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 LTDave » Thu Jan 10, 2013 8:27 am

Not shown in image - M24 (KF25) is by the hut.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby MarbitChow » Thu Jan 10, 2013 9:08 am

M1 "Seymour" (MarbitChow) Move NW x2, Kill Chee-Kee Mun-Kees, fill M9's bag with Meat
M9 "Simon" (MarbitChow) Move NW x2, Kill Chee-Kee Mun-Kees, Eat* (Note: M9 ate last turn, but appears to have the 'hungry' dot. If M9 isn't actually hungry, he will not eat; instead, he will fill M23's bag with Meat)
M23 "Soze" (MarbitChow) Move NE x2, Kill Chee-Kee Mun-Kees, Eat*

*Eat food that's not in a bag first.
Equilateratoria is now underway. New players are welcome to join at any time! (Rules)
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Swodaems » Thu Jan 10, 2013 10:57 am

I'm not bolding any orders in this post because I want to watch to see what everyone else does before issuing concrete orders for my characters. However, I want people to know what I intend to do with them under various circumstances, so they can give orders and know if Pod or Bod is gonna be there to help them out.

First off, my two characters aren't going to meet up this turn.

Pod's actions depend on if there will be a significant scouting party sent to the 9th hex or not. If there is, he will take part in it and go NE, grab shroom sample, go NW, and prepare for combat. If there won't be a significant party sent, Pod will go NW, grab shroom sample, and go W to join Marbitchow's characters.

Bod's actions depend on if there will be a significant force attempting to retake the marbit home hex. Bod will put a tall shroom sample in his bag and use his remaining 3 actions to travel to either the Marbit home hex, the mine, or the Gobwin hut hex as needed.

LTDave, how much space does the gobwin bone take up in the bag?


Idea list: (Just a few random thoughts I have about things to do.)
Spidon'ts might be poisonous. If so, we could try finding a way to milk their venom to give to X1 to trade with the apothacary guild.
Mushflesh from fat mushroom appears to have turn M12 green, like a sample from the tall shrooms turned M11 purple. We might want to try having someone eat a sample from the 3rd type of shrooms.
We could check the palm trees for bananas. They could be good for trade, as another food source, and might be useful to tame the Mon-Kees with.
If possible, we might want to try to make new weapons or tools with the iron we have. I'm thinking that something along the lines of stronger shields would be useful.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Thu Jan 10, 2013 11:56 am

M3 'tech two' Orders
Move NW*2, eat, rest


M12 'the other guy' Orders
Move NW*2, eat, train with the hatchet
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby KF25 » Thu Jan 10, 2013 5:45 pm

Random VII moves W, eats.
M24 "Random Henchmarbit II" moves NW, equip sword, attack Chee-Kee Mun-Kees.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby CroverusRaven » Thu Jan 10, 2013 10:38 pm

Huh, so we can make bags without tools, but not armor. Hopefully shovels count as tool... And apparently wood takes up 2 spaces each of a bag, not 1 each like they did on the Island game, oh well.

M18 "Klump" creates a knife, then starts crafting heavy armor, then finishes crafting heavy armor to wear, then picks a berry.
M22 "Buddy" tends to the bush, then digs for iron(x3)

Unfourtanetly, going to get the meat from the space with the moonkeys is suicide. Anyone who tries will spend 2 actions to move into it, one action to pick up the meat, then can't get back to safety. We'd have to send a heavily armed group just to pick up those 8 pieces of food. Otherwise the gobwins will just pop into the hex and slaughter whoever is trying to get the food back. Also more people with weapons need to be in the hex where our mine is if we don't want to lose that too.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Fri Jan 11, 2013 5:46 am

M7 "Lucky" Will Feed Lucy, Scout NE, Move E x2
M16 "Lucy" Will Take sample of fat toadstool, fill rest of bag with meat, Move E x2
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sat Jan 12, 2013 2:05 am

CroverusRaven wrote:Huh, so we can make bags without tools, but not armor. Hopefully shovels count as tool...


If someone has made a bag without a tool, that is an oversight on my behalf. Shovels are tools.

Just WhirdCheese and Swodaems to go...
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Sun Jan 13, 2013 12:38 am

M13 chop large tree (x4)
M21 stand guard (auto-engage any gobwin that enters the hex.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Swodaems » Sun Jan 13, 2013 12:55 am

And that's everyone else, so:

M4 "Pod" will go NE, place sample of short mushroom in bag, and go West.
M15 "Bod will place sample of tall mushroom in his bag, go East, and starts making a shield (banded with iron if possible).
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby LTDave » Sun Jan 13, 2013 5:10 am

Swodaems wrote:
LTDave, how much space does the gobwin bone take up in the bag?


Two spots, same as a dagger or wood.

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

Postby LTDave » Sun Jan 13, 2013 6:27 am

Turn 12
Actions: . . .

