1 175-Sided Dice: (40) = 40


South
Original Roll String: 1d175
1 175-Sided Dice: (89) = 89


A monster appears!
Image

It is 9 to 6 Titus, your run away room is by requirement the Room of Short Jokes and you may fight or run away.

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