Family Game Night 2 (Welcome to the Dungeon) Inspir

For completed/abandoned Mish Mash Games.
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Post Post #1464 (isolation #600) » Wed Jun 19, 2019 11:12 am

Post by mallowgeno »

Baby on 6 is moved to the mother tile. Inspir is up with 5 actions

ESCAPE!
1
1
1
2
BABY

2
2
3
BABY

3
3
HUNTER
TANGO
XXX
XXX
XXX
XXX
XXX
XXX
HUNTER
ALPHA
1
BABY

1
1
ROCK
2
MAMA

2
2
3
ROCK
3
3
XXX
XXX
XXX
XXX
XXX
XXX
1
ROCK
1
1
2
2
ROCK
2
3
ROCK
3
3
ESCAPE!
XXX
XXX
XXX
4
4
ROCK
4
ROCK
5
5
5
6
6
6
ESCAPE!
XXX
XXX
XXX
HUNTER
OMEGA
4
BABY

4
4
5
5
5
6
ROCK
6
6
HUNTER
DELTA
XXX
XXX
XXX
ESCAPE!ROCK
4
4
4
5
5
BABY

5
6
6
6
XXX
XXX
XXX


Spoiler: actions
Raptor Actions and Cards
Actions

- (1ap) Baby Raptor moves one space
- (1ap) Mother moves in a straight line (If wounded player must spend as many actions as there are sleep tokens before performing this action)
- (1ap) Mother kills a scientist on an neighboring orthogonal space
- (1ap) Mother wakes up a baby raptor on a neighboring orthogonal space
- (1ap) Mother puts out an entire fire. This removes a fire in a neighboring orthogonal space and all fire tokens connected orthogonaly to that space and so on.

Cards

(1)
Mother's Call and Shuffle-Move a baby raptor to the same tile as the mother. Then shuffle the draw pile and discard pile to form a new draw pile.
(2)
Disappearance and Observation-Remove the mother from the board. Then once the scientist finishes their turn place the mother on any free space. The scientist player will have to show you their card they are playing before you choose your card next turn.
(3)
Fear-Frighten one scientist of your choice. This scientist is inactive until set back upright.
(4) x2
Mother's Call-Move up to 2 baby raptors to the same tile as the mother
(5) x2
Recovery-Remove two sleep tokens from the mother, or wake up two baby raptors (or remove one sleep token and wake up one baby).
(6)
Disappearance and Observation-Remove the mother from the board. Then once the scientist finishes their turn place the mother on any free space. The scientist player will have to show you their card they are playing before you choose your card next turn.
(7) x3
Recovery-Remove 3 sleep tokens from the mother, or wake up 3 baby raptors (or do a combination of both equaling 3 total).
(8) x2
Fear-Frighten 2 scientists of your choice. These scientists are inactive until set back upright.
(9)
No Effect


Scientist Actions and Cards
Actions

(
SCIENTISTS can only perform ONE aggressive action (capture or shoot) per turn
)

- (1ap) Scientist moves one space
- (1ap) Set a frightened scientist back upright (cannot be done the same turn it was frightened)
- (1ap) Scientist puts a baby raptor to sleep (can only shoot on an adjacent orthogonal space)
- (1ap) Scientist captures a sleeping baby raptor (must be on an adjacent orthogonal space)
- (1ap) Scientist shoots at the mother raptor (can be done in a straight line orthogonaly unobstructed by rocks or non-frightened scientists)

