That's So Clever! | Game Over | Thanks for playing!

For completed/abandoned Mish Mash Games.
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That's So Clever! | Game Over | Thanks for playing!

Post Post #0 (ISO) » Fri Oct 16, 2020 7:11 am

Post by Farren »

game status
  • Game 1 has ended.


player list / turn order
  • Snakes*
  • NotAJumbleOfNumbers
  • Player 3 (AutoPlay)
  • Sirius9121
  • * - Starting Player


Player scores / tokens
PLAYERR TOKENSS TOKENSY-PTSB-PTSG-PTSO-PTSP-PTSFOX-POINTS
Snakes103056283630112
NotAJumbleOfNumbers40362228283044
Player 34330161031130
Sirius912151201628631832


Dice at end of turn
KEPTLOST
PURPLE 2
YELLOW 5
BLUE 3
GREEN 3
WHITE 6
ORANGE 4
Last edited by Farren on Thu Nov 12, 2020 8:51 am, edited 107 times in total.
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Post Post #1 (ISO) » Fri Oct 16, 2020 7:12 am

Post by Farren »

SnakesR TOKENs: 1
S TOKENs: 0
FOXes: 4 (scored automatically at end of game)

Spoiler: Yellow
10 pts14 pts16 pts20 ptsRow Bonus
X
6
5
X
BLUE X
X
X
X
X
ORANGE
4
X
X
X
X
GREEN X
X
3
4
X
FOX
Diag
onal
bonus
==>
S TOKEN

Spoiler: Blue
R TOKEN
GREEN X
PURPLE 6
S TOKEN
Row Bonus
X
X
X
X
ORANGE 5
X
X
X
X
YELLOW X
X
X
X
X
FOX


#s Xd out
1
2
3
4
5
6
7
8
9
10
11
Points
1
2
4
7
11
16
22
29
37
46
56

Spoiler: Green
Die value >=
X
X
X
X
X
X
X
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66

Spoiler: Orange
Slot:
3
5
6
2
4
4
8
4
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3

Spoiler: Purple
Slot:
1
6
2
3
6
6
6
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN
Last edited by Farren on Thu Nov 12, 2020 8:43 am, edited 21 times in total.
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Post Post #2 (ISO) » Fri Oct 16, 2020 7:12 am

Post by Farren »

NotAJumbleOfNumbersR TOKENs: 4
S TOKENs: 0
FOXes: 2 (used automatically at end of game)

Spoiler: Yellow
10 pts14 pts16 pts20 ptsRow Bonus
3
6
X
X
BLUE X
X
X
X
X
ORANGE 4
X
X
X
X
GREEN X
X
X
X
X
FOX
Diag
onal
bonus
==>
S TOKEN

Spoiler: Blue
R TOKEN
GREEN X
PURPLE 6
S TOKEN
Row Bonus
X
2
X
X
ORANGE 5
5
X
X
X
YELLOW X
9
10
X
X
FOX


#s Xd out
1
2
3
4
5
6
7
8
9
10
11
Points
1
2
4
7
11
16
22
29
37
46
56

Spoiler: Green
Die value >=
X
X
X
X
X
X
X
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66

Spoiler: Orange
Slot:
6
1
1
12
4
4
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3

Spoiler: Purple
Slot:
2
6
4
6
6
6
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN
Last edited by Farren on Thu Nov 12, 2020 7:33 am, edited 23 times in total.
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Post Post #3 (ISO) » Fri Oct 16, 2020 7:13 am

Post by Farren »

Player 3R TOKENs: 4
S TOKENs: 3

Spoiler: Yellow
10 pts14 pts16 pts20 ptsRow Bonus
X
X
X
X
BLUE X
X
X
X
X
ORANGE 4
X
X
2
X
GREEN X
X
3
X
X
FOX
Diag
onal
bonus
==>
S TOKEN

Spoiler: Blue
R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
2
X
4
ORANGE 5
5
X
X
X
YELLOW X
9
10
X
X
FOX


#s Xd out
1
2
3
4
5
6
7
8
9
10
11
Points
1
2
4
7
11
16
22
29
37
46
56

Spoiler: Green
Die value >=
X
X
X
X
5
1
2
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66

Spoiler: Orange
Slot:
6
6
2
12
1
4
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3

Spoiler: Purple
Slot:
5
6
2
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN
Last edited by Farren on Thu Nov 12, 2020 7:31 am, edited 21 times in total.
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Post Post #4 (ISO) » Fri Oct 16, 2020 7:13 am

