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Post Post #175 (ISO) » Sun Sep 06, 2020 5:40 am

Post by Farren »

Jake The Wolfie rolls a four-of-a-kind and claims a
Hunter
.

No more Hunters remain on the board.


It is now
NotAJumbleOfNumbers
's turn.

NotAJumbleOfNumbers
  • - Rolling 4 dice, 6 dice total
    Spoiler: full card list here
    Extra Dice CardsDescriptionManipulation CardsDescription
    Farmer+1 die at start of turnNoblewomanAdd +1 to any number of dice
    LaborerExtra die; starts as a 1AlchemistChange three dice; sum must not change
    GuardExtra die; starts as a 2
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Post Post #176 (ISO) » Sun Sep 06, 2020 7:43 am

Post by Jake The Wolfie »

In post 175, Farren wrote:Jake The Wolfie rolls a four-of-a-kind and claims a
Hunter
.
Incredible.
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Post Post #177 (ISO) » Sun Sep 06, 2020 8:56 am

Post by NotAJumbleOfNumbers »

Original Roll String: 4d6
4 6-Sided Dice: (5, 1, 6, 6) = 18
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Post Post #178 (ISO) » Sun Sep 06, 2020 8:57 am

Post by NotAJumbleOfNumbers »

Freeze 5, activate laborer and guard
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Post Post #179 (ISO) » Sun Sep 06, 2020 8:58 am

Post by NotAJumbleOfNumbers »

Original Roll String: 5d6
5 6-Sided Dice: (2, 6, 3, 2, 3) = 16
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Post Post #180 (ISO) » Sun Sep 06, 2020 9:00 am

Post by NotAJumbleOfNumbers »

Use Astronomer to change 526 into 544, use Noblewoman to change 4444 to 5555, claim General
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Post Post #181 (ISO) » Sun Sep 06, 2020 9:24 am

Post by Farren »

Astronomer can't make that change, and you don't have an Astronomer anyway. Fortunately, an Alchemist can - and that's what you have, so that works. (And yes, Alchemist can opt to only change two dice - as long as the sum stays the same and it's no more than three, it's good.)

NotAJumbleOfNumbers rolls a six-of-a-kind, claiming a
General
.

2
Generals remain on the board.

It is now
dsjstr
's turn.

dsjstr
  • - Rolling 4 dice, 5 dice total
    Spoiler: full card list here
    Extra Dice CardsDescriptionManipulation CardsDescription
    Charlatan (1)+1 die at start of turnServing Maid+1/+2/+3 to one die
    HunterExtra die; starts as a 3AstronomerChange one die; must match a frozen die
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Post Post #182 (ISO) » Sun Sep 06, 2020 10:07 am

Post by dsjstr »

Original Roll String: 4d6
4 6-Sided Dice: (6, 6, 5, 1) = 18
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Post Post #183 (ISO) » Sun Sep 06, 2020 10:10 am

Post by dsjstr »

Freeze a 4 and a 5
Original Roll String: 2d6
2 6-Sided Dice: (1, 2) = 3
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Post Post #184 (ISO) » Sun Sep 06, 2020 10:11 am

Post by dsjstr »

Freeze 6
Original Roll String: 1d6
1 6-Sided Dice: (6) = 6
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Post Post #185 (ISO) » Sun Sep 06, 2020 10:15 am

Post by dsjstr »

With a 3, 4, 4, 5 ,6 = 22

Take Merchant
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Post Post #186 (ISO) » Sun Sep 06, 2020 11:05 am

Post by Farren »

Using the Hunter at the end to bring the 3 into play. Looks good.

dsjstr rolls 3/4/4/5/6, which is >=20, claiming a
Merchant
.

1
Merchant remains on the board.

It is now
Gamma Emerald
's turn. After his turn, the shield will pass to him, starting Round 7. Gamma Emerald will then get another turn.

