Desert Bus: The Board Game [4/4 Players]

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Desert Bus: The Board Game [4/4 Players]

Post Post #0 (ISO) » Sat Nov 17, 2018 4:36 pm

Post by JDGA »

Like deserts?
Like buses?
Ready to drive a bus through the desert in the most realistic boardgaming experience you've ever seen?
Then you're ready for...

DESERT BUS: THE BOARD GAME


The objective of the game is to drive 360 miles from Tucson to Las Vegas without crashing your bus.

There are three ways for the bus to crash:
1) Drive off either side of the road.
The road has five lanes - two on either side of the road, plus the centre line. If you move left off the left side or right off the right side, the bus crashes.
2) Play more than two STOP cards in a single turn.
The engine of the bus is well-aged, and in the heat of the desert it will overheat if left idling too long.
3) Hold more than 20 cards in your hand at any time.
Playing cards is your way of keeping yourself focused on the road, if you stop entertaining yourself you'll get bored and crash.

The game alternates between two phases:
1) Drawing cards
2) Playing cards

For forum play, all players take their turns as quickly or slowly as they like, there is no alternation. I will draw cards for you, then you choose which cards you would like to play.

In Phase 1, you draw a random number of cards from 1 to 6. Each card draw represents distance travelled (roughly 0.04 miles per card).

In Phase 2, you can play as many or as few cards as you like. Here are the different cards available:
  • LEFT - Move the bus left one lane.
  • RIGHT - Move the bus right one lane.
  • STOP - Slow the bus down (by one card)
  • HORN -
    *honk*

  • BUGSPLAT - Appearing extremely rarely, playing this card causes a bug to splat against the windshield of the bus.
As such, the idea is to keep playing through your hand as you drive the bus, until you reach the goal. Upon achieving this, you score a point! Then you get to turn around and do it all again.
Oh, and there's one more rule: The steering on the bus is slightly misaligned, and every mile travelled the bus will automatically drift one lane to the right.

There are also several bus stops you will pass on your journey. Making bus stops is optional and there is no consequence for missing them, but if you wish to stop for them, you must be in the far-right lane before you pass them and then play two STOP cards on the turn you reach them. You will usually receive at least one turn's warning when you see a bus stop before you pass it.

Inactivity Policy: If 48 hours pass without you making a move, you gain an inactivity strike. If you have three strikes, any non-player can choose to replace you. In this case, your bus will crash and they will begin their own journey. You lose your most recent strike immediately if you return to the game, and additional strikes after driving a complete mile.

To join, simply type /in here and select your starting lane. (far left - centre left - centre - centre right - far right)

Spoiler: Hall of Fame
DriverPointsCrashesBug SplatsBus StopsTotal MilesTotal Time
Flicker00000000001***.***:**
animorpherv100000000001***.***:**
StrangerCoug00000000000***.***:**
Vijarada00000000100003.900:05


Spoiler: Interest Queue
  1. Inferno390
Last edited by JDGA on Wed Dec 12, 2018 8:35 pm, edited 15 times in total.
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You know the wind will always come back.
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Post Post #1 (ISO) » Sat Nov 17, 2018 11:11 pm

Post by StrangerCoug »

/in
STRANGERCOUG: Stranger Than You!

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Post Post #2 (ISO) » Sun Nov 18, 2018 12:08 am

Post by JDGA »

I'll default you to the centre-left lane.
Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

(You can do this roll yourself in future turns if you like)
Fickle, cold and harsh or caring and warm
Strongly opinionated or barely invested, but a constant
You know the wind will always come back.
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Post Post #3 (ISO) » Sun Nov 18, 2018 12:13 am

Post by JDGA »

DriverOdometerTimeLaneCards
StrangerCoug000.007:30Centre-Left2

Spoiler: StrangerCoug's Hand
  1. Right
  2. Horn
Last edited by JDGA on Sun Nov 18, 2018 12:43 am, edited 1 time in total.
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Post Post #4 (ISO) » Sun Nov 18, 2018 12:38 am

Post by Vijarada »

In far left. Lmao.
get a warrant
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Post Post #5 (ISO) » Sun Nov 18, 2018 12:39 am

Post by JDGA »

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2
Fickle, cold and harsh or caring and warm
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You know the wind will always come back.
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Post Post #6 (ISO) » Sun Nov 18, 2018 12:41 am

Post by JDGA »

DriverOdometerTimeLaneCards
StrangerCoug000.007:30Centre-Left2
Vijarada000.107:30Far Left3

Spoiler: StrangerCoug's Hand
  1. Right
  2. Horn

Spoiler: Vijarada's Hand
  1. Stop
  2. Horn
  3. Left
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You know the wind will always come back.
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Post Post #7 (ISO) » Sun Nov 18, 2018 12:47 am

Post by Vijarada »

Play Horn and nothing else
get a warrant
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Post Post #8 (ISO) » Sun Nov 18, 2018 12:48 am

Post by JDGA »

*honk*

Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
Fickle, cold and harsh or caring and warm
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You know the wind will always come back.
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Post Post #9 (ISO) » Sun Nov 18, 2018 12:49 am

