Goblins Minesweepers - A New Adventure (Closed)

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Davecom3
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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by Davecom3 » Mon Aug 05, 2013 6:08 am

Goska spawns on D3. Map 1, as specified last turn.
Last edited by Davecom3 on Thu Aug 08, 2013 9:12 am, edited 1 time in total.

Nerre
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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by Nerre » Mon Aug 05, 2013 6:18 am

If it is not jump, then one of the two who just got out of the map should respawn on F6, else we might need to blow up a mine + rescue somebody to reach the final field.

In the old forum I remember the rule "all safe fields are connected", but this seems not to be the rule this time, since we cannot move diagonally, right?
:zzz:

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LooksAndSmiles
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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by LooksAndSmiles » Mon Aug 05, 2013 6:30 am

Nerre wrote: In the old forum I remember the rule "all safe fields are connected", but this seems not to be the rule this time, since we cannot move diagonally, right?
That is the rule for maps that have a "labyrinth" or "maze" layout.

If you bothered to fully read the turn 0 post, it clearly states that this map has a random layout. :)
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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by Nerre » Mon Aug 05, 2013 6:50 am

Seems I missed this little line over the quote. :>
LooksAndSmiles wrote:TL;DR: The Turn 0 starts here.
:zzz:

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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by Davecom3 » Mon Aug 05, 2013 7:13 am

If zigit is still on vacation, No-Legs will punch one of the pygmies.

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kida
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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by kida » Mon Aug 05, 2013 7:18 am

Nerre wrote:If it is not jump, then one of the two who just got out of the map should respawn on F6, else we might need to blow up a mine + rescue somebody to reach the final field.

In the old forum I remember the rule "all safe fields are connected", but this seems not to be the rule this time, since we cannot move diagonally, right?

We need to clear only 1 map in order to progress.
We can leave F6 hidden

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Zigit
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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by Zigit » Mon Aug 05, 2013 7:28 am

I'm back, and No-Legs was going to try to throw one of the pygmies onto B3. :)

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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by Davecom3 » Mon Aug 05, 2013 2:10 pm

Stumbles has Jump.

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Re: Goblins Minesweepers - A New Adventure (Turn 8)

Post by Nerre » Tue Aug 06, 2013 12:57 am

Yes, but I just read it works only in a straight line and you can only jump over 1 field per level. Se would have to go to D6 or F4 and then jump. But as D6 is not far from where she is, it might only delay our victory over this map for 4 more turns. :)
But that is okay, as long as nobody get's a time out.
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LooksAndSmiles
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Goblins Minesweepers - A New Adventure (Turn 9)

Post by LooksAndSmiles » Thu Aug 08, 2013 10:06 am

Turn 9 >>Next Turn

Tries-and-Dies moves to C5, which is a "2" and not a mine. He still feels sick. +1XP
Flags Mines moves to C1, exploring a "2". +1XP
Oops moves back to D4. She finally resists the poison, but she is delirious from the former effects. This means she cannot use skills that would allow multiple tile movement (she has none, so no biggie), and she cannot attack.

Goska Bluey spawns on D3.

MINI MAP 1: Forest In Peace
Image
Players:
Oops
Tries-and-Dies
Flags Mines
Goska Bluey
---
KABOOM (AWOL)

Oh See That Shiny moves to E2, revealing yet another "2". +1XP
Finds Mines spawns on C5, with her equipment. She cannot attack just yet, but her candy (a lollipop) catches the attention of one of the pygmies...
Blitz Craig flags B3.
No-Legs tries to shake off the little monster, but it hangs onto her too tightly. Since it spent this round grabbing and the other one got distracted by the candy, No-Legs recieves no damage.

MINI MAP 2: The Road of the Forgotten
Image
Players:
Blitz Craig
Oh See That Shiny
No-Legs
Finds Mines
Flags Fuses flags E6 and picks the blue and yellow tokens. He did not say which one he wants to activate, but he can still say so.
White Metal (white) spawns on A6, uncovering a "1". +1XP
Stumbles around moves down to B5, revealing a "3". He also takes his share in falling into swamp pits! +1XP

MINI MAP 3: Marshland Marches
Image
Players:
---
White Metal (white)
Stumbles around
Flags Fuses
---
Train Wreck (AWOL)

Skill information unlocked
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Item information unlocked
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Achievements
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Character Sheets:
.[tabs:Blitz Craig]
Jibjib's Blitz Craig
Level 1, XP: 5. Deaths: 2

Active Skills 1/2: evil (use corpse)
Unused Skills 1/2: spelunky (run)
Inventory: 7 / 10 flags