Post by Farren »

Sirius9121R TOKENs: 5
S TOKENs: 1
FOXes: 2

Spoiler: Yellow
10 pts14 pts16 pts20 ptsRow Bonus
X
6
5
X
BLUE X
2
X
X
X
ORANGE 4
X
X
X
X
GREEN X
X
3
4
X
FOX
Diag
onal
bonus
==>
S TOKEN

Spoiler: Blue
R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
X
X
X
ORANGE 5
X
6
X
8
YELLOW X
X
10
11
12
FOX


#s Xd out
1
2
3
4
5
6
7
8
9
10
11
Points
1
2
4
7
11
16
22
29
37
46
56

Spoiler: Green
Die value >=
X
X
X
X
X
X
X
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66

Spoiler: Orange
Slot:
4
5
4
10
6
6
12
4
12
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3

Spoiler: Purple
Slot:
6
1
2
6
1
2
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN
Last edited by Farren on Thu Nov 12, 2020 7:15 am, edited 22 times in total.
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Post Post #5 (ISO) » Fri Oct 16, 2020 7:13 am

Post by Farren »

How to play
Spoiler: OBJECTIVE:
Have the most points at the end of (6/5/4) rounds, depending on player count. Tiebreaker: highest single scoring category (excluding FOXes) wins. If still tied, all tied players win.


Spoiler: TURN ORDER:
  • Starting player is determined randomly. Once established, turn order does not change.
  • In a 2/3/4 player game, there are 6/5/4 rounds.
  • Each player takes one turn per round in turn order - however, every player will have something to do even when it's not their turn.


Spoiler: AT THE START OF A ROUND:
  • At the start of Round 1, all players receive an R TOKEN.
  • At the start of Round 2, all players receive an S TOKEN.
  • At the start of Round 3, all players receive an R TOKEN.
  • At the start of Round 4, all players receive a WILD! bonus - this must be used immediately, before the first player takes their turn.
  • Players receive nothing at the starts of Rounds 5 and 6 (if present).
  • See: BONUSES for more details.


Spoiler: ON YOUR TURN:
  1. Roll 6d6. NOTE - each die is a different color. In order, the dice are: Yellow, Blue, Green, Orange, Purple, White.
    (Example: a roll of 5,3,2,1,1,3 --> Yellow 5, Blue 3, Green 2, Orange 1, Purple 1, White 3.)


  2. You
    may
    discard an R TOKEN to re-roll all unfrozen dice. You may repeat this as long as you discard an R TOKEN each time. This does not count as a roll.

  3. Choose one unfrozen die. Score it and freeze it; this die will be marked as "KEPT". If you cannot legally do this, go straight to 5.
    (See SCORING for details on how to score a die.)


  4. If you did not score the lowest valued die, freeze all dice
    lower
    than the one you scored. Do
    not
    score these dice. These dice will be marked as "LOST".
    (Example: if you score and freeze a 3, freeze all 2s and 1s.)


  5. If you have not yet rolled three times (excluding rerolls granted by R TOKENs) AND you have at least one die left, re-roll all *unfrozen* dice and go back to 2. If you have rolled three times OR have no dice left, move on to 6.
    (Color order remains the same every time you roll: Yellow, Blue, Green, Orange, Purple, White, skipping any frozen colors.)


  6. Freeze all remaining dice (if any); these dice will be marked as "LOST".
    (You will always have to put at least three dice in the LOST pile during your turn, no matter what.)


  7. You
    may
    discard an S TOKEN to score any die, regardless of whether it is KEPT or LOST. You may repeat this as long as you discard an S TOKEN each time, BUT:
    you may not use multiple S TOKENS on the same die.

Your turn is now over. Before the next player's turn starts, everyone else has a choice to make ...


Spoiler: ON EVERYONE ELSE'S TURN:
At the end of every player's turn EXCEPT YOUR OWN:
  • Choose a die from that player's LOST dice and score it. Your choosing to score a die does not prevent other players from scoring it, and vice versa.
  • If you cannot legally score any of their LOST dice, you may instead score one of their KEPT dice.
  • You may discard a S TOKEN to score any die, regardless of whether it is KEPT or LOST. You may repeat this as long as you discard a S TOKEN each time, BUT:
    you may not use multiple S TOKENS on the same die.

