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Re: Goblin Diggers - Turn 11

Posted: Wed Dec 23, 2015 3:31 pm
by Dlover
Diggersby will challenge Throws Hats to a challenge of luck.

Re: Goblin Diggers - Turn 11

Posted: Wed Dec 23, 2015 4:00 pm
by BadgeAddict
I accept

Re: Goblin Diggers - Turn 11

Posted: Wed Dec 23, 2015 4:19 pm
by Inspired
Diggersby challenges Throws to a game of luck!

Diggersby rolls a 2.
Throws rolls a 10.

Throws wins!

DC challenges Throws to the final Luck fight!

DC rolls a 9.
Throws rolls a 4.

And with that, our winner is Dislikes Choosing, who amiably strolls over to the diamond and grabs it!

Final stats:
Players
.[tabs: Diggersby]
Dlover's Diggersby
FANCY: Coal / HATE: Ruby
VP: 3
Resources: 3x coal, 2x Amethyst
Cards in Hand: 0 / 3
Cards Activated: 0 / 3

[tabs: Choked on coal]
Theis2's Choked on coal (yellow)
FANCY: Amethyst / HATE: Coal
VP: 3
Resources: 3x Emerald, 1x sapphire, 2x silver
Cards in Hand: 0 / 3
Cards Activated: 0 / 3

[tabs: Throws Hats]
BadgeAddict's Throws Hats
FANCY: Emerald / HATE: Coal
VP: 3
Resources: 2x gold, 3x silver, 1x amethyst, 3x emerald
Cards in Hand: 0 / 3
Cards Activated: 0 / 3

[tabs: Dislikes Choosing]
Krulle's Dislikes Choosing
FANCY: Iron / HATE: Ruby
VP: 13
Resources: 1x sapphire, 1x iron, 1 diamond
Cards in Hand: 0 / 3
Cards Activated: 1 / 3, Pickaxe[/tabs]

Re: Goblin Diggers - Turn 11

Posted: Wed Dec 23, 2015 4:25 pm
by Dlover
Well, the strategy of rushing for the diamond could have worked, but it seems it doesn't work well when there's a mass of boulders forcing you to take multiple extra turns getting around them. >:-P

Re: Goblin Diggers - Turn 11

Posted: Wed Dec 23, 2015 4:31 pm
by Inspired
And that concludes game 1.

If you guys want a second run, I'll make some changes:
- I will increase the resource drop from 1-3 to 2-4. There weren't enough card trades or VP hoarding to make this challenging, in my opinion.
- I will make a bigger map with more of a maze like system so you can't just dig straight towards the diamond.
- I may even hide the diamond... :D
- I think I will put down small power ups ( = cards) on the map to incentivize more digging.

What do you say, hmm? :)

Also,
Please nominate the other players for the following titles!
Lucky, Unlucky, Strategist, Mean, Nice, Sneaky, Trader, CardMaster, ResourceHoarder.

(- Each title goes to the one who gets the most votes, even 1 vote wins if noone else is nominated.
- A player can receive one title only. If he wins multiple, he can select which one to keep.
- You don't have to vote for all titles if you don't think it fits anyone in the current game. There is 4 of you but 9 titles, so the bigger part of them won't be used anyway.)

Re: Goblin Diggers - Turn 11

Posted: Wed Dec 23, 2015 4:53 pm
by Dlover
Throws for Resourcehoarder
Choked for Sneaky
Dislikes for Lucky (Since he won entirely through Luck challenges)

Re: Goblin Diggers - Turn 11

Posted: Thu Dec 24, 2015 4:33 am
by Krulle
Inspired wrote:And that concludes game 1. I thought we would continue to 20VP? - my memory again?

