Goblins Minesweepers - Hexing Swamps (Turn 21 - Finished)

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Jibjib
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Jibjib » Fri May 17, 2013 2:39 pm

Craig will circle out for this turn
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Davecom3 » Fri May 17, 2013 2:45 pm

I guess she'll equip the yellow token and store the red. Maybe there's an achievement to unlock by having all the types of skills. She will attempt to rescue Croverus(Bouncing Burt).

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Zigit
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Zigit » Fri May 17, 2013 3:31 pm

Move to FLAG k6. Nevermind, should know better than to assume flags are correct....
Last edited by Zigit on Sun May 19, 2013 4:21 am, edited 1 time in total.

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Davecom3 » Fri May 17, 2013 3:40 pm

You were right the first time. Oh, well.

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GathersIngredients
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by GathersIngredients » Fri May 17, 2013 3:53 pm

Can I get a quick explanation/recap about the mud holes or whatever they are called? You step in and you sink knee deep. But you can still move the next turn, right? But if you don't move in the next turn, you sink waist deep and then are immobilized and need help. Can I use the rescue skill on people stuck in a mud hole, or is it exclusively working on mine explosions? Can I use rescue, while I am knee deep in a mud hole?

If one can move the turn after stepping into a mud hole, Stumbles moves to O4. (Aiming to move to O5 in the following turn. Hoping you don't screw me up, Wears, or anyone else that can spawn in the meantime. ;) )
If someone wants to move to a sure mine spot and get rescued and says so in the thread here, Stumbles will declare his rescue on them (the first one, if there are multiple people interested).
Else he will circle out.
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kida
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by kida » Fri May 17, 2013 3:55 pm

There is explanation in the first post of the game.
basically you can't move on explored tiles without sinking until you can't move.

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Davecom3 » Fri May 17, 2013 3:58 pm

I was rescued via Call from one. And mud holes sink you waist-deep. Anybody sinking less than waist-deep stepped on a discovered tile.

And I have to admit I'm curious how Goska Bluey jumped at knee-deep, but Stumbles can't.

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LooksAndSmiles
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by LooksAndSmiles » Fri May 17, 2013 4:13 pm

GathersIngredients wrote:Can I get a quick explanation/recap about the mud holes or whatever they are called? You step in and you sink knee deep. But you can still move the next turn, right? But if you don't move in the next turn, you sink waist deep and then are immobilized and need help. Can I use the rescue skill on people stuck in a mud hole, or is it exclusively working on mine explosions? Can I use rescue, while I am knee deep in a mud hole?
Please refer to the very first post of this thread:
Special map rule:
- If you step on an already explored tile, you sink a little deeper into the swamp. Stages: knee deep, thigh deep, waist deep. At this point you are rendered inmovable, cannot circle out and keep sinking in: chest deep, neck deep, and dead. Once rendered inmovable you can ask a player on an adjacent tile to pull you out to another adjacent tile to both of you. The depth counter will reset.
So basically what you have is a map mechanic to penalize idly moving around on explored tiles, hogging up space from others instead of circling out.

You might be mixing this up with swamp pits, which are traps. The mechanism is the same, with the difference that the players get stuck in right at the start (hence a trap). You can get rescued if you are at least waist deep, regardless if you are in a trap, or just moved around too much (although I wouldn't rescue the latter one, if he has been selfish enough not to circle out, he should die >:D). As a hero, you can rescue others as long as you are able to move yourself (knee deep, thigh deep). You might remember quicksand from the desert map back on the old forums. Swamp pits work similarly, with some extra taste of map mechanics.
Dave: you have legs, while No-legs doesn't. Which means you can thread with one out and then jump away, while her whole "spring mechanism" would get stuck. This might be unfair since in game terms there is no such thing as "spring for legs", but given that she has come up with the idea and seems to be sticking to it, I thought the unique roleplaying condition could be taken into account in-game too. In this particular case it's a hinderance for her, I hope she doesn't mind it much. :paranoia:
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by GathersIngredients » Fri May 17, 2013 4:23 pm

So... stepping into an explored trap hex will have what effect exactly? Bacially the same as with the unexplored trap, getting stuck, but also earning a Darwin award for stepping into it willingly? :D
(I think O4 is one, there are those 3 lines...)

Quintessentially, is my conditioning valid, will the GM accept it? Meaning that since/if he can't move out of O4 in the following turn (for whatever reason), Stumbles won't step there, but circle out instead (unless there is someone who wants to almost explode)?


I have to go to bed now, if you update in the meantime, please don't mess Stumbles up just because I wasn't around to change my post in between. :zzz: Thanks.
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by CroverusRaven » Fri May 17, 2013 4:33 pm

Why do need rescuing?