Cards

(1)
Sleeping gas and shuffle-Put one baby raptor to sleep. This raptor must be located on the same tile as a scientist or an adjacent orthogonal tile. The raptor player cannot wake this baby on the same turn it was put to sleep. Then shuffle your draw and discard pile.
(2)
Reinforcements-Place 1 or 2 scientists from your reserve on empty spaces located alongside the long edges of the board. You can only place these scientists on the square tiles, not the L-shaped. If you have no scientists you do nothing.
(3) x2
Jeep-Move a scientist as many spaces as you like in a straight line without hitting an obstacle. If the jeep drives over a fire space the fire is put out. You can split these 2 moves between 2 scientists.
(4) x2
Sleeping gas and shuffle-Put 2 baby raptors to sleep. These raptors must be located on the same tile as a scientist or an adjacent orthogonal tile. The raptor player cannot wake these babies on the same turn they were put to sleep.
(5) x2
Fire-Place 2 fire tokens on free spaces on the board. A fire token can only be placed orthogonally adjacent to a scientist or an existing fire token (including one placed this turn)
(6)
Reinforcements-Place 1 or 2 scientists from your reserve on empty spaces located alongside the long edges of the board. You can only place these scientists on the square tiles, not the L-shaped. If you have no scientists you do nothing.
(7) x3
Fire-Place 3 fire tokens on free spaces on the board. A fire token can only be placed orthogonally adjacent to a scientist or an existing fire token (including one placed this turn)
(8) x4
Jeep-Move a scientist as many spaces as you like in a straight line without hitting an obstacle. If the jeep drives over a fire space the fire is put out. You can split these 4 moves between 4 scientists.
(9)
No Effect
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Post Post #1466 (isolation #601) » Thu Jun 20, 2019 9:14 am

Post by mallowgeno »

I'm going to be V/LA until the 1st of July, flying to Guatemala


Sorry to put a pause on the game!
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Post Post #1467 (isolation #602) » Wed Jul 03, 2019 11:49 am

Post by mallowgeno »

ESCAPE!
1
1
1
2
BABY

2
2
3
BABY

(ZZZ)
3
HUNTER
TANGO

3
XXX
XXX
XXX
XXX
XXX
XXX
HUNTER
ALPHA
1
BABY

1
1
ROCK
2
MAMA

2
2
3
ROCK
3
3
XXX
XXX
XXX
XXX
XXX
XXX
1
ROCK
1
1
2
2
ROCK
2
3
ROCK
3
3
ESCAPE!
XXX
XXX
XXX
4
4
ROCK
4
ROCK
5
5
5
6
6
6
ESCAPE!
XXX
XXX
XXX
HUNTER
OMEGA

4
BABY

(ZZZ)
4
4
5
5
5
6
ROCK
6
6
XXX
XXX
XXX
ESCAPE!ROCK
4
4
4
5
5
BABY

5
6
6
6
HUNTER
DELTA
XXX
XXX
XXX


Spoiler: actions
Raptor Actions and Cards
Actions

- (1ap) Baby Raptor moves one space
- (1ap) Mother moves in a straight line (If wounded player must spend as many actions as there are sleep tokens before performing this action)
- (1ap) Mother kills a scientist on an neighboring orthogonal space
- (1ap) Mother wakes up a baby raptor on a neighboring orthogonal space
- (1ap) Mother puts out an entire fire. This removes a fire in a neighboring orthogonal space and all fire tokens connected orthogonaly to that space and so on.

Cards

(1)
Mother's Call and Shuffle-Move a baby raptor to the same tile as the mother. Then shuffle the draw pile and discard pile to form a new draw pile.
(2)
Disappearance and Observation-Remove the mother from the board. Then once the scientist finishes their turn place the mother on any free space. The scientist player will have to show you their card they are playing before you choose your card next turn.
(3)
Fear-Frighten one scientist of your choice. This scientist is inactive until set back upright.
(4) x2
Mother's Call-Move up to 2 baby raptors to the same tile as the mother
(5) x2
Recovery-Remove two sleep tokens from the mother, or wake up two baby raptors (or remove one sleep token and wake up one baby).
(6)
Disappearance and Observation-Remove the mother from the board. Then once the scientist finishes their turn place the mother on any free space. The scientist player will have to show you their card they are playing before you choose your card next turn.
(7) x3
Recovery-Remove 3 sleep tokens from the mother, or wake up 3 baby raptors (or do a combination of both equaling 3 total).
(8) x2
Fear-Frighten 2 scientists of your choice. These scientists are inactive until set back upright.
(9)
No Effect


Scientist Actions and Cards
Actions

(
SCIENTISTS can only perform ONE aggressive action (capture or shoot) per turn
)

- (1ap) Scientist moves one space
- (1ap) Set a frightened scientist back upright (cannot be done the same turn it was frightened)
- (1ap) Scientist puts a baby raptor to sleep (can only shoot on an adjacent orthogonal space)
- (1ap) Scientist captures a sleeping baby raptor (must be on an adjacent orthogonal space)
- (1ap) Scientist shoots at the mother raptor (can be done in a straight line orthogonaly unobstructed by rocks or non-frightened scientists)