  • Turn order does not apply during this phase; players may declare which die they are scoring in any order.
  • Once all players (except the active player) have scored a LOST die, play passes to the next player in turn order.


Spoiler: Scoring a YELLOW die:
  • Choose a number in any of the first four columns that
    exactly matches
    the yellow die's value and cross it out. Each number has two copies; please specify which copy you are crossing out.
  • If both copies of that number are already crossed out, you cannot score the yellow die.
  • If you have four Xs in a column, score the points at the top of the column.
  • If you have four Xs in a row, claim the bonus at the end of the row.
  • If you have four Xs in the upper-left-to-lower-right diagonal, claim the bonus at the bottom of the "Row Bonus" column.
  • Yellow can be scored
    in any order
    .

  • Total points: all completed columns (based on the totals at top, not the numbers themselves); no points for partially completed columns.
10 pts14 pts16 pts20 ptsRow Bonus
3
6
5
X
BLUE X
2
1
X
5
ORANGE 4
1
X
2
4
GREEN X
X
3
4
6
FOX
Diag
onal
bonus
==>
S TOKEN


Example: if scoring a Yellow 5, you could choose either of the two 5s in the 3rd or 4th column. Make sure to specify which when scoring Yellow.

(Yellow offers more points than your dice are worth, and doesn't require a lot of dice to score a decent number of points. But Yellow is also the only color where you can score dice and still end up with a 0.)


Spoiler: Scoring a BLUE die:
  • Add the values of the blue and white dice together. Cross out the number on the first table that equals this sum. Scoring the blue die has no effect on the white die.
  • If this number is already crossed out, you cannot score the blue die.
  • If you have three Xs in a column, claim the bonus at the top of the column.
  • If you have four Xs in a row, claim the bonus at the end of the row.
  • Blue can be scored
    in any order
    .

  • Total points based on how many numbers crossed out. See the second table for details. (The X in the upper-left corner does not count as a number for purposes of scoring.)
R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
2
3
4
ORANGE 5
5
6
7
8
YELLOW X
9
10
11
12
FOX


#s Xd out
1
2
3
4
5
6
7
8
9
10
11
Points
1
2
4
7
11
16
22
29
37
46
56


Example: if scoring a blue 3 with a white 2, cross out the 5.

(Blue rewards both easy-to-get and hard-to-get dice and doesn't care when or how you get them. There's a good amount of bonus power too. But the harder numbers to get are a lot harder to get, and it's possible to find yourself in a situation where it's literally impossible to score Blue no matter what you roll.)


Spoiler: Scoring a GREEN die:
  • If the green die's value is >= the
    leftmost uncrossed number
    in the green row, cross that number out.
  • If the green die's value is < the
    leftmost uncrossed number
    in the green row, you cannot score the green die.
  • If all numbers are crossed out, you cannot score the green die.
  • If you cross out a number that has a bonus listed under it, claim that bonus.
  • Green must always be scored
    in order from left to right
    .

  • Total points based on the below table; score the value listed in Points under the rightmost crossed number.
Die value >=
1
2
3
4
5
1
2
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66


Example: if the first two numbers (1 and 2) are crossed out and you score a Green 5, you can cross out the 3. (5 >= 3)
(Green starts out slow, but finishes off with a bang. Once you get past the first part, mediocre dice in late-game can be surprisingly helpful. But getting past the first part can be tough, as you need the right roll at just the right time - or a well-timed bonus.)


Spoiler: Scoring an ORANGE die:
  • Write the value of the orange die in your leftmost open orange slot; if there is a bonus under that slot, claim that bonus.
  • If there is a multiplier under that slot, multiply the die times the value of the multiplier and write the product instead.
  • If there are no slots remaining, you cannot score the orange die.
  • Orange must always be scored
    in order from left to right
    .

  • Total points: sum of all written values.
Slot:
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3


Example: if the first three slots have already been scored and you score an Orange 6, that gains a x2 multiplier - so you'd get a 12 in the 4th slot instead of a 6.
(Orange offers the most flexibility; it's the only color with no limitations on when you can score it {other than running out of slots}. The multipliers can provide a nice boost as well, making Orange the category with the most scoring potential. But Orange needs high numbers at all times to thrive, and you'll find opponents more than eager to give you Orange 1s right when your multipliers are ready to be filled ...)