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Davecom3 » Fri May 17, 2013 5:29 pm

Because you're walking onto a definite mine. Observe the 2 to your left near your flag which already has two exploded mines surrounding it.

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by CroverusRaven » Fri May 17, 2013 6:58 pm

Um, I am standing on a 5. There is an exploded mine at I5. All other hexes around me have been flagged. Ih anything, J5 should be the only space WITHOUT a mine.

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by WearsHats » Fri May 17, 2013 7:04 pm

I will answer Shiny's call, appearing at E10. Apparently not.

Can Blitz circle out if he's stuck?

Raven, double check. Sometimes flags get misplaced...
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Davecom3 » Fri May 17, 2013 7:28 pm

You flagged incorrectly. H4 is safe. The 2 on G5 tells us this much.

Furthermore, if J5 were safe, then K6 would have to be a mine because of the 2 on J6. But if that were so, due to the 1 on K7, L7 couldn't be a mine; this, in turn, would make it impossible for there to be a 2 on K8.

The 2 on G5 is simply the most obvious point of contention, seeing as you can state that if there are two already revealed bombs surrounding it, any flag surrounding it must be misplaced.

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by WearsHats » Fri May 17, 2013 10:18 pm

Yes, I'm aware I misplaced one of my flags. It's why I blew up a couple of turns ago. For some reason, no matter how many times I double-checked the map, my brain kept making the same specific mistake.
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by CroverusRaven » Fri May 17, 2013 10:40 pm

... So can I pick a flag back up and move it somewhere else?

If so I DO NOT MOVE, and instead take the flag off H4 and flag J5

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by LooksAndSmiles » Fri May 17, 2013 11:33 pm

@Burt: Yes, you can pick back up basic flags. You can't pick up special flags but none of you have one, so it's not important just yet.

@Stumbles: You don't get Darwin award for stepping into a known trap, at least not for sink traps. I'm rethiking that achievement currently.
BY your conditioning now you will try to wildcard save someone (which will lead to the cooldown of the skill if it's necessary), else you will circle out.

NOTICE

With Craig circling out, Step-and-Boom can spawn!

(If Stumbles circles out - which is likely the case by her current actions - then Bada Boom can spawn too!)
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by GathersIngredients » Sat May 18, 2013 12:56 am

No, I wanted for someone to declare here in the thread that they want to step onto a known mine (e.g. E9 should be one, though I tend to get a lot more confused with the hexes than with the squares; then again, maybe that's because of some people misplacing flags... :shrug: not pointing fingers here! It happens) and be rescued (because if anyone is willing to do that, but it would give XP to both of us, that we wouldn't be getting otherwise), and then declare rescue on THAT ONE CHAR specifically (or the first char who's player declares that in this thread, if there is more than one), therefore not causing the cool down.
If no such thing happens, Stumbles is to just circle out without using rescue.

Did I manage to make myself clearer now? I'm trying really hard. Thank you for your patience and your feedback on this. :)
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by LooksAndSmiles » Sat May 18, 2013 12:01 pm

Well, as long as there is no specific name in your action, I consider it a wildcard. :P I understand your point of view, though. :)
If noone would want to cooperate just yet, it's bad luck, but happens. :)

I'm thinking of bringing in maybe some roleplaying side to the game, so it doesn't feel "dry" (ie "post an action and wait for next turn"). Or do you think it's better the way it is now? Just some casual action posting and looking at nice pictures (with explosions)?
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by gamecreator » Sat May 18, 2013 1:43 pm

I'm ok if that happens. There are threads I can sacrifice for additional time.

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Theis2 » Sat May 18, 2013 4:09 pm

WearsHats wrote:I will answer Shiny's call, appearing at E10.
I didn't call for help.. It just seems like I got some form for shouting skill and suspect there might be a crocodile in that field.
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by WearsHats » Sat May 18, 2013 6:50 pm

But you're stuck in the swamp and sinking. I thought I'd come pull you out, and then I'd be in position to pull Blitz out next turn. But Blitz is circling out, and you don't want help? Are you sure? Does anyone want help out should I just plant another flag?
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Davecom3 » Sat May 18, 2013 7:16 pm

The most anybody is sunk in the swamp is knee-deep. That being the case, nobody is really stuck in the swamp.

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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by WearsHats » Sat May 18, 2013 10:16 pm

Okay, well, if no one wants my help, I'll just flag M5. Myth busted M6.
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Re: Goblins Minesweepers - Hexing Swamps (Turn 16)

Post by Davecom3 » Sat May 18, 2013 11:31 pm

Um, are you sure you want to mark the space you're standing on as a mine?

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