Cards

(1)
Sleeping gas and shuffle-Put one baby raptor to sleep. This raptor must be located on the same tile as a scientist or an adjacent orthogonal tile. The raptor player cannot wake this baby on the same turn it was put to sleep. Then shuffle your draw and discard pile.
(2)
Reinforcements-Place 1 or 2 scientists from your reserve on empty spaces located alongside the long edges of the board. You can only place these scientists on the square tiles, not the L-shaped. If you have no scientists you do nothing.
(3) x2
Jeep-Move a scientist as many spaces as you like in a straight line without hitting an obstacle. If the jeep drives over a fire space the fire is put out. You can split these 2 moves between 2 scientists.
(4) x2
Sleeping gas and shuffle-Put 2 baby raptors to sleep. These raptors must be located on the same tile as a scientist or an adjacent orthogonal tile. The raptor player cannot wake these babies on the same turn they were put to sleep.
(5) x2
Fire-Place 2 fire tokens on free spaces on the board. A fire token can only be placed orthogonally adjacent to a scientist or an existing fire token (including one placed this turn)
(6)
Reinforcements-Place 1 or 2 scientists from your reserve on empty spaces located alongside the long edges of the board. You can only place these scientists on the square tiles, not the L-shaped. If you have no scientists you do nothing.
(7) x3
Fire-Place 3 fire tokens on free spaces on the board. A fire token can only be placed orthogonally adjacent to a scientist or an existing fire token (including one placed this turn)
(8) x4
Jeep-Move a scientist as many spaces as you like in a straight line without hitting an obstacle. If the jeep drives over a fire space the fire is put out. You can split these 4 moves between 4 scientists.
(9)
No Effect
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Post Post #1468 (isolation #603) » Wed Jul 03, 2019 11:53 am

Post by mallowgeno »

Jumble has conceeded

Inspir wins and will face Vash in the final 2!
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Post Post #1472 (isolation #604) » Thu Jul 04, 2019 9:09 am

Post by mallowgeno »

Hope to post things tomorrow, sorry today is busy with the American holiday
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Post Post #1474 (isolation #605) » Fri Jul 05, 2019 7:33 pm

Post by mallowgeno »

THE FINAL 2


Welcome to the final 2! You both have worked hard to make it this far and now only one opponent stands in your way!

The following are the 5 remaining games that have not been played yet. You will each PM me which 2 you would like to veto (a first choice and a second choice). Only one of your two choices will be vetoed (unless you both choose the same game as your veto in which the other vetoed game will be randomly chosen between both of your second choices).

-Cribbage
-Welcome to the Dungeon
-Santorini
-Hive
-Codenames

After two have been vetoed,
Vash
will choose which of the three remaining games to play first since he won the last Round Table. After that,
Inspiratieloos
will decide game 2. If a game 3 is necessary it will be the last remaining game.

If anyone has any questions please let me know!

You have
48 hours
to decide which 2 games (a first pick and a second pick) you would like to veto from this list.
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Post Post #1475 (isolation #606) » Fri Jul 05, 2019 7:34 pm

Post by mallowgeno »

In post 1473, inspiratieloos wrote:Btw, how was Guatemala?
It was an amazing experience! That was my first time on a plane, first time leaving the country. It was a really awesome time, we got to help out some of the villages there and really got to connect as a team. The missionaries we stayed with were super nice and friendly too.
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Post Post #1476 (isolation #607) » Mon Jul 08, 2019 4:00 am

Post by mallowgeno »

Inspiratieloos vetoes Codenames
Vash vetoes Santorini



-Cribbage
-Welcome to the Dungeon
-Hive


Vash
will choose our first game. Which would you like to play Vash?
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Post Post #1481 (isolation #608) » Tue Jul 09, 2019 12:03 pm

Post by mallowgeno »

Tomorrow I am free, Thursday after 3pm EST I am free I believe (might play soccer though at 6)
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Post Post #1482 (isolation #609) » Tue Jul 09, 2019 3:00 pm