Spoiler: Scoring a PURPLE die:
  • In order to legally score a Purple die, the number you are scoring must beat the most recent number you scored in Purple.
  • Higher numbers beat lower numbers. (
    Ties don't count!
    )
  • Everything
    beats a 6. (Including other 6s.)
  • The first number you score in Purple is automatically OK to score.

  • Total points: sum of all written values.
Slot:
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN


Example: if your last Purple scored was a 3, you could score a Purple 4, 5, or 6; you could not score a Purple 1, 2, or 3.
(Purple is bonus central. Like Orange, it offers nine bonuses out of eleven slots. Instead of multipliers, it offers more dice and tokens, which can set up some amazing chain reactions. Watch out for the scoring restriction, though - Purple 4s and 5s can leave the next slot in line tough to fill.)


Spoiler: Scoring a WHITE die:
  • Choose any of the five other colors. Follow that color's instructions, but substitute "white die" wherever "<color> die" appears.
  • If the instructions say you cannot score the <color> die, you cannot score the white die as that color (but may still be able to score it as a different color).
  • EXCEPTION: If you choose blue, swap "blue die" with "white die", AND vice versa.
  • If you are scoring the white die on your turn, you will freeze and keep the white die, not the die of the color you scored it as. (Even if you scored it as blue.)


Spoiler: Bonuses:
All bonuses *must* be claimed immediately when eligible. Please state that you are claiming a bonus when you do so.

Dice - All dice bonuses must be used immediately when acquired. All dice bonuses ignore the current value of the dice completely.
  • YELLOW X: cross out any number in YELLOW. (Please specify which number {including column} when you claim this bonus.)
  • BLUE X: cross out any number in BLUE. (Please specify which number when you claim this bonus.)
  • GREEN X: cross out the leftmost uncrossed number in GREEN.
  • ORANGE #: write the number listed in the leftmost open slot in ORANGE. Multipliers apply if present.
  • PURPLE 6: write a 6 in the leftmost open slot in PURPLE, regardless of the value of the purple die.
  • WILD!: choose any one of the above bonuses. If choosing Orange or Purple, use a 6 for the #. (Please specify which color you want and {if blue or yellow} which number you want to cross out.)
Tokens - Token bonuses may be used immediately (if relevant) or saved for later. Tokens leftover at the end of the game are worth nothing.
  • R TOKEN: claim one R(eroll) TOKEN; you may save it for later use. R TOKENS can be used during your turn to re-roll all unfrozen dice. You may use any number of R TOKENs during your turn.
  • S TOKEN: clain one S(core) TOKEN; you may save it for later use (or use it immediately, if you receive it at the end of your turn). S TOKENS can be used at the end of ANY turn to score any die. You may use any number of S TOKENs at a time, but you cannot use multiple S TOKENS on the same die.
  • (If you have leftover S TOKENs at the end of the game, you've done something wrong. Saving them for later can be helpful, but make sure to use them at some point!)
FOXes: At the end of the game, gain points equal to your lowest scoring category, times the number of FOXes you earned.

(FOXes encourage scoring diversity. If you neglect any of the categories, they won't be worth much.)

Chain reactions: it is possible when scoring a bonus die to gain another bonus. If this happens, you must claim and use the new bonus immediately. This bonus can then in turn give you another bonus, and so on. If this happens, you must claim all bonuses acquired in the order they are received. Don't forget to state what you want to do with any Yellow / Blue bonuses you may acquire as the chain triggers!

It's also possible to claim two bonuses simultaneously in Blue (row/column) and Yellow (row/diagonal). If this happens, the row bonus will be processed first (and any chain reactions it triggers), then the column/diagonal.
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Post Post #6 (ISO) » Fri Oct 16, 2020 7:14 am

Post by Farren »

Activity / Conduct RulesAll site rules apply.

Players have 48 hours from the time I announce their turn to start their turn. A player starts their turn when they roll the dice for the first time.
Players have 24 hours from starting their turn to finish their turn.
Players have 48 hours to score a die at the end of their opponents' turns.
When starting a timer, I will start the timer from the top of the next hour.
Players on V/LA, or players requesting extra time (with a banner displayed or announced in the thread) will get an extra 24 hours per deadline.

Please do not edit or delete posts made during your turn, especially posts with dice tags in them.

Please make sure to state which die you are scoring (and what you are doing with bonuses, if any!) before rolling dice.


