Turn 3
Actions: . . .
M6 Peter will Dig for gems x2 {1 Gem found} if he finds any gems: Go NW, Buy Heavy Armor (and if he has a second Gem, a Sword)
M1 "Seymour" (MarbitChow) will fill bag w/ 6 Meat, Move SE, scout E
M4 "Pod" will use his 2 gems to purchase 2 shovels and an axe, equip axe, order m9 to (equip shovel, go SE, dig for gems, dig for gems), order m10 to (equip shovel, go SE, dig for gems, dig for gems). {M9 finds 1 Gem, M10 finds 2…}
M8 digs for gems x2 {finds 1 Gem} go north west buys a bag {The Merchant doesn't sell bags - just the items listed in his talking post} and Pockets 2 units of food {not enough hands}. He hands the change to another marbit in the home hex
Random VII scouts E, scouts W {West is the limit of the maps - nothing to scout here}.
M3 'Tech 2' Orders Eat Meat, Rest until healed, Spend remaining actions ordering NPC's to attack the turtle {NPCs are already ordered), Spend remaining actions digging out a mineshaft {no wood available to shore up mine}
M5 moves Southeast (x2{only takes 1 move because of the road}) gathers a seed {a seed cannot be found} then chops the large tree {x2}
M7 will stop M10 and say "No..that's my shovel. You've to go SE and search the fallen tree for pinecones after eating" {M10 ignores these contradictory orders} eats, equips shovel {no shovel}, heads SE and digs for gems {no shovel}
Unit Status
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
M5 (WhirdCheese) Combat 2, Defence 3, Hits 4 /4, Move 4, Level 1
M6 "Peter" (CroverusRaven) Combat 2, Defence 2 (4), Hits 4 /4, Move 4, Level 1
M7 "Lucky" (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M8 (The Colonel) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M9 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M10 (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
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
Turn 4 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.
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.
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.