Family Game Night 2 (Welcome to the Dungeon) Inspir

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VashtaNeurotic
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Post Post #1625  (ISO)  » Mon Jul 29, 2019 4:58 am

9 of hearts, score 2

inspiratieloos
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Post Post #1626  (ISO)  » Mon Jul 29, 2019 5:57 am

Go

VashtaNeurotic
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Post Post #1627  (ISO)  » Mon Jul 29, 2019 6:17 am

1 for the go. Play your next card

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Post Post #1628  (ISO)  » Mon Jul 29, 2019 6:18 am

7 of clubs

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Post Post #1629  (ISO)  » Mon Jul 29, 2019 3:18 pm

5 of clubs

inspiratieloos
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Post Post #1630  (ISO)  » Mon Jul 29, 2019 3:31 pm

9 of spades

VashtaNeurotic
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Post Post #1631  (ISO)  » Mon Jul 29, 2019 4:23 pm

6 of spades and i believe that's last card.

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Post Post #1632  (ISO)  » Tue Jul 30, 2019 11:56 am

Inspir: 108
Vash: 95

Inspir scores 10 from their hand
Vash scores 14 from their hand



The crib is AH, AC, 3S, 2C

Crib scores Vash 10

Inspir: 118
Vash: 119

Hand 9 Vash will go first, Inspir will get the crib

inspiratieloos
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Post Post #1633  (ISO)  » Tue Jul 30, 2019 3:44 pm

Sent

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Post Post #1634  (ISO)  » Tue Jul 30, 2019 9:23 pm

Sent

mallowgeno
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Post Post #1635  (ISO)  » Wed Jul 31, 2019 1:56 am

Community card is 5D

Vash you begin

VashtaNeurotic
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Post Post #1636  (ISO)  » Wed Jul 31, 2019 2:03 am

Play 4 of Diamonds

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Post Post #1637  (ISO)  » Wed Jul 31, 2019 5:54 am

7 of hearts.

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Post Post #1638  (ISO)  » Wed Jul 31, 2019 6:20 am

7 of clubs. Score 2 and that shpuld be game.

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Post Post #1639  (ISO)  » Wed Jul 31, 2019 8:03 am

Vash has narrowly clenched victory from this game!

Inspiratieloos, you now have to decide which of these two games will be game 2:

-Welcome to the Dungeon
-Hive

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Post Post #1640  (ISO)  » Wed Jul 31, 2019 2:20 pm

Also I know this would take away from the drama in thread but if we play hive can we schedule a time and do it on BGA?

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Post Post #1641  (ISO)  » Wed Jul 31, 2019 2:26 pm

But also good game inspir, I definitely got a ton of luck near the end.

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Post Post #1642  (ISO)  » Wed Jul 31, 2019 2:44 pm

What was your last hand? I had 6-7-8-9 so was basically just hoping to get any kind of run. Figured I ran the risk of getting paired whatever I played, and you were unlikely to have kept 2 4s.

I'll pick welcome to the dungeon, I've played Hive before and I need to win both of them anyway.

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Post Post #1643  (ISO)  » Wed Jul 31, 2019 2:53 pm

I had Queen-7-4-Ace I chucked a king and a 2. I was just trying to avoid playing into runs or any easy set of points since my hand would score first if we split or you got 2 points only.

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Post Post #1644  (ISO)  » Thu Aug 01, 2019 9:25 pm

Will post the rules for the game tomorrow and hope to start game 2 this weekend

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Post Post #1645  (ISO)  » Fri Aug 02, 2019 10:49 pm

Stolen from Mauthe

Subject: Welcome to the Dungeon! Game 01 [JDGA]

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OVERVIEW
During each round of Welcome to the Dungeon, Players bid to see who gets to take a solitary adventurer into the dungeon with some combination of equipment. On your turn, you can either add monsters to the dungeon, remove equipment from the adventurer, or drop out of the bidding. The last player in the bidding takes the adventurer into the dungeon and confronts all the monsters that have been placed this round, with what little equipment the adventurer has left.

GOAL OF THE GAME
If you traverse two Dungeons successfully, you win the game, however, if you fail in two Dungeons, you will be eliminated. Thus, you can also win the game by being the last player left in the game.