If you guys want a second run yes, please!, I'll make some changes:
- I will increase the resource drop from 1-3 to 2-4. There weren't enough card trades or VP hoarding to make this challenging, in my opinion. I agree, but then there were so many traders available, there was no real incentive for trading with the other players. Possibly make the NPC traders slightly more expensive, so that it would become cheaper to trade with a player than with the NPCs.
- I will make a bigger map with more of a maze like system so you can't just dig straight towards the diamond.
- I may even hide the diamond... :D
- I think I will put down small power ups ( = cards) on the map to incentivize more digging. Yes, I'd like that.

What do you say, hmm? :) Thank You!

Also,
Please nominate the other players for the following titles!
Lucky, Unlucky, Strategist, Mean, Nice, Sneaky, Trader, CardMaster, ResourceHoarder
Larger game: yes please. I thought about letting the others run for the diamond and go for trade VP, but 10 VP for that alone, plus points along the way? Nah, too many points to win the direct way.
Although I also liked that we all had a final sprint for the diamond.


Lucky - for obvious reasons no nomination from me [edit:] at least not the obvious choice for me, but I do nominate Diggersby, he had the least ones thrown for ressources, he also threw four times a "3", just as TH did[/edit]
Unlucky : ones thrown for ressources: DC:4, Chokes:3 TH:3, Diggersby:2 - also no nomination from me. (it apparently payed off to get less ressources and the diamond in exchange)
Strategist : no nomination (there was no time to develop a strategy and play it)
Mean: Chokes (hate played vs TH, and DC)
Nice: inspired ( for having been very helpful and pointing out several errors I made, and things I overlooked. ) Among the players TH, who got a hate card against him, and did not exchange his last three silver for another VP, which would have guaranteed him 2nd place, while still not diminishing his win chance...


No other nominations from me....
(I tried to nominate each at least once, but since I gave inspired the nice, I ran into a problem. - but then I should've nominated a player )

Re: Goblin Diggers - Turn 11

Posted: Thu Dec 24, 2015 5:52 am
by BadgeAddict
I'll be do doing from future games to focus on my own and upcoming ones. Thank you for this it was fun while it lasted.... A suggestion at making it a little more interesting would be adding things you might find in a mine....

Such as:
Cave-ins that are placed at random or rolled to happen which cause a player to either lose a turn or be forced to re-dig a section.

I like the idea of hiding the diamond.

Walls that cannot be broken.

Natural caverns that open up the game area a bit faster (for bigger maps)

Re: Goblin Diggers - Turn 11

Posted: Thu Dec 24, 2015 8:46 am
by Inspired
BadgeAddict wrote:I'll be do doing from future games to focus on my own and upcoming ones. Thank you for this it was fun while it lasted.... A suggestion at making it a little more interesting would be adding things you might find in a mine....

Such as:
Cave-ins that are placed at random or rolled to happen which cause a player to either lose a turn or be forced to re-dig a section.

I like the idea of hiding the diamond.

Walls that cannot be broken.

Natural caverns that open up the game area a bit faster (for bigger maps)
Nice suggestions!

I don't know about your screen sizes, but on my one, the current map seems to be big enough to fill most of the available space. It's 640x400 big iirc. I could extend it maybe to 700px, but I don't want to cut off any visible part of it, so players won't lose information by accident. So to make the map bigger my primary idea is to make "levels", you can go down to the next level at special points on the map. So I can have as many levels as needed, and still people won't be too lost as to know which part of the map they are on.

As for the caverns: Right now players have 1 movement point, more if they get shoes. The game area is crowded with resource tiles for a reason, that way you have more stuff to trade with. If I make empty areas to pass, that would result for players nothing to do for several turns, but to move along. Or shall it be so, increasing the base movement to maybe 3 tiles/turn?

Thank you everyone for playing and for the input, feel free to join in the upcoming turns if you feel like. I'll put the recruitment up once we finished with the voting (it's important, you will see:) )

Vote tally so far:
Throws Hats - Resourcehoarder (1), Nice (1)
Choked - Sneaky(1), Mean (1)
Dislikes - Lucky (1)
Diggersby - Lucky (1)