Post by JDGA »

DriverOdometerTimeLaneCards
StrangerCoug000.007:30Centre-Left2
Vijarada000.107:30Far Left3

Spoiler: StrangerCoug's Hand
  1. Right
  2. Horn

Spoiler: Vijarada's Hand
  1. Stop
  2. Left
  3. Left
Fickle, cold and harsh or caring and warm
Strongly opinionated or barely invested, but a constant
You know the wind will always come back.
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Post Post #10 (ISO) » Sun Nov 18, 2018 1:01 am

Post by Vijarada »

Play nothing
get a warrant
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Post Post #11 (ISO) » Sun Nov 18, 2018 8:01 am

Post by StrangerCoug »

Right, then honk
STRANGERCOUG: Stranger Than You!

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Post Post #12 (ISO) » Sun Nov 18, 2018 8:24 am

Post by JDGA »

*honk*

Original Roll String: 2d6
2 6-Sided Dice: (4, 2) = 6
Fickle, cold and harsh or caring and warm
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Post Post #13 (ISO) » Sun Nov 18, 2018 8:27 am

Post by JDGA »

DriverOdometerTimeLaneCards
StrangerCoug000.107:30Centre2
Vijarada000.407:30Far Left9

Spoiler: StrangerCoug's Hand
  1. Left
  2. Horn

Spoiler: Vijarada's Hand
  1. Stop
  2. Left
  3. Left
  4. Left
  5. Left
  6. Stop
  7. Stop
  8. Right
  9. Right
Fickle, cold and harsh or caring and warm
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You know the wind will always come back.
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Post Post #14 (ISO) » Sun Nov 18, 2018 8:58 am

Post by StrangerCoug »

Honk
STRANGERCOUG: Stranger Than You!

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Post Post #15 (ISO) » Sun Nov 18, 2018 9:53 am

Post by Flicker »

/in far left
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Post Post #16 (ISO) » Sun Nov 18, 2018 10:38 am

Post by Vijarada »

Play two rights
get a warrant
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Post Post #17 (ISO) » Sun Nov 18, 2018 10:44 am

Post by JDGA »

*honk*

Original Roll String: 3d6
3 6-Sided Dice: (6, 5, 5) = 16
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Post Post #18 (ISO) » Sun Nov 18, 2018 10:48 am

Post by JDGA »

DriverOdometerTimeLaneCards
StrangerCoug000.207:30Centre2
Vijarada000.607:30Centre13
Flicker000.007:30Far Left1

Spoiler: StrangerCoug's Hand
  1. Left
  2. Stop

Spoiler: Vijarada's Hand
  1. Stop
  2. Left
  3. Left
  4. Left
  5. Left
  6. Stop
  7. Stop
  8. Stop
  9. Stop
  10. Right
  11. Stop
  12. Horn
  13. Left

Spoiler: Flicker's Hand
  1. Stop
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Post Post #19 (ISO) » Sun Nov 18, 2018 11:28 am

Post by Vijarada »

Two lefts, a right, another left, then a horn
get a warrant
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Post Post #20 (ISO) » Sun Nov 18, 2018 11:29 am

Post by Vijarada »

Which comes first, I win or you siteflake?
get a warrant
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Post Post #21 (ISO) » Sun Nov 18, 2018 11:45 am

Post by JDGA »

who knowsssssss
(also you should probably start doing something about your pile of stop cards soon)
Original Roll String: 1d6
1 6-Sided Dice: (1) = 1
Fickle, cold and harsh or caring and warm
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You know the wind will always come back.
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Post Post #22 (ISO) » Sun Nov 18, 2018 11:51 am

Post by Flicker »

Play nothing
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Post Post #23 (ISO) » Sun Nov 18, 2018 11:52 am

Post by JDGA »

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
Fickle, cold and harsh or caring and warm
Strongly opinionated or barely invested, but a constant
You know the wind will always come back.
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Post Post #24 (ISO) » Sun Nov 18, 2018 11:53 am

Post by JDGA »

Three 6s for Vijarada and two 1s for Flicker wow o_o
DriverOdometerTimeLaneCards
StrangerCoug000.207:30Centre2
Vijarada000.807:30Far Left14
Flicker000.007:30Far Left2

Vijarada sees a bus stop in the distance. Making bus stops is optional and there is no consequence for missing them, but if you wish to stop for them, you must be in the far-right lane before you pass them and then play two STOP cards on the turn you reach them.

Spoiler: StrangerCoug's Hand
  1. Left
  2. Stop

Spoiler: Vijarada's Hand
  1. Stop
  2. Left
  3. Left
  4. Stop
  5. Stop
  6. Stop
  7. Stop
  8. Stop
  9. Stop
  10. Right
  11. Left
  12. Left
  13. Right
  14. Horn

Spoiler: Flicker's Hand
  1. Stop
  2. Right
Fickle, cold and harsh or caring and warm
Strongly opinionated or barely invested, but a constant
You know the wind will always come back.
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