Family Game Night 2 (Welcome to the Dungeon) Inspir

For completed/abandoned Mish Mash Games.
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Post Post #275 (ISO) » Tue Jan 15, 2019 6:24 am

Post by mallowgeno »

Randomidget retreats to Vie

Fall 1906


Image

Orders due:

(expired on 2019-01-16 13:00:00)
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Post Post #276 (ISO) » Wed Jan 16, 2019 5:22 am

Post by mallowgeno »

Fall 1906

Image

Spoiler: England Orders
A Edi HOLD


Spoiler: France Orders
F MAO :right: ENG
F WES :right: TYS
F TYS :right: Nap (supported by
A Rom
)
F Tun :right: ION
A Par HOLD
A Lvp
Support HOLD
Edi
A Pie :right: Ven
A Rom
Support MOVE
to Nap from TYS


Spoiler: Germany Orders
F NTH
Support MOVE
to Edi from NWG
F NWG :right: Edi (supported by
F NWG
)
F Nwy HOLD
A Den :right: Swe
A Kie :right: Ruh
A Mun HOLD
A Bel HOLD
A Yor :right: Lvp


Spoiler: Turkey Orders
F EAS
Support HOLD
ION
F Gre
Support HOLD
ION
F ION
Support HOLD
Nap
F ADR
Support HOLD
Ven
A Rum
Support HOLD
Bud
A Ser
Support HOLD
Bud
A Bud HOLD
A Sev
Support HOLD
Rum


Spoiler: Italy Orders
No orders submitted :(


Spoiler: Austria Orders
A Tyr
Support HOLD
Tri
A Vie
Support HOLD
Tri
A Tri
Support HOLD
Ven
A Stp HOLD
A Lvn HOLD


Italy is forced to retreat off Nap
England is forced to retreat off Cly
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Post Post #277 (ISO) » Wed Jan 16, 2019 5:24 am

Post by mallowgeno »

Winter 1906

Image

England has 0 SC and 1 unit, the have been
eliminated

France Has 10 SC and 9 units so they will build 1 unit
Germany has 9 SC and 8 units so they can build 1 unit
Turkey has 9 SC and 8 units so they will build 1 unit
Italy has 1 SC and 2 units so they will disband 1 unit
Austria has 5 SC and 5 units so they will not build

Timer for builds (expired on 2019-01-17 11:30:00)
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Post Post #278 (ISO) » Wed Jan 16, 2019 5:28 am

Post by VashtaNeurotic »

OFFER TO DRAW
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Post Post #279 (ISO) » Wed Jan 16, 2019 6:10 am

Post by CaptainMeme »

I'll agree to that.
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Post Post #280 (ISO) » Wed Jan 16, 2019 11:07 am

Post by Randomnamechange »

*barbossa saying agreed*
vonflare (21:40)
you suck randomidget
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Post Post #281 (ISO) » Wed Jan 16, 2019 1:15 pm

Post by inspiratieloos »

Sure
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Post Post #282 (ISO) » Wed Jan 16, 2019 1:27 pm

Post by NotAJumbleOfNumbers »

I agree.
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Post Post #283 (ISO) » Wed Jan 16, 2019 1:32 pm

Post by Charles510 »

I’m eliminated, but I agree.
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Post Post #284 (ISO) » Wed Jan 16, 2019 5:33 pm

Post by mallowgeno »

Diplomacy Result


Since all players have agreed to draw the game will end.

Inspiratieloos finishes in first and will receive immunity and an advantage in the next round table

VashtaNeurotic and CaptainMeme have tied for second and will both receive immunity and split a smaller advantage.

Charles510 and Cheery Dog, you both are the
Duel Candidates
so you two will face off in a duel.

EVERYONE
has 24 hours to PM me a list of which game you wish to veto from most to least

Spoiler: Duel Games
-Lost Cities
-Cribbage
-Love Letter
-Welcome to the Dungeon
-Qwixx
-Killer VS Inspector
-Santorini
-Hive
-Codenames
-Raptor
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Post Post #285 (ISO) » Wed Jan 16, 2019 7:33 pm

Post by Cheery Dog »

I disagree, I was enjoying not having to do anything.

(also it's not against Vash, I guess I'll just have to defeat him in COTM instead)
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Post Post #286 (ISO) » Wed Jan 16, 2019 10:01 pm

Post by inspiratieloos »

Wouldn't it be reasonable to assume that unless someone notes otherwise their list will be the same every time? (and the opposite of their normal list if they're playing)
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Post Post #287 (ISO) » Thu Jan 17, 2019 9:33 am

Post by mallowgeno »

In post 286, inspiratieloos wrote:Wouldn't it be reasonable to assume that unless someone notes otherwise their list will be the same every time? (and the opposite of their normal list if they're playing)
Yeah that is fine if you would like to say that. I just everyone to have a chance if they want to change their mind.
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Post Post #288 (ISO) » Thu Jan 17, 2019 12:16 pm

Post by mallowgeno »

Charles Vetos Raptor
Cheery Vetos Love Letter
Jumble Vetos Hive
Random Vetos Welcome to the Dungeon
Vash Vetos Cribbage
Meme Vetos Lost cities

That leaves...
1. Qwixx
2. Killer VS Inspector
3. Santorini

Original Roll String: 1d3
1 3-Sided Dice: (2) = 2
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Post Post #289 (ISO) » Thu Jan 17, 2019 12:43 pm

Post by mallowgeno »

Image

How to play:


A PDF form of rules can be found HERE or if you like to have someone talk to you, a video can be found HERE

How this specific challenge will work:


The goal of the game is to have more points than your opponent at the end of the game. You will have this score sheet:

Image

On your turn you will roll 6 dice. 2 dice will be
WHITE
, 1 die will be
RED
, 1
BLUE
, 1
GREEN
, and 1
YELLOW
. You must specify when rolling.