Hammerspace: 3 coins, no equipment
[tabs:Finds Mines]
Arch Lich Burns' Finds Mines
Level 1, XP: 11. Deaths: 1

Active Skills 2/2: hero(return), Warning (Cooldown until Turn 27)
Unused Skills 0/2:
Inventory: 8 / 10 flags, whip, candy, fedora

Hammerspace: 0 coins, shield
[tabs:Flags Fuses]
Nerre's Flags Fuses
Level 0, XP: 9. Deaths: 2

Active Skills 0/2:
Unused Skills 2/2: Visions, hero(return)
Inventory: 8 / 10 flags, Carved Figure of Hiccuping

Hammerspace: empty
[tabs:Flags Mines]
WearsHats' Flags Mines
Level 2, XP: 5. Deaths: 3

Active Skills 2/3: Call (level 2), Treasure
Unused Skills 1/3: seer (resist)
Inventory: 9 / 10 flags

Hammerspace: 11 coins, no equipment
[tabs:*Goska Bluey*]
Davecom3's Goska Bluey
Level 2, XP: 11. Deaths: 2 - Leader (3 LP)

Marks: Sign of Goodwill*
Active Skills 3/3: Jump, Rescue, Push
Unused Skills 1/3: Visions, (Cooldown until Turn 26),
Inventory: 9 / 10 flags, whip, Y-shaped stick

Hammerspace: 0 coins
*Sign of Goodwill:
Heals an ally (including self) for 2 HP, in a radius of 3 movement range. The leader can't act anything else this turn, and gains 1 XP upon successful heal.[/tabs]

.[tabs:KABOOM]
DoubleFried's KABOOM
Level 0, XP: 3. Deaths: 1

Active Skills 0/1:
Unused Skills 0/1:
Inventory: 10 / 10 flags

Hammerspace: empty
[tabs:No-Legs]
Zigit's No-Legs
Level 2, XP: 6. Deaths: 2 , 4/5HP , cannot jump

Active Skills 3/3: Warning (Cooldown until Turn 26), Jump (level 2), Answer the Call
Unused Skills 0/3:
Inventory: 9 / 10 flags, bow (9 arrows)

Hammerspace: 0 coins, frying pan, Y-stick, guitar
[tabs:Oh See That Shiny]
Theis2's Oh See That Shiny
Level 1, XP: 12. Deaths: 2

Active Skills 2/2: hero(shout), evil(greed)
Unused Skills 0/2:
Inventory: 8 / 10 flags

Hammerspace: 4 coins, sword, Y-stick
[tabs:Oops]
BeanDip's Oops
Level 1, XP: 2. Deaths: 0 , 3/5HP, delirious

Active Skills 1/2: hero(return)
Unused Skills 1/2: Treasure!
Inventory: 9 / 10 flags

Hammerspace: empty[/tabs]

.[tabs:Stumbles around]
GathersIngredients' Stumbles around
Level 2, XP: 8. Deaths: 2

Active Skills 3/3: Rescue, Jump, evil(greed)
Unused Skills 1/3: Visions (Cooldown until Turn 26)
Inventory: 12 / 13 flags , boots, frying pan, pointy stick

Hammerspace: 6 coins, 10ft pole
[tabs: Train Wreck]
WhirdCheese's Train Wreck
Level 0, XP: 0. Deaths: 0

Active Skills 0/1:
Unused Skills 0/1:
Inventory: 10 / 10 flags

Hammerspace: empty
[tabs:Tries-and-Dies]
gamecreator's Tries-and-Dies
Level 1 XP: 13. Deaths: 3, sick

Active Skills 2/2: Call, Jump (level 1)
Unused Skills 0/2:
Inventory: 12 / 13 flags, jacket, trousers, boots, frying pan, whip

Hammerspace: 2 coins, pebble of teleportation, 10ft pole
[tabs:White Metal]
kida's White Metal (white)
Level 1, XP: 9. Deaths: 1

Active Skills 2 / 2: spelunky(run), hero(return)
Unused Skills 1 / 2: unaligned(+1 pow),
Inventory: 8 / 9 flags

Hammerspace: 5 coins, trousers, flute, sword[/tabs]
Last edited by LooksAndSmiles on Thu Aug 15, 2013 11:04 am, edited 1 time in total.
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by WearsHats » Thu Aug 08, 2013 10:11 am

Flag D1.