CONTENTS
THE MONSTERS
NameQuantityStrengthEliminated by
Goblin21Torch
Ring of Power*
Skeleton22Torch
Holy Grail
Ring of Power*
Orc23Torch
Vampire24Holy Grail
Golem25War Hammer
Lich16Invisibility Cloak
Holy Grail
Demon17Invisibility Cloak
Demonic Pact
Dragon19Invisibility Cloak
Dragon Spear

THE ADVENTURERS & THEIR EQUIPMENT
WARRIOR: 3 Health Points
Spoiler: Equipment
NameEffect
Plate ArmourHP +5
Knight ShieldHP +3
TorchEliminate Monsters with strength 3 or less.
Holy GrailEliminate Monsters with even-numbered strength.
Dragon SpearEliminate the Dragon.
Vorpal SwordEliminate one Monster that you choose before entering the Dungeon.
Choose a type of Monster before revealing the first Dungeon card. You eliminate all Monsters matching that choice. EG: If you choose to eliminate Skeletons, and there happen to be two of them in the Dungeon, eliminate both Skeletons

BARBARIAN: 4 Health Points
Spoiler: Equipment
NameEffect
ChainmailHP +4
Leather ShieldHP +3
TorchEliminate Monsters with strength 3 or less.
War HammerEliminate Golems.
Fire AxeDefeat one Monster after you draw it (once per Dungeon).
You choose the Monster to eliminate as soon as you see the current card, before knowing any of the following Monsters in the Dungeon.
Healing PotionWhen you die, come back to life with your Adventurer's HP (once per Dungeon).
After drawing a Monster card, if you have 0 or fewer HP, you can use the Healing Potion to set you HP as indicated on the Adventurer (4 for the Barbarian, 3 for the Rogue). This allows you to continue drawing Monsters.

MAGE: 2 Health Points
Spoiler: Equipment
NameEffect
Wall of FireHP +6
Bracelet of ProtectionHP +3
Holy GrailEliminate Monsters with even-numbered strength.
Demonic PactEliminate the Demon and the next Monster.
If the Demon is the last Monster in the Dungeon, simply eliminate it; the second part of Demonic Pact is irrelevant at that point.
PolymorphReplace one Monster you draw with the next Monster from the deck (once per Dungeon).
If the Monster Deck is empty, you can no longer use this.
OmnipotenceIf all the Monsters in the Dungeon are different, you win the round.
After drawing all the Dungeon cards, check to see if all the Monsters were different. If so, you win the round, even if you had failed.

ROGUE: 3 Health Points
Spoiler: Equipment
NameEffect
Mithril ArmourHP +5
BucklerHP +3
Invisibility CloakEliminate Monsters with strength 6 or more.
Ring of PowerEliminate Monsters with strength 2 or less. Add their total strength to your HP.
Vorpal DaggerEliminate one Monster that you choose before entering the Dungeon.
Choose a type of Monster before revealing the first Dungeon card. You eliminate all Monsters matching that choice. EG: If you choose to eliminate Skeletons, and there happen to be two of them in the Dungeon, eliminate both Skeletons
Healing PotionWhen you die, come back to life with your Adventurer's HP (once per Dungeon).
After drawing a Monster card, if you have 0 or fewer HP, you can use the Healing Potion to set you HP as indicated on the Adventurer (4 for the Barbarian, 3 for the Rogue). This allows you to continue drawing Monsters.


BEFORE THE GAME
  1. Choose or randomly determine an Adventurer (all players share one Adventurer).
  2. Line up the six pieces of Equipment corresponding to the Adventurer. For example, if you are using the Warrior, you would line up the Plate Armour, Knight Shield, Vorpal Sword, Dragon Spear, Holy Grail, and Torch.
  3. Shuffle all the Monster Cards.
  4. Randomize turn order.
HOW TO PLAY
The game plays out over several rounds, during which the players bid to determine who gets to take the Adventurer into the Dungeon. That one player will take the Adventurer into the Dungeon, drawing ever nearer to victory or defeat, depending on their success.