M1 "Seymour" (MarbitChow) Move NW x2, Kill Chee-Kee Mun-Kees, fill M9's bag with Meat
M9 "Simon" (MarbitChow) Move NW x2, Kill Chee-Kee Mun-Kees, Eat* (Note: M9 ate last turn, but appears to have the 'hungry' dot. If M9 isn't actually hungry, he will not eat; instead, he will fill M23's bag with Meat)
M23 "Soze" (MarbitChow) Move NE x2, Kill Chee-Kee Mun-Kees, Eat*
*Eat food that's not in a bag first.

M3 'tech two' Orders Move NW*2, eat, rest
M12 'the other guy' Orders Move NW*2, eat, train with the hatchet {no effect}

Random VII moves W, eats.
M24 "Random Henchmarbit II" moves NW, equip sword, attack Chee-Kee Mun-Kees.

M18 "Klump" creates a knife x2, then starts crafting heavy armor, then finishes crafting heavy armor to wear
M22 "Buddy" tends to the bush {no effect}, then digs for iron(x3)

M7 "Lucky" Will Feed Lucy, Scout NE, Move E x2
M16 "Lucy" Will Take sample of fat toadstool, fill rest of bag with meat, Move E x2

M13 chop large tree (x4)
M21 stand guard (auto-engage any gobwin that enters the hex.

M4 "Pod" will go NE, place sample of short mushroom in bag, and go West.
M15 "Bod will place sample of tall mushroom in his bag, go East, and starts making a shield (banded with iron if possible).

Unit Status
Spoiler: show
Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 4 /4, Move 4, Level 1
El Tigre Combat 8, Defence 3, Hits 10 /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 4 /4, Move 4, Level 1
M9 "Simon" (MarbitChow) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M12 "The other Guy" (Lamech) Combat 2, Defence 2, Hits 2 /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 4 /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 4 /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

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
Spoiler: show


Turn 13 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.
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.
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)
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 KF25 » Sun Jan 13, 2013 2:11 pm

Random VII moves E, NW.
Random Henchmarbit II gathers food, eats, scouts NE.
Last edited by KF25 on Mon Jan 14, 2013 4:25 pm, edited 1 time in total.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Lamech » Sun Jan 13, 2013 6:22 pm

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

Postby MarbitChow » Sun Jan 13, 2013 10:22 pm

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


Footnote 1: If it doesn't require additional move to equip items we buy (for example, if X1 can equip us), M23 will spend is last action to Give 5 Gems from Seymour's bag to X1: Buy Heavy Armor x3 (3 Gems), Crossbow x2 + Knife (2 Gems), and each Marbit will equip the Heavy Armor, and M9 and M23 will equip the crossbows, placing the knife in M1's bag. Otherwise, I'll save those actions for next turn.

LTDave: Is there any way to get M23 on the same eating schedule without him getting fat and losing a stat or risking dying? If M23 eats this turn, he'll get fat, correct? But if M1/M9 don't eat, they'll die. If M23 can eat this turn without getting fat, and if the Marbits don't auto-equip items that they buy, M23 will eat non-bagged food before he moves.
Equilateratoria is now underway. New players are welcome to join at any time! (Rules)
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby WhirdCheese » Sun Jan 13, 2013 11:25 pm

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

Postby Lamech » Mon Jan 14, 2013 12:35 am

M25 'Backup' Orders
Equip Shovel. Move NW*2, Help with trenches
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Mon Jan 14, 2013 10:31 am

MarbitChow can I make a suggestion that you buy a 3rd crossbow instead of the knife ?
If you want the knife you can have the one in Lucky's bag.
I'm also moving to the home hex and hopefully if we retake the hut I'll get my 3rd marbit along with Swodaems. If we can arm them all with crossbows we'll have a stack of 5 crossbows meaning that the stack is ranged instead of melee. And all apart from Lucy have heavy armour.

M7 "Lucky" Eat berry Move NW x2 (along road) scout E
M16 "Lucy" Eat berry Move NW x2 (along road) scout SE

I'm also not sure about how good your control of "Fluffykins" is but he/she/it has 6 move so he/she/it could scout NE and E before moving as we're evacuating the east hex with the spiders...and we need to know where the wolf riders are going.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Werebiscuit » Mon Jan 14, 2013 10:47 am

Arg...wait a minute the huts in the home hex were destroyed..weren't they ?

That means we need to protect the gobwin hut.
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Re: Marbit Island 3 - In the Halls of the Marbit King

Postby Swodaems » Mon Jan 14, 2013 12:45 pm

M4 "Pod" will eat, Examine/Study/Sample Palm Tree (Would wood from it be different from wood from other types of trees?), begin making bag, and finish making bag.
M15 "Bod" will eat, finish making shield (was it possible to band one with iron?), equip shield, and move NW.
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