Marbit Island 3 - In the Halls of the Marbit King COMPLETED

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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Thu Dec 20, 2012 2:49 pm

Also I find it funny, that M3 can bring himself to get NPC's killed, but not desecrate their bodies.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Thu Dec 20, 2012 4:16 pm

WhirdCheese wrote:M5 assults an NPC taking over their pitiful minds.


Whird, you are already assigned M13... (and were last turn as well)
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Thu Dec 20, 2012 9:30 pm

M13 (M5) will move southeast grabs axe & shovel
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Thu Dec 20, 2012 9:45 pm

M14 Parker will Move SE twice, then Scout the East Hex
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Fri Dec 21, 2012 6:07 am

Swodaems wrote:Where is the other heavy armour Pod purchased? I was expecting it to appear on the ground. Is Xino holding it for another Marbit? Is dropping held items a free action?


Sorry. Missed that one. Added to next turn's picture.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Fri Dec 21, 2012 6:13 am

Lamech wrote:Also I find it funny, that M3 can bring himself to get NPC's killed, but not desecrate their bodies.


Funny ha ha? or funny strange?
I think there's an order of difference between "fight and die for your country" and "fight and die for your country and then I'll eat your eyeballs."

At least to me.
Marbits are (in comic) good. They are like pink hobbits. If Bilbo wouldn't do it, then I don't think Marbits would do it either.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Fri Dec 21, 2012 6:15 am

Just on 13 hours until the end of the turn...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Fri Dec 21, 2012 6:51 am

Image

"My Lord! I have done my best to serve the MarKing. But there are obstacles. There are reports of Gobwin in the Valley."

"I know all about the Gobwins. There are no troops to be spared. I do not have a single stack of stabbers, let alone a Warlord."

"Then what is to be done? Newly popped level 1s don't stand a chance without leadership, without cooperation. They'll be slaughtered."

"Perhaps. But I have more faith in the common Marbit than you, Xino. You have spent too long in the marketplace, cheating and being cheated. Your average Marbit is a courageous creature, equal to any task."

"I do not see how I can provide the gems you need to win the war if the Valley is overrun with Gobwins!"

"Then you'll need to remove the Gobwins. And quickly. The Helm of Destiny senses they are multiplying rapidly. Fight and dig, Xino. That is the Marbit way. Fight and dig. Dig and fight."
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Fri Dec 21, 2012 8:05 am

M7 Lucky Will move SE and Move SE again, Eat a berry and Scout the west hex
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby KF25 » Fri Dec 21, 2012 12:57 pm

Random VII drops sword, pick up gems(if possible), gather food.
Last edited by KF25 on Fri Dec 21, 2012 7:19 pm, edited 1 time in total.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Fri Dec 21, 2012 6:14 pm

CroverusRaven wrote:We can order NPCs to give orders to other NPCs? Doesn't that allow players to monopolize on the NPCs?
I doubt we can, but I'd like to see the experiment regardless. :) I'm assuming ordering an NPC is a player-specific ability, and the nested orders will simply fail.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Dec 23, 2012 1:52 am

Processing...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Dec 23, 2012 2:32 am

Turn 6
Actions: . . .

M4 "Pod" will Eat, Order M15 to (Go SE, go SE, Equip shovel and knife, and dig for gems{drop any gems found on ground} {1 Gem found}),Order M16 to (Go SE, go SE, Equip shovel, and dig for gems{drop any gems found on ground} {no Gems Found}), and Order M12 to [redacted - NPC's can't be given orders for other NPCs - that'll get complicated real quick], go SE, Equip Shovel, and dig for gems{drop any gems found on ground})

M1 "Seymour" will eat, move SW [edited to SE], Feed M9, Order M9 to (Dig x3, Give gems to Seymour - 1 gem found ) {El Tigre eats two meat in the hex, and purrs happily}

M3 'tech two orders' Eat, drop that cursed gem, and head SE*2. If he still has an action he will gather a berry.

M13 (M5) will move southeast grabs axe & shovel (and the other two actions?)

M14 Parker will Move SE twice, then Scout the East Hex (cwoaks from lack of food)

M7 Lucky Will move SE and Move SE again, Eat a berry and Scout the west hex

Random VII drops sword, pick up gems(if possible), gather food.

