Mornington Crescent (2011 East ruleset, golden pockets)

For completed/abandoned Mish Mash Games.
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Post Post #4 (isolation #0) » Thu Oct 25, 2018 3:33 am

Post by vonflare »

You're all crazy, it's been proven that the optimal move for turn 1 is
Phipps Bridge
to
Morden Road
. I take 3 poison counters as a result, but I'm really close to a Star Space and gain one Winds of Magic die.
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Post Post #7 (isolation #1) » Thu Oct 25, 2018 6:04 am

Post by vonflare »

Alright, you probably see where I'm going with this, but:

Morden Road
to
Phipps Bridge


That's another 3 poison counters and a second Winds of Magic die
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Post Post #17 (isolation #2) » Thu Oct 25, 2018 2:16 pm

Post by vonflare »

Phipps Bridge
to
Morden Road
.

That's 9 poison counters so I can't make that move any more, but that's enough for me to put my plan into action. I'll use all 3 of my winds of magic dice:

Original Roll String: 3d6
3 6-Sided Dice: (2, 6, 4) = 12
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Post Post #18 (isolation #3) » Thu Oct 25, 2018 2:20 pm

Post by vonflare »

-3 from RC's runesmith results in a roll of 14, more than enough to cast any spell from the Lore of Ruin.

I cast Crack's Call, creating a crack in the earth running north-south. From now on, anyone crossing the midsection of the board needs to roll a dexterity save or fall to their doom.
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Post Post #20 (isolation #4) » Thu Oct 25, 2018 2:42 pm

Post by vonflare »

Fine, here.



Even with RC's -3, a 6 is just barely enough to cast Crack's Call, though I wouldn't be able to cast some of the higher-tier spells with a low roll like that. Fortunately I aimed for a mid-tier spell this time.
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Post Post #37 (isolation #5) » Sun Nov 04, 2018 3:14 pm

Post by vonflare »

In post 36, NotAJumbleOfNumbers wrote:do I have to create a character sheet
yes, but the only box you're required to fill out is the backstory
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