Spoiler: Missed deadlines
If a player misses a deadline, I will do the following:

First time: I will prod the player, giving them another 48 hours.
Second time: I will prod the player, giving them another 24 hours.
Third time (or if a prod is ignored): I will look for a replacement player. If I cannot find one in 48 hours, I will auto-play their hand.
- If it is their turn, I will play out their turn. For the first two rolls, I will score the lowest value die that can legally be scored; tie-breaker is color order (yellow first {left column first}, blue second, etc.) For the third roll, I will score the highest value die that can legally be scored (same tie-breaker). If I have to score a White die, I will use color order to determine what color to score it as. I will not use R tokens or S tokens. If I get bonuses, I will claim yellow Xs as the highest remaining, left-most number; I will claim blue Xs as the highest available number.
- If it is not their turn, I will score the highest value die that can legally be scored. (Same guidelines as above, otherwise.)


Spoiler: Takebacks
If a player wishes to change a decision:
- As this is modeled after a roll-and-write, players may not change their decision about scoring a die once it is posted, unless their decision was illegal. Everyone's using pens.


If a mistake, error, or illegal play occurs, I will do one of the following:
- Let the mistake stand. I will do this if the mistake is inconsequential, is a simple omission, or if the mistake is not discovered by the end of the next player's turn (except for serious, game-breaking errors).
- Rewind the game to the state before the mistake was made. I will do this for errors that may have a lasting impact on the game state. I will not do this if the mistake isn't discovered by the end of the player's next turn, unless the error is game-breaking. - Auto-play the player's hand (using the rules for inactive players).
I will only do this if a player edits or deletes a post with dice in it.
Presence of a "Static" tag alone will not trigger this clause; they sometimes crop up in odd places.
- If you accidentally roll dice incorrectly, goof up, or make a mistake,
do not edit or delete the post with the error.
Flag me down and I'll make a ruling. Also see: Takebacks and Precedents.

Spoiler: Precedents
  • If a player rolls too many dice, extra dice from right-to-left will be voided; the other dice will stand.
  • If a player does not roll enough dice, they must roll the missing dice. Previous results will stand.
  • If a player rolls dice higher than a d6, results between 1-6 will stand; results higher than 6 will be voided and play rewound.
  • If a player rolls dice lower than a d6, the roll will be voided and play rewound.
  • If a player fails to score a die when they should during their turn and re-rolls as if they *hadn't* scored, I will assume their intent was to use an R TOKEN and subtract one from their stock.
  • If a player tries to use an R TOKEN when they didn't have one available and re-rolls as if they had used one, the entire roll will be voided and play rewound to before the roll.
  • If a player fails to score a die when they should during their turn and re-rolls as if they *had* scored, if there is no ambiguity over which dice they should have scored based on how many dice they rolled, I will treat if as if they had scored the one possible choice. If there *is* ambiguity, the roll will be voided and play rewound back to before the roll. (Note: scoring Yellow without specifying a column counts as ambiguity unless one of the numbers is crossed out.)
  • If a player fails to claim a YELLOW or BLUE bonus that they were entitled to and rolls dice, the roll will be voided and play rewound back to before the roll. This also applies to chain reaction situations where a BLUE or YELLOW bonus is awarded due to collecting a different bonus.
  • If a player fails to claim a GREEN, ORANGE, or PURPLE bonus, I will treat it as if they had claimed it when they should have (unless claiming it results in qualifying for a YELLOW or BLUE bonus).
  • If a roll is displayed as "Static", I will void the roll and rewind to the point just before it; the player will be obligated to roll at that point. (Static rolls occur if a post with dice tags is edited, or if dice tags are copied or quoted from another post.
    Please do not edit posts with dice tags.
    )


Players are free to chat in-thread.

Players may ask questions about the game in-thread or via PM. If in-thread, please bold my name to make sure I see it.
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Post Post #7 (ISO) » Fri Oct 16, 2020 7:15 am

Post by Farren »

Sample turns
Spoiler: Sample Turn - first turn of the game
Player 1: Farren (going first)
Player 2: Opponent (going second)

Round 1. Both Farren and Opponent gain one R TOKEN at the start of the round. Both of us have the scoresheets listed in the rules - totally empty.

I go first.

First roll. I roll 6d6. (Normally this would be done with dice tags.) My results: 1,3,4,2,1,1 -> Yellow 1, Blue 3, Green 4, Orange 2, Purple 1, White 1.

