Turn 13
Actions: . . .
M2 Random VII moves E, NW.
M24 Random Henchmarbit II gathers food, eats, scouts NE.
M3 'tech two' Orders Scout NW*2, eat, Dig Defensive Trenches
M12 'the other guy' Orders Rest, eat, Look in trees for Banana or seeds {Nothing to be seen! Just plain old leaves and branches}
M25 'Backup' Orders Equip Shovel. Move NW*2, Help with trenches
M1 "Seymour" (MarbitChow) Eat non-bagged food, Move W x2, Move NW x1 (road); El Tigre "Fluffykins" eats 2 non-bagged food and move with M1 as well.
M9 "Simon" (MarbitChow) Eat non-bagged food, Move W x2, Move NW x1 (road)
M23 "Soze" (MarbitChow) Move W x2, Move NW x1 (road), *Footnote 1
M21 exclaims "Gobwins to the northwest!" Then moves West (x2) Eat Defend
M13 shouts "What you aren't getting me food? That's all I brought you for!" Then moves west x2 Eat help with trenches.
M7 "Lucky" Eat berry Move NW x2 (along road) scout E
M16 "Lucy" Eat berry Move NW x2 (along road) scout SE
M4 "Pod" will eat {there being no food in this hex anymore (Thanks MarbitChow!) Pod has no choice but to eat the berry in his bag}, Examine/Study/Sample Palm Tree (Would wood from it be different from wood from other types of trees?) {The wood is in all practical ways the same as the other wood}, begin making bag, and finish making bag.
M15 "Bod" will eat, finish making shield (was it possible to band one with iron?) {an iron banded shield will be indistiguishable from a non-banded one, except for prettiness}, equip shield {Bod puts his knife in the bag, leaving behind 1 pce of food), and move NW.
M18 "Klump" Eats a Berry, begins making heavy armor, finishes making heavy armor, {wonders where all his wood went... (he should still have 2 1/2 wood - it takes 1 wood to dig in the mines - have to shore up the roof, build gantries, etc}
M22 "Buddy" equips the heavy armor, then digs for more iron (x3) {There being no wood to help with the mine, Buddy decides to harves and eat the last berry}
Unit Status
Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 0 /4, Move 4, Level 1
El Tigre Combat 8, Defence 3, Hits 0 /10, Move 6, 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 0 /4, Move 4, Level 1
M9 "Simon" (MarbitChow) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M12 "The other Guy" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M13 "Em Fyv" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M15 "Bod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M16 "Lucy" (Werebiscuit) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M21 "Em Tyn" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M22 "Buddy" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M23 "Soze" (MarbitChow) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M24 "Random Henchmarbit II" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M25 (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M26 (Swodaems) 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
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
Turn 14 Ends in 72 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. All NPCs have now been divided up between players to control automatically - it does not cost an action to give them an order. Please name them, and be sure to be clear with your orders about who does what and when. Thanks.
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.
Chee-Kee Mon-Kees are Combat 0, Defence 2, Hits 8, Move 8.
Spidon'ts are Combat 2, Defence 3, Hits 3, Move 4.
Rules (such as they are)
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.
The Gobwin Stack in the Old Home Hex only have 10 hits remaining between them...