Post by mallowgeno »

@Inspir do you need me to look up rules for you or do you want to do that on your own?
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Post Post #1484 (isolation #610) » Wed Jul 10, 2019 5:00 am

Post by mallowgeno »

Alright I will write up the rules
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Post Post #1485 (isolation #611) » Thu Jul 11, 2019 1:28 am

Post by mallowgeno »

Finalizing rules writeup, game should begin later today. Sorry for the slow response, been fairly busy with trying to clean out my old house/work.
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Post Post #1486 (isolation #612) » Fri Jul 12, 2019 5:50 pm

Post by mallowgeno »

Stolen from TwoInaMillion:

*This is a 2 player game. Once one player wins, whoever is first in the signup queue will play the victor, and the loser(if they wish) will go to the bottom of the signup queue.
*Anyone may add themselves to the signup queue at any time, even during a game.
*Backgammon consists of three stages, cribbing, bidding, and pegging.
*Each player is dealt 6 cards per round.
*During the cribbing stage, each player gives 2 of their 6 cards to the crib, and keeps the remaining 4 cards for their hand. One card is flipped face up as the "community card" that both players may use during pegging. One player each round owns the crib, and counts that cribs points at the end of the round in addition to all other points. The crib then rotates to the next player the next round. The player who has the crib first is randomly selected by random.org.
*After both players have given up the 2 cards(privately by pm to the mod) for the crib, play commences to the bidding phase. In the bidding phase, each player takes turns playing one of their 4 cards faceup one at a time. The object of bidding is to get the closest to 31 without going over. Face cards are worth the amount of the card(2 is worth 2, 3 is worth 3, etc.), 10, J, Q, and K are each worth 10. A is worth 1. If the bidding gets as close as it can to 31 and no one can play an additional card then "go" is declared and the person who played the last card gets 1 peg. Bidding then starts over with the player that did not play last going first. If the bidding count gets to exactly 31 then "31" is called and 2 points are pegged for the player that plays the card to 31. Otherwise, points are accumulated using the following points formula:
pair - 2 pegs
3 of a kind - 6 pegs
15(bidding adds up to 15) - 2 pegs
run of 3(does not have to be consecutive, i.e. 6-8-7 counts as run of 3) - 3 pegs
run of 4(same as above) - 4 pegs
Flush(4 in a row of the same suit) - 4 pegs
*The player who plays last in the bidding phase gets a peg for "last card" regardless.
*After all 8 cards have been bid, play commences to the pegging phase.

Pegging Phase
*The player without the crib counts their hand of 4 first. The points are the same as above, with the exception that there can be multiple 15s. A double run is two runs of 3 with a pair, such as 4456 or 7789 and is counted as 8, not including any 15s. After the player without the crib counts and pegs their hand, the player with the crib counts and pegs their hand, and finally the crib is counted and pegged. If you have J of the same suit as the community card it is "nobs" and counts as 1 peg. If the community card is a jack you get 2 pegs (His heels)
*After the pegging phase, play continues to the next round and all phases are repeated, until a player wins by reaching 121 points.

Sample Game

I will send first hands out tomorrow night after I get back from the beach. Random first player will be decided.
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Post Post #1488 (isolation #613) » Sat Jul 13, 2019 5:31 pm

Post by mallowgeno »

determining first player (higher number will get crib first)

Inspir
Original Roll String: 1d100
1 100-Sided Dice: (48) = 48


Vash
Original Roll String: 1d100
1 100-Sided Dice: (99) = 99
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Post Post #1489 (isolation #614) » Sat Jul 13, 2019 5:31 pm

Post by mallowgeno »

Inspiratieloos will have the crib first
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Post Post #1491 (isolation #615) » Sun Jul 14, 2019 9:23 am

Post by mallowgeno »

I am free tomorrow, Tuesday morning
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Post Post #1493 (isolation #616) » Tue Jul 16, 2019 2:24 am

Post by mallowgeno »

Vash are you available at noon today? If so we can do 1700 GMT +1 and start today if you're free inspir
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Post Post #1496 (isolation #617) » Tue Jul 16, 2019 5:20 am

Post by mallowgeno »

