Turn 16
Actions: . . .
Random VII and Random Henchmarbit II move E twice and attack.
M18 Klump Stack with melee marbits, move east(x2) and attack gobwins.
M22 Buddy Stack with melee marbits, move east(x2) and attack gobwins.
M3, M25, M12 Orders Go SE, Go SE, Go SE, ATTACK!
M21 stack up with melee fighters, move east x2 move eastx 2 attack gobwins
M27 equip crossbow equip axe move east x2 M27 says to xino... "Xino thoase 2 berries are mine, I'll be back to see if they're worth anything" as he drops the berries to equip weapons
M4 "Pod" will stack up with melee, go east and go east.
M15 "Bod" will stack up with melee, go east and go east.
M26 "Zod" will stack up with melee, go east and go east.
M13 equips best armor/shield/non-two-handed weapon possible.
Unit Status
Name
M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 0 /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 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 0 /4, Move 4, Level 1
M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M21 "Em Tyn" (Werebiscuit) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M22 "Buddy" (CroverusRaven) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M24 "Random Henchmarbit II" (KF25) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M25 "back up" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M26 "Zod" (Swodaems) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M27 (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M28 (WhirdCheese) Combat 2, Defence 2, Hits 0 /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
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.