Gamma Emerald
  • - Rolling 4 dice, 5 dice total
    Spoiler: full card list here
    Extra Dice CardsDescriptionManipulation CardsDescription
    Farmer+1 die at start of turnMerchantRe-roll any number of dice
    HunterExtra die; starts as a 3PhilosopherChange two dice; sum must not change
    AstronomerChange one die; must match a frozen die
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Post Post #187 (ISO) » Sun Sep 06, 2020 11:11 am

Post by dsjstr »

I thought that the hunter would have been played automatically but next time I promise I will get it right :p
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Post Post #188 (ISO) » Sun Sep 06, 2020 11:14 am

Post by Farren »

Hunter and other cards like it aren't played until you choose to do so. Once you bring the die into play, it has to be frozen or re-rolled along with the other active dice. Not activating it until the end (or at all!) is OK too - and if you don't state you're using it sooner, I'll assume you're choosing not to use it. :)
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Post Post #189 (ISO) » Sun Sep 06, 2020 11:15 am

Post by Farren »

(barring cases like that where a 3 pops up out of nowhere - that's another case of "if there's only one legal way to make what you just did happen, I'll assume you're using that legal way.")
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Post Post #190 (ISO) » Mon Sep 07, 2020 5:38 am

Post by Gamma Emerald »

Original Roll String: 4d6
4 6-Sided Dice: (6, 5, 4, 3) = 18
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #191 (ISO) » Mon Sep 07, 2020 5:42 am

Post by Gamma Emerald »

take laborer
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #192 (ISO) » Mon Sep 07, 2020 5:46 am

Post by Farren »

Gamma Emerald rolls an 18, which is >= 15. He takes a
Laborer
.

1
Laborer remains on the board.

The shield passes to Gamma Emerald; it is now
Round 7
.

It is now
Gamma Emerald
's turn.

Gamma Emerald
  • - Rolling 4 dice, 6 dice total
    Spoiler: full card list here
    Extra Dice CardsDescriptionManipulation CardsDescription
    Farmer+1 die at start of turnMerchantRe-roll any number of dice
    LaborerExtra die; starts as a 1PhilosopherChange two dice; sum must not change
    HunterExtra die; starts as a 3AstronomerChange one die; must match a frozen die
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Post Post #193 (ISO) » Mon Sep 07, 2020 6:18 am

Post by Gamma Emerald »

Original Roll String: 4d6
4 6-Sided Dice: (6, 1, 2, 6) = 15
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #194 (ISO) » Mon Sep 07, 2020 6:25 am

Post by Gamma Emerald »

Activate Laborer and Guard, then use Merchant to reroll all 6 dice

Original Roll String: 6d6
6 6-Sided Dice: (1, 2, 5, 4, 4, 5) = 21
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Post Post #195 (ISO) » Mon Sep 07, 2020 6:26 am

Post by Gamma Emerald »

Use Philosopher to turn 3 and 5 into two 4s, freeze all 4s, then use Astronomer to turn the 1 into a 4

Take General
<Embrace The Void>


“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
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Post Post #196 (ISO) » Mon Sep 07, 2020 6:28 am

Post by Farren »

Gather enough people together, and soon you have an army ...


Gamma Emerald trades his way into a six-of-a-kind, claiming a
General
.

1
General remains on the board.

It is now
Dannflor
's turn.
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Post Post #197 (ISO) » Mon Sep 07, 2020 6:30 am

Post by Farren »

Dannflor
  • -
    Rolling 4 dice, 8 dice total

    Spoiler: full card list here
    Extra Dice CardsDescriptionManipulation CardsDescription
    Farmer+1 die at start of turnNoblewomanAdd +1 to any number of dice
    LaborerExtra die; starts as a 1
    GuardExtra die; starts as a 2
    Pawn BrokerExtra die; starts as a 4
    KnightExtra die; starts as a 5
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Post Post #198 (ISO) » Mon Sep 07, 2020 7:01 am

Post by Dannflor »

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Original Roll String: 1d6
1 6-Sided Dice: (3) = 3

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4
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Post Post #199 (ISO) » Mon Sep 07, 2020 7:03 am

Post by Dannflor »

Freeze 5, 5, and 5.

Activate Laborer and Guard.

Rerolling.

Original Roll String: 1d6
1 6-Sided Dice: (2) = 2

Original Roll String: 1d6
1 6-Sided Dice: (4) = 4

Original Roll String: 1d6
1 6-Sided Dice: (5) = 5

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