M11 sings and doesn't eat…






Unit Status
Spoiler: show
Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 4 /4, Move 4, Level 1
M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M3 "tech2" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M4 "Pod" Swodaems Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M7 "Lucky" (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M9 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M11 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M12 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M13 (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M14 "Parker" (CroverusRaven) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M15 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M16 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M17 (The Colonel) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M18 (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1


Equipment List [spoiler]
Sword Weapon, +3 Combat costs: 3 iron
Spear Weapon, +2 Combat costs: 2 wood, 1 iron
Crossbow Weapon, +1 Combat, Ranged costs: 1 wood, 1 iron
Axe Chopping Tool, +2 Combat costs: 1 wood, 1 iron
Shovel Digging Tool, +1 Combat costs: 1 wood
Knife Tool costs: 1/2 wood
Light Armour Armour, +1 Defence costs: 1 Hide
Heavy Armour Armour, +2 Defence costs: 3 iron
Shield Armour, +1 Defence costs: 2 wood
Bag Carries up to 6 small things - food, gems, etc. costs: 1 Hide



Pop Queue
Spoiler: show
The Colonel
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Turn 7 Ends in 36 hours, or sooner if everyone posts.

Please put all your orders in Bold, and remember to tell me your Marbit's designation (Mx) and Name if you have one. ALSO IF ALL ORDERS COULD BE WRITTEN IN ONE LINE, this would be helpful in cutting and pasting. Thanks.

Image


Things to Note:
J-Raffes (aka OtisNecks) are Combat 0, Defence 1, Hits 8, Move 2.
Testudo Aurbreii (aka VFCs) are Combat 2, Defence 5, Hits 8, Move 2.
Butter Bear are Combat 4, Defence 2, Hits 6, Move 2.
El Tigre are Combat 8, Defence 3, Hits 10, Move 6.
Gobwins are Combat 2, Defence 2, Hits 4, Move 4.
FereWolves are Combat 6, Defence 2, Hits 8, Move 6.

Rules (such as they are)
Spoiler: show
Marbit Island is a play-by-post game run by me. Each player will be a Marbit, looking to survive and succeed.
Move is the most important stat. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc.
Post your orders on the forum. For this game, orders will be resolved in the order in which they were posted - no editing of your posts, please!
This gives an advantage to early posters to grab equipment and resources, but allows later posters to know what has happened before they give their orders - so later posters can eat the food others harvest, or use tools they create.
Marbits like to eat. At least once per turn. Marbits do not eat automatically, but must be given an order to eat.
If a Marbit is unable to eat, he will become hungry, and will be marked with a black dot. A hungry Marbit that does not eat will cwoak.
Marbits may hold up to two items in their hands. It takes an action to equip one or more items. Excess items are dropped in the hex.
If the weather turns bad, Marbits will need to take shelter in a hut. A hut can shelter up to six Marbits.
Combat is a dangerous game. Combat plus d6 per fighter divided by enemy defence is hits inflicted. Hits are distributed equally across the stack before any one unit is cwoaked. Defence is calculated by the first 8 units' defence averaged across the whole stack, rounded down to one decimal (so 1 unit with 3 defence has defence of 3, but a stack of 20 units with 3 defence have a defence value of 1.2).
Marbits who do not submit orders within the allotted time will default to eating once, and then singing lewd lyrics drafted into popular musicals.
NPC Marbits may be given orders by Player Marbits. It takes one action to give a set of orders to one NPC. The first player to issue orders to an NPC controls it for that turn (no befriending).
Marbits may "scout" a neighbouring hex for 2 move - essentially, they stick their head over the border, have a look, and then return. At the beginning of the next turn, the scouted hex will be revealed on the map.
It costs 2 move to enter a neighbouring hex, unless the border is marked with a brown line, representing a road. It costs 1 move to enter a hex with along a road.
All the necessary information should be displayed on the map, above. Any questions? Just ask.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Sun Dec 23, 2012 5:40 am

M7 Lucky orders M16 to eat, move NW , pick up the axe, move SE and stack with me for combat and orders m15 to eat give me the shovel, pick up the sword and stack with me for combat he will store the shovel in his bag and eat a berry
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Sun Dec 23, 2012 5:44 am

M7 calls back up the Road..." We've spotted a tribe of Gobwins,...Seymour, Pod get down here and bring anyone with weapons !"

He then turns and says "Random, Tech, quickly stack with me defore the gobwins attack"
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Sun Dec 23, 2012 7:54 am

What?! I just ate last turn!

Edit: Never mind. No I didn't -_-

Blegh, I hate wasting an action to eat now...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Sun Dec 23, 2012 7:58 am

M18 Klump eats, goes SouthEast twice, then picks up the sword and stacks with the other Marbits.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby KF25 » Sun Dec 23, 2012 10:06 am

Random VII will pick up sword, eat, move E, attack gobwins.
Last edited by KF25 on Mon Dec 24, 2012 4:06 pm, edited 3 times in total.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Sun Dec 23, 2012 10:37 am

M13 (M5) Eats then chop large tree (x3)

It takes two actions to cross hex borders and 2 more to pick up the items.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Sun Dec 23, 2012 11:13 am

It's 1 action per type of item picked up according to last game. Cause I could pick up 3 pieces of wood as a single action.
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