When it is your turn, you may utilize the public dice first, then you may combine 1 public die and 1 color die. So for example, lets say this was rolled:

5
,
6
,
1
,
4
,
6
,
4


When combining the public dice (the white dice) they may be used as any color. So here you could mark off any 11 you want. You would want to mark off a
green
or a
blue
11 most likely though because
once you mark a number, you CANNOT mark off any other numbers of that color that are to the left
. So if you marked off the
green
11 you could no longer mark off the
green
12. You would not want to mark off the
red
11 because then you couldn't mark off 2 through 10 of
red
.

You do not have to mark off what the public die roll is but if you don't then you must combine a public die with a color die. If you choose not to mark off any numbers or you are unable to, you must mark off a box in the bottom right corner and you will lose 5 points at the end of the game for each 'x' there. Let's say we marked off the
green
11 with the public dice. Now we can use the
green
4 and public die with the 6 to make '10' and mark off the
green
10. Not a bad turn!

When it is not your turn you have the OPTION of using the public dice if you wish. So for this example, my opponent could also use the 5 and 6 to mark off an 11 on their sheet. This is optional when it is not your turn.

The Lock at the end of the row:


Once you have 5 boxes of 1 color marked off, you get the ability to try and lock that color. If you are able to mark off the number on the far right of a color you also get to mark off the lock!

For example if I have 5 boxes marked off in
green
I gain the ability to mark off the '2' if I can get a dice combination. Once I do, I mark off the '2' AND the lock, giving me a total of 7 marked boxes for
green
. Once a color is locked no one can mark off that color any further and that die color is removed from the game.

Ending the game:


The game ends when either 2 colors have been locked OR someone has marked all 4 of their -5 point spaces in the bottom right.

Scoring:


For each row you will count how many boxes you have marked off. You will go to the 'Kreuze' row and find the number you had and then look underneath on the 'Punkte' row to see how many points you get for that color. For example with our
green
row we have 7 boxes marked so we would get 28 points for that color.

After you have added all of those up you will subtract 5 points for each box you have marked in the bottom right.

The player who has more points at the end of the duel wins!
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Post Post #290 (ISO) » Thu Jan 17, 2019 12:45 pm

Post by mallowgeno »

Since you both finished with 0 SC I will flip a coin to see who goes first

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

1. Cheery
2. Charles
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Post Post #291 (ISO) » Thu Jan 17, 2019 12:45 pm

Post by mallowgeno »

Cheery will go first! When rolling just specify which dice are which color. If you want you could do something like this:

White/White/Red/Blue/Green/Yellow

Original Roll String: 6d6
6 6-Sided Dice: (3, 3, 2, 5, 5, 4) = 22
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Post Post #292 (ISO) » Thu Jan 17, 2019 12:52 pm

Post by mallowgeno »

Cheery Dog

RED
23456789101112LOCK
YELLOW
23456789101112LOCK
GREEN
12111098765432LOCK
BLUE
12111098765432LOCK
-5 points


Charles510

RED
23456789101112LOCK
YELLOW
23456789101112LOCK
GREEN
12111098765432LOCK
BLUE
12111098765432LOCK
-5 points
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Post Post #293 (ISO) » Thu Jan 17, 2019 1:05 pm

Post by Cheery Dog »

White, White, Red, Yellow, Green, Blue (I think we should always have that order so it fits with the scorecard)
Original Roll String: 6d6
6 6-Sided Dice: (1, 2, 2, 4, 5, 2) = 16
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Post Post #294 (ISO) » Thu Jan 17, 2019 1:06 pm

Post by mallowgeno »

In post 293, Cheery Dog wrote:White, White, Red, Yellow, Green, Blue (I think we should always have that order so it fits with the scorecard)
That's a good call
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Post Post #295 (ISO) » Thu Jan 17, 2019 1:08 pm

Post by Cheery Dog »

10 green.
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Post Post #296 (ISO) » Thu Jan 17, 2019 1:10 pm

Post by mallowgeno »

Cheery Dog

RED
23456789101112LOCK
YELLOW
23456789101112LOCK
GREEN
1211X98765432LOCK
BLUE
12111098765432LOCK
-5 points


Charles510

RED
23456789101112LOCK
YELLOW
23456789101112LOCK
GREEN
12111098765432LOCK
BLUE
12111098765432LOCK
-5 points


Charles, you may use the 7 if you would like


Just a reminder, you must use the community dice before you use a colored die combination.
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Post Post #297 (ISO) » Thu Jan 17, 2019 1:39 pm

Post by mallowgeno »

Also you may roll after choosing if you want to use the 7
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Post Post #298 (ISO) » Thu Jan 17, 2019 11:07 pm

Post by Charles510 »

I'm going to pass on that 7.

Roll: W,W,R,Y,G,B

Original Roll String: 6d6
6 6-Sided Dice: (1, 2, 4, 3, 5, 3) = 18
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Post Post #299 (ISO) » Thu Jan 17, 2019 11:14 pm

Post by Charles510 »

Not such a good starting roll...

8 blue
Locked

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