HOW A ROUND PLAYS OUT
Each round comprises two phases:
  • Bidding phase
  • Dungeon phase
BIDDING PHASE
During this phase, play goes in turn order. On your turn, you must chose one of the following:
  • Draw a card from the Monster Deck.
  • Pass your turn, and no longer participate in this round. You will not play again until the next round.
Note: if the Monster Deck is empty, you must pass when your turn comes around.
DRAW A CARD
If you chose to draw a card, I will PM you the top card of the Monster Deck. Look at it without letting anyone else see it. You must now choose one of the following options:
  1. Add the Monster to the Dungeon. In this case, the Monster will be added face-down to the Dungeon pile. This pile contains all the Monsters you must confront if you enter the Dungeon. Note: the number of Monster cards in the Dungeon will always be shown, but you cannot see which cards have been added.
  2. Set the Monster aside, face-down. In this case, you must sacrifice one of the Adventurer's items: Choose a piece of Equipment to set aside as well. The Monster and piece of Equipment are considered discarded for the rest of the round.
    Note: If you draw a Monster card, and the Adventurer has no more Equipment, you must add the Monster to the Dungeon.
Once you have made your choice, your turn is done; the next player goes.
END OF THE BIDDING
Once all players but one have passed, the Bidding phase ends. The remaining player must take the Adventurer into the Dungeon all by themself, with whatever Equipment the Adventurer has left. They press onward to the Dungeon phase.

DUNGEON PHASE
Only the player who did not pass participates in this phase. Start by calculating your total Health Points (HP): Add up the HP values of the Adventurer tile and all the Equipment they still have. Next, one by one, reveal the cards from the Dungeon pile.
  • If you still have Equipment that can eliminate the Monster, discard the Monster without losing any HP.
  • Otherwise, you lose HP equal to the Monster's strength. Then, discard the Monster.
Continue like this until there are no more Monsters in the Dungeon.
  • If the total Health Points you lost is fewer than the Health Points with which you entered the Dungeon, you succeeded. You survived the Dungeon! If this is the second Dungeon you've survived, you win the game!
  • If the total Health Points you lost is equal to or greater than the Health Points with which you entered the Dungeon, you did not succeed. If this is your second failure, you are eliminated. If all players but one have been eliminated, that last remaining player wins the game.
Reveal all the Monsters that were discarded.
The round is over. If nobody has one the game, start a new round.

NEW ROUND
Shuffle the Monsters. The player who just went into the Dungeon chooses the next Adventurer for the players to use (Warrior, Barbarian, Mage, or Rogue, Must be different than the previous round). Place the Adventurer and their corresponding Equipment in play. You are ready for a new round. The start player is the one who just went into the Dungeon. If this player has been eliminated, the next player in the turn order will start.

END OF THE GAME
You win the game in either of the following ways:
  • You earn a second success in the Dungeon.
  • All the other players have been eliminated from the game.

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mallowgeno
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Post Post #1646  (ISO)  » Fri Aug 02, 2019 10:50 pm

If you guys have any questions please let me know!

mallowgeno
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Post Post #1647  (ISO)  » Sun Aug 04, 2019 10:26 pm

Sorry for the delay, starting my new job tomorrow! I will start this tomorrow evening if neither of you have any questions.

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Post Post #1648  (ISO)  » Mon Aug 05, 2019 9:22 pm

Just a reminder there are 2 of each card other than the 6/7/8

Let's determine our first player and which deck we will use

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

-Vash
-Inspir

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

-Warrior
-Barbarian
-Mage
-Rouge

mallowgeno
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Post Post #1649  (ISO)  » Mon Aug 05, 2019 9:25 pm

MAGE: 2 Health Points
Spoiler: Equipment
NameEffect
Wall of FireHP +6
Bracelet of ProtectionHP +3
Holy GrailEliminate Monsters with even-numbered strength.
Demonic PactEliminate the Demon and the next Monster.
If the Demon is the last Monster in the Dungeon, simply eliminate it; the second part of Demonic Pact is irrelevant at that point.
PolymorphReplace one Monster you draw with the next Monster from the deck (once per Dungeon).
If the Monster Deck is empty, you can no longer use this.
OmnipotenceIf all the Monsters in the Dungeon are different, you win the round.
After drawing all the Dungeon cards, check to see if all the Monsters were different. If so, you win the round, even if you had failed.


Inspir starts, I'll assume you want to draw so I will send you your first card

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