I score and KEEP: the White 1. I can choose what color to score White as, so I score it as Blue. With Blue, we add White + Blue together, so I mark off the Blue 4 in my box. 1 is the lowest possible value, so I don't have to freeze and LOSE any dice on this roll.

R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
2
3
X
ORANGE 5
5
6
7
8
YELLOW X
9
10
11
12
FOX


Second roll. White's now frozen, so I roll 5d6. My results: 2,5,1,1,5 -> Yellow 2, Blue 5, Green 1, Orange 1, Purple 5.
I score and KEEP the Green 1. With Green, the number I roll has to be >= the leftmost number in line. 1 >= 1, so I'm okay on that front. (The X below replaces the 1 that used to be there. Next time I score Green, I'll need a 2 or higher.)
Again, I scored the lowest number, so I don't freeze or LOSE any of the remaining dice.

Die value >=
X
2
3
4
5
1
2
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66


Third roll. I roll 4d6 (Green and White both frozen). Results: 2,3,1,3 -> Yellow 2, Blue 3, Orange 1, Purple 3.
I score and KEEP the Purple 3. As this is my third roll, I have to freeze all remaining dice and move them to LOST.

Slot:
3
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN


Dice at the end of the turn:

KEPTLOST
WHITE 1
YELLOW 2
GREEN 1
BLUE 3
PURPLE 3
ORANGE 1


If I had an S TOKEN, I could use it right now to score any of those dice. I don't, so I can't.

Opponent must now choose one of the three LOST dice to score. Opponent opts for the Blue 3. As before, the Blue and White dice get added together. 3 + 1 is still 4, so Opponent marks off their Blue 4 on their grid. (Theirs now looks like mine.)

Opponent could also use an S TOKEN, but they don't have one either.

Spoiler: Sample turn - Opponent responds
Same game as the first turn. Opponent's Blue board looks like this (from the die they scored during my turn); everything else is at its starting level.

R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
2
3
X
ORANGE 5
5
6
7
8
YELLOW X
9
10
11
12
FOX


Opponent's first roll. They roll 6d6: 5,4,5,2,1,5 -> Yellow 5, Blue 4, Green 5, Orange 2, Purple 1, White 5.
They score and KEEP: the Blue 4. 4+5 = 9; they mark off the Blue 9.
4 is not the lowest valued die, so they also must freeze and LOSE the Orange 2 and the Purple 1.

R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
2
3
X
ORANGE 5
5
6
7
8
YELLOW X
X
10
11
12
FOX


Second roll. Blue, Orange, and Purple are all frozen; rolling 3d6. Results: 4,1,4 -> Yellow 4, Green 1, White 4.
They score and KEEP: the Yellow 4, choosing the 4 in the 4th column.
4 is not the lowest, so they also freeze and LOSE the Green 1.

10 pts14 pts16 pts20 ptsRow Bonus
3
6
5
X
BLUE X
2
1
X
5
ORANGE 4
1
X
2
X
GREEN X
X
3
4
6
FOX
Diag
onal
bonus
==>
S TOKEN


Third roll. Everything except White is now frozen; rolling 1d6. Results: 3 -> White 3.
Scoring White as Purple.
Slot:
3
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN


Dice at the end of the turn:

KEPTLOST
BLUE 4
ORANGE 2
YELLOW 4
PURPLE 1
WHITE 3
GREEN 1



I now have to pick one of the three LOST dice. I can't take the Green 1 (my next Green requires >= 2; 1 doesn't qualify). I can't take the Purple 1 (1 does not beat a 3).
I have to take the Orange 2.

Slot:
2
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3

Spoiler: Partial turn - going out with a bang, or a whimper (Chain Reactions / Paying attention)
The above game is just about over. It's Round 6, and Opponent is taking their final turn.
They have: 4 R TOKENs and : 0 S TOKENs.
Here's their board so far:
10 pts14 pts16 pts20 ptsRow Bonus
3
6
5
X
BLUE X
2
1
X
X
ORANGE 4
X
X
X
X
GREEN X
X
X
X
X
FOX
Diag
onal
bonus
==>
S TOKEN

R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
2
X
X
ORANGE 5
X
X
X
8
YELLOW X
X
10
11
X
FOX

Die value >=
X
X
X
X
5
1
2
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66

Slot:
6
5
6
12
3
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3

Slot:
3
6
4
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN


Their first roll: 165225 -> Yellow 1, Blue 6, Green 5, Orange 2, Purple 2, White 5.
They score and KEEP: Green 5. They freeze and LOSE: Yellow 1, Orange 2, Purple 2.