He has, I will be hovering around to see if Vash shows up. I shot him a message on discord.
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Post Post #1497 (isolation #618) » Tue Jul 16, 2019 5:22 am

Post by mallowgeno »

Vash will play first

Running to my bank real quick, should be back in like 20 but I can phone post if needed
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Post Post #1498 (isolation #619) » Tue Jul 16, 2019 10:22 am

Post by mallowgeno »

3S is the community card

Vash to start
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Post Post #1505 (isolation #620) » Wed Jul 17, 2019 2:58 am

Post by mallowgeno »

Vash is up

Count: 0

Inspir: 5
Vash: 0
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Post Post #1516 (isolation #621) » Wed Jul 17, 2019 12:14 pm

Post by mallowgeno »

Score looks correct to me. On to hand two
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Post Post #1517 (isolation #622) » Wed Jul 17, 2019 12:22 pm

Post by mallowgeno »

Vash's Crib, Inspir will lead
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Post Post #1519 (isolation #623) » Wed Jul 17, 2019 6:17 pm

Post by mallowgeno »

Yeah once you submit go ahead and post that so when the other player sees we can start
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Post Post #1521 (isolation #624) » Thu Jul 18, 2019 3:33 am

Post by mallowgeno »

Correct sorry

Community card is a 6D
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Post Post #1532 (isolation #625) » Thu Jul 18, 2019 3:38 pm

Post by mallowgeno »

After pegging

Vash: 14
Inspir: 24

After scoring hands:

Inspir: 39
Vash: 22

Crib:

6D
AC
6C
KD
JS

Inspir: 39
Vash: 24
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Post Post #1538 (isolation #626) » Fri Jul 19, 2019 3:55 am

Post by mallowgeno »

Vash is first this round
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Post Post #1553 (isolation #627) » Sat Jul 20, 2019 7:00 am

Post by mallowgeno »

Inspir: 57
Vash: 32

Handing out hand 4
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Post Post #1557 (isolation #628) » Sat Jul 20, 2019 10:37 am

Post by mallowgeno »

Inspir: 62
Vash: 34

Correct my bad inspir, sorry a bit distracted today

Community card is 3H

Inspir to start, Vash's crib
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Post Post #1569 (isolation #629) » Sun Jul 21, 2019 4:20 pm

Post by mallowgeno »

Inspir: 74
Vash: 45

Vash will start, Inspir's crib
Last edited by mallowgeno on Mon Jul 22, 2019 3:16 am, edited 1 time in total.
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Post Post #1586 (isolation #630) » Wed Jul 24, 2019 5:19 pm

Post by mallowgeno »

Inspir: 86
Vash: 51


Hand 6 coming up. Vash's crib, inspir will start
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Post Post #1602 (isolation #631) » Fri Jul 26, 2019 3:04 pm

Post by mallowgeno »

Inspir: 93
Vash: 83


Vash closes in on the gap. Hand 7 coming up
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Post Post #1603 (isolation #632) » Fri Jul 26, 2019 3:06 pm

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Inspir's Crib, Vash will start
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Post Post #1618 (isolation #633) » Sun Jul 28, 2019 3:26 pm

Post by mallowgeno »

Inspir: 108
Vash: 91


Remember we play to 121

Hand 8. Inspir starts, Vash crib
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Post Post #1632 (isolation #634) » Tue Jul 30, 2019 5:56 am

Post by mallowgeno »

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
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Post Post #1635 (isolation #635) » Tue Jul 30, 2019 7:56 pm

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Community card is 5D

Vash you begin
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Post Post #1639 (isolation #636) » Wed Jul 31, 2019 2:03 am

Post by mallowgeno »

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 #1644 (isolation #637) » Thu Aug 01, 2019 3:25 pm

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Will post the rules for the game tomorrow and hope to start game 2 this weekend
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Post Post #1645 (isolation #638) » Fri Aug 02, 2019 4:49 pm

Post by mallowgeno »

Stolen from Mauthe

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

Image

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
Goblin21
Tor
ch

Ring of Power
*
Skeleton22
Tor
ch

Holy
Grail

Ring of Power
*
Orc23
Tor
ch
Vampire24
Holy
Grail
Golem25
War Hammer
Lich16
Invisibility Cloak

