Turn 12
Actions: . . .
M18 (the Colonel) ATTACK THE GREEN BEAST! STACK UP AND ATTACK (3 hits inflicted, 2 hits taken - might be best to move away ) FEAST ON ITS MEAT! (there is meat available in the hex) oh and move North west after eating.
M10 Mount V2 (If possible) grab food. Then if there is any sign of a fight Move West. Move West
M6 makes a speech Monk tries to determine if the Big Head and Big Birds are stacked at all. Joins stack with others and remounts Shelby. If a fight DOES break out for any reason, Monk will focus on Big Head. He will not initiate the attack though.
Random VI moves NW, pick up axe, rest
M 15 'One more try' Orders Eat (Mushflesh), Order M18 (he ignores your orders), Feed Green Creature Mushrooms in an attempt to tame (Green Creature is not very happy, but sniffs the mushflesh, but doesn't eat it), If green creature does not like mushrooms walk away and practice Rhyme-o-mancy. (For sure, paw!)
M3 "Rod" will Eat, Ride NW, Stack for defense with M6, Order M12 to ("Get up off the ground and stack for defense. Cwoaking is no excuse for not doing your duty." {M12 does not respond - perhaps he is a coward}) and look closely at Big Head's Weapon and Armor {Big Head's Armour appears to be a grey suit, and his weapon is a long spear with glowing tip} Rod says, "By 'Beak', might you be talking about this?" Then Rod drops his pants and gets horny. One of the big birds notices a pink wriggly thing and hops forward to snap it up… Rod reacts by squealing and brandishing his weapon… the bird reacts by snapping at Rod… and we got us a ball game… (quite literally)
M2 eats and sings.
COMBAT ERUPTS!
Unit Status
Name
M2 "Choppy" (Werebiscuit) Combat 2, Defence 3, Hits 4 /4, Move 4, Level 1
M3 "Rod" (Swodaems) Combat 5, Defence 5, Hits 7 /7, Move 7, Level 4
Marpony Combat +1, Defence +1, Hits +3 /3, Move +2, Level 1
M6 "Monk" (CroverusRaven) Combat 6, Defence 7, Hits 8 /8, Move 8, Level 5
Shelby Combat +1, Defence +3, Hits +8 /8, Move +1, Level 1
M10 (WhirdCheese) Combat 2, Defence 4, Hits 5 /5, Move 4, Level 1
M15 "Try More" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M18 (The Colonel) Combat 2, Defence 2, Hits 2 /4, Move 4, Level 1
M19 "Random VI" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M20 ( ) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
Equipment List [spoiler]
Sword Weapon, +3 Combat Costs 2 Ore and 1 Wood
Axe Tool, +2 Combat Costs 1 Ore and 1 Wood
Rock Tool Found Item
Rock Axe Tool, +1 Combat Costs 1 Wood and 1 Rock
Spear Weapon, +2 Combat Costs 2 Wood and 1 Rock
Hide Armour Armour, +1 Defence Costs Hide
Armour Armour, +2 Defence Found Item
Shield Armour, +1 Defence Costs 1 Wood
Back Pack Carries up to 6 small things Costs Hide
Pop Queue
Turn 13 Starts once I've resolved the combat. After that it will be 24 hours to post orders.
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.
Things to Note:
Green Creatures are Combat 2, Defence 4, Hits 6, Move 8.
The Vicious Food Beat is Combat 2, Defence 6, Hits 8, Move 2.
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 here.
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.
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. A hungry Marbit that does not eat in their turn will become ill, or 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, and no one is really sure just how it works. High Combat and Defence values are good. Working as a team, or 'stack' is also good.
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).
All the necessary information should be displayed on the map, above. Any questions? Just ask.