Green update:

Die value >=
X
X
X
X
X
1
2
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66


Second roll (2d6): 3,1. Blue 3, White 1.
They KEEP: White 1, scoring as Green. This claims a Blue X.
With that Blue X, they mark off the 11 in Blue, completing the column. This claims a Purple 6.
Marking off the Purple 6 claims ANOTHER Blue X. With that, they mark off the 2 in Blue, completing the row. That claims an Orange 5.
They mark off the Orange 5, claiming an S TOKEN - and finishing the chain reaction.

Blue update:

R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
X
X
X
ORANGE 5
X
X
X
8
YELLOW X
X
10
X
X
FOX


Green update:

Die value >=
X
X
X
X
X
X
2
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66


Orange update:

Slot:
6
5
6
12
3
5
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3


Purple update:
Slot:
3
6
4
6
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN


Unfortunately, Opponent has made an error here. In locking the White 1 in place, they're no longer able to score Blue; nothing they roll can get them an 8 or a 10, and that's all that's left to score. Opponent should have used an R TOKEN instead of scoring the White 1; if that White 1 were literally any other number, they'd have had a chance to score their blue die as well - not only getting points for that, but also setting themselves up to score a pair of bonuses - a FOX and a Green X (which would itself pay off a FOX!) or a Yellow and an S TOKEN (the Yellow being worth 16 points ...)

Opponent still has to roll the Blue die - and they can use R TOKENs if they want (maybe the first result gives me something amazing!) but they're going to end up losing it no matter what they do. I'll get four dice to pick from instead of the usual three.
Last edited by Farren on Fri Oct 16, 2020 10:05 am, edited 6 times in total.
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Post Post #8 (ISO) » Fri Oct 16, 2020 7:16 am

Post by Farren »

Signups are now open. /in to join! Comments / questions / feedback welcome as always.
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Post Post #9 (ISO) » Fri Oct 16, 2020 8:27 am

Post by NotAJumbleOfNumbers »

/in, and a sample turn would be nice.
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Post Post #10 (ISO) » Fri Oct 16, 2020 8:31 am

Post by Farren »

Got it. I've got a few on tap; I just need to format them. Will start working on that. :)
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Post Post #11 (ISO) » Fri Oct 16, 2020 1:19 pm

Post by Nancy Drew 39 »

/in
***
We just need to tread carefully because if you slip up around her as scum she notices and will tear your spine out and slap you to death with it. (I'm slightly scared of Nancy)
~the worst
*******
Nancy is pretty heavenly ngl
~CheekyTeeky
*******
Nancy-scum feels like a hot knife slicing through butter. Nancy-town feels like a magnifying glass in the sun glaring down at an insect.
~Taly
***
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Post Post #12 (ISO) » Fri Oct 16, 2020 1:24 pm

Post by Farren »

48 hour timer has started.
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Post Post #13 (ISO) » Fri Oct 16, 2020 4:21 pm

Post by Sirius9121 »

in
余命数か月ばかりの恋に点滴で扶養する患者達
被害者の甘い期待を弔い悔悟の機会を躊躇うドクター
所以など行方知らず未知の病巣に臥す患者達
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Post Post #14 (ISO) » Fri Oct 16, 2020 4:49 pm

Post by Snakes »

Lol, you keep running games that I own

/in
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Post Post #15 (ISO) » Fri Oct 16, 2020 5:51 pm

Post by Farren »

That's four!

Let's get this started. Rolling for starting player. This time, I'm going to set the starting player officially as Player 1 to keep things straight, then re-organize based on sign-up order from there.

Original Roll String: 1d4
1 4-Sided Dice: (3) = 3
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Post Post #16 (ISO) » Fri Oct 16, 2020 5:55 pm

Post by Farren »

Round 1 begins. All players receive one R TOKEN, allowing them to re-roll all unfrozen dice once during their turn. These tokens are consumed when used.
All players now have 1 R TOKEN.

It is now
Snakes
's turn.