Did Finds just encounter the Lollipop Guild?
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by BeanDip » Thu Aug 08, 2013 10:14 am

oops flags D5

pick up flag at C5

(edited: forgot that picking up flags was a free action. thanks Dave.)
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by Arch Lich Burns » Thu Aug 08, 2013 10:21 am

Throw candy to d4

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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by gamecreator » Thu Aug 08, 2013 10:36 am

Tries throws his pan onto C6. If the tile doesn't blow up, then he steps there.

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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by Theis2 » Thu Aug 08, 2013 11:29 am

Shiny moves to D2
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by Jibjib » Thu Aug 08, 2013 12:17 pm

Craig steps back up to A1.
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by Davecom3 » Thu Aug 08, 2013 12:49 pm

BeanDip, you should claim your misplaced flag as well since it's a free action. I advise Burns to do the same with her flag on B4. At least, I believe the flag belonged to Burns.

Further, if it's alright with Stumbles and White Metal, I advise White Metal to move upward so as to pull Stumbles from the muck to A6 and Stumbles flag B6 or jump towards F6 leaving flagging B6 for White Metal(discuss which of those two alternatives you like more amongst yourselves).

Goska will attempt to heal any damage the poison may have inflicted on Oops. If she can rescue Tries-and-Dies afterward(not certain if skill simply replaces move/mark, or total turn, inluding pre-action, post-action, free acton), she does.

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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by kida » Thu Aug 08, 2013 1:31 pm

White metal moves to A5 and tries to pull Stumbles out of the swamp

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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by Nerre » Thu Aug 08, 2013 2:51 pm

Try to pull Stumbles to B6, then we have all tiles except F6.

Flags Fuses activates both skills, since he got 2 skills and 2 slots for active skills, right?
Then he moves to D5 so he can help Stumbles next turn, if the help from White is not enough this turn.
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Zigit
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by Zigit » Thu Aug 08, 2013 3:14 pm

Alright I'll try punching the little blighter, then.

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kida
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by kida » Thu Aug 08, 2013 4:35 pm

Nerre wrote:Try to pull Stumbles to B6, then we have all tiles except F6.
B6 is a mine so I don't want to pull her there ;)

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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by Davecom3 » Thu Aug 08, 2013 4:49 pm

Nerre, you can't activate either one of those skills. It was possible to activate one of them immediately when it was obtained, but you didn't activate either skill immediately. The only time that you can activate them, then, is when you are off the map.

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LooksAndSmiles
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by LooksAndSmiles » Fri Aug 09, 2013 1:17 am

Davecom3 wrote:Nerre, you can't activate either one of those skills. It was possible to activate one of them immediately when it was obtained, but you didn't activate either skill immediately. The only time that you can activate them, then, is when you are off the map.
No, he can still activate one of them. I assume people may forget to do so when they get them (especially if they are new and still learning the ropes), so I'm willing to wait one or two turns. Other than that you are right. :)
Davecom3 wrote:(not certain if skill simply replaces move/mark, or total turn, inluding pre-action, post-action, free acton)
Healing is a "main" action. The description might be a bit confusing, I think. :S
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by GathersIngredients » Fri Aug 09, 2013 2:11 am

If Stumbles can do so from being stuck in the bog-hole, he'll flag B6.
If he can't but is able to act after being pulled out of the hole by White Metal (Thanks, pal!), he'll jump towards F6 as far as he can, employing the 10ft pole for more distance. He will NOT jump onto B6 or any other known mine locations -> flags. (e.g. if he is pulled onto A5, he'll jump to C5, or however far towards the F column he can, but not as far as F5. If FF is in the way of Stumbles jumping the maximal possible distance, Stumbles swerves into the 6 row, C or D, whatever he can reach.)



Edit:
adjusted the post according to equipment misperception.
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Re: Goblins Minesweepers - A New Adventure (Turn 9)

Post by LooksAndSmiles » Fri Aug 09, 2013 2:19 am

GathersIngredients wrote:If Stumbles can do so from being stuck in the bog-hole, he'll flag B6.
If he can't but is able to act after being pulled out of the hole by White Metal (Thanks, pal!), he'll jump towards F6 as far as he can, employing the 10ft pole for more distance. He will NOT jump onto B6 or any other known mine locations -> flags. (e.g. if he is pulled onto A5, he'll jump to C5, or however far towards the F column he can, but not as far as F5. If FF is in the way of Stumbles jumping the maximal possible distance, Stumbles swerves into the 6 row, C or D, whatever he can reach.)
Hint: you have the pointy stick and the pan equipped, you left the 10ft pole off-map :)
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Skill Table Cheat Sheet for my players in the Minesweepers game.
Random dragons I help growing up:ImageImageImageImage And my own dragons are here. The hatched ones like the clicks! :D

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