Holy
Grail
Demon17
Invisibility Cloak

Demonic Pact
Dragon19
Invisibility 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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Post Post #1646 (isolation #639) » Fri Aug 02, 2019 4:50 pm

Post by mallowgeno »

If you guys have any questions please let me know!
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Post Post #1647 (isolation #640) » Sun Aug 04, 2019 4:26 pm

Post by mallowgeno »

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 (isolation #641) » Mon Aug 05, 2019 3:22 pm

Post by mallowgeno »

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: (1) = 1

-Vash
-Inspir

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

-Warrior
-Barbarian
-Mage
-Rouge
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Post Post #1649 (isolation #642) » Mon Aug 05, 2019 3:25 pm

Post by mallowgeno »

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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Post Post #1652 (isolation #643) » Wed Aug 07, 2019 12:59 am

Post by mallowgeno »

1 Card in the dungeon, Vash draws
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Post Post #1654 (isolation #644) » Wed Aug 07, 2019 4:12 pm

Post by mallowgeno »

Inspir?
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Post Post #1657 (isolation #645) » Fri Aug 09, 2019 11:37 am

Post by mallowgeno »

3 cards in the dungeon.

Vash
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Post Post #1658 (isolation #646) » Fri Aug 09, 2019 11:55 am

Post by mallowgeno »

Vash draws and chucks the card and removes the Demonic Pact

MAGE
: 2 Health Points
Spoiler: Equipment
NameEffect
Wall of FireHP +6
Bracelet of ProtectionHP +3
Holy GrailEliminate Monsters with even-numbered strength.
Demonic Pact
Eliminate 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 is up
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Post Post #1662 (isolation #647) » Sat Aug 10, 2019 5:14 am

Post by mallowgeno »

Vash adds to the dungeon

Inspir is up

5 monsters in the dungeon currently
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Post Post #1667 (isolation #648) » Wed Aug 14, 2019 5:10 pm

Post by mallowgeno »

7 in the dungeon, Inspir is up
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Post Post #1669 (isolation #649) » Thu Aug 15, 2019 2:00 pm

Post by mallowgeno »

Just confirming, you are having Vash enter the dungeon?
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Post Post #1671 (isolation #650) » Sun Aug 18, 2019 3:01 am

Post by mallowgeno »

Pinging Vash, I messaged him earlier but I haven't seen a response, just need him to be on with me to run the dungeon
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Post Post #1673 (isolation #651) » Sun Aug 18, 2019 5:19 pm

Post by mallowgeno »

MAGE
: 2 Health Points
Spoiler: Equipment
NameEffect
Wall of FireHP +6
Bracelet of ProtectionHP +3
Holy GrailEliminate Monsters with even-numbered strength.
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.


7 monsters in the dungeon!

First monster is...an
(3) ORC
. Will you Polymorph?
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Post Post #1675 (isolation #652) » Sun Aug 18, 2019 5:21 pm

Post by mallowgeno »

8 health remains...6 monsters...

Next is...A
(4) Vampire!
. But it is defeated with the holy grail...

Next is
(5) Golem
. Will you Polymorph?
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Post Post #1677 (isolation #653) » Sun Aug 18, 2019 5:24 pm

Post by mallowgeno »

It becomes...
(3) Orc
. 3 more damage is taken...

5 hp left, 4 monsters...

Another
(5) Golem
comes through and wipes out Vash...

Vash loses a life


Rest of the dungeon...

9
4
2
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Post Post #1678 (isolation #654) » Sun Aug 18, 2019 5:28 pm

Post by mallowgeno »

Vash has chosen Barbarian as next hero

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.
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Post Post #1679 (isolation #655) » Sun Aug 18, 2019 5:29 pm

Post by mallowgeno »

Vash has drawn and thrown a card in the dungeon

Inspir is up
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Post Post #1682 (isolation #656) » Mon Aug 19, 2019 1:28 pm

Post by mallowgeno »

Demonic Pact was removed. That is true. Fortunately didn't matter in this case
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Post Post #1685 (isolation #657) » Tue Aug 20, 2019 5:23 pm

Post by mallowgeno »

Vash draws and puts card in the dungeon

3 monsters in dungeon.

You're up Inspir
Locked

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