SnakesR TOKENs: 1
S TOKENs: 0

Spoiler: Yellow
10 pts14 pts16 pts20 ptsRow Bonus
3
6
5
X
BLUE X
2
1
X
5
ORANGE 4
1
X
2
4
GREEN X
X
3
4
6
FOX
Diag
onal
bonus
==>
S TOKEN

Spoiler: Blue
R TOKEN
GREEN X
PURPLE 6
S TOKENRow Bonus
X
2
3
4
ORANGE 5
5
6
7
8
YELLOW X
9
10
11
12
FOX


#s Xd out
1
2
3
4
5
6
7
8
9
10
11
Points
1
2
4
7
11
16
22
29
37
46
56

Spoiler: Green
Die value >=
1
2
3
4
5
1
2
3
4
5
6
Bonus
(NONE)
(NONE)
(NONE)
S TOKEN
(NONE)
BLUE X
FOX
(NONE)
PURPLE 6
R TOKEN
(NONE)
Points
1
3
6
10
15
21
28
36
45
55
66

Spoiler: Orange
Slot:
Bonus:
(NONE)
(NONE)
R TOKEN
x2
YELLOW X
S TOKEN
x2
FOX
x2
PURPLE 6
x3

Spoiler: Purple
Slot:
Bonus:
(NONE)
(NONE)
R TOKEN
BLUE X
S TOKEN
YELLOW X
FOX
R TOKEN
GREEN X
ORANGE 6
S TOKEN
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Post Post #17 (ISO) » Sat Oct 17, 2020 2:42 am

Post by Snakes »

Ok, apologies if I mess anything up.

Original Roll String: 6d6
6 6-Sided Dice: (1, 6, 1, 4, 4, 3) = 19
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Post Post #18 (ISO) » Sat Oct 17, 2020 2:44 am

Post by Snakes »

Yellow 2, Blue 5, Green 3, Orange 4, Purple 1, White 3.

Score the purple 1.

Original Roll String: 5d6
5 6-Sided Dice: (5, 3, 1, 5, 6) = 20
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Post Post #19 (ISO) » Sat Oct 17, 2020 2:46 am

Post by Snakes »

Yellow 5, Blue 6, Green 6, Orange 3, White 4

Score the orange 3

Original Roll String: 4d6
4 6-Sided Dice: (5, 1, 5, 3) = 14
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Post Post #20 (ISO) » Sat Oct 17, 2020 2:48 am

Post by Snakes »

Yellow 6, Blue 4, Green 5, White 6

Score the white 6 as a purple 6

Lost dice: yellow 6, blue 4, green 5
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Post Post #21 (ISO) » Sat Oct 17, 2020 2:54 am

Post by NotAJumbleOfNumbers »

Score bottom-right 6 using the yellow 6
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Post Post #22 (ISO) » Sat Oct 17, 2020 4:20 am

Post by Sirius9121 »

Score bottom-right 6 using the yellow 6
余命数か月ばかりの恋に点滴で扶養する患者達
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Post Post #23 (ISO) » Sat Oct 17, 2020 4:29 am

Post by Farren »

Snakes: Roll 1 - Yellow 2, Blue 5, Green 3, Orange 4, Purple 1, White 3.

He scores and KEEPS: Purple 1; he LOSES: nothing (no values lower than 1.)

Roll 2 - Yellow 5, Blue 6, Green 6, Orange 3, White 4.

He scores and KEEPS: Orange 3; he loses: nothing (no values lower than a 3.)

Roll 3 - Yellow 6, Blue 4, Green 5, White 6

He score and KEEPS: White 6, scoring as Purple; he loses: Yellow 6, Blue 4, Green 5.

Dice at end of turn
KEPTLOST
PURPLE 1
YELLOW 6
ORANGE 3
BLUE 4
WHITE 6
GREEN 5


Everyone EXCEPT Snakes must now choose and score a die from the LOST column. Kept dice are provided for reference, use of S TOKENs (if any), and for use of the Blue and White dice (if scoring Blue, or if scoring White as Blue).

NotAJumbleOfNumbers scores the Yellow 6 (4th column).
Sirius9121 scores the Yellow 6 (4th column).

Will update scores and scoring grids momentarily.

Once Nancy Drew 39 choose a die to score, we'll move on to Round 1-2 and NotAJumbleOfNumbers's turn.
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Post Post #24 (ISO) » Sat Oct 17, 2020 4:31 am

Post by Farren »

(by the way - anyone looking for tips on how to take their turn from a "typing it up and making it legible and obvious what you're doing" perspective as well as an "all moves were legal and correctly performed" perspective - Snakes's turn was perfectly executed. I was able to copy-and-paste quite a bit of it when doing my write-up.)
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