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Other => Off-Topic => The Werewolf Game => Topic started by: davy on October 02, 2017, 07:32:31 AM

Title: TWG XCVII: Heigh Ho!
Post by: davy on October 02, 2017, 07:32:31 AM
TWG XCVII: Heigh Ho!

Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.



1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

All PM's have been sent. The game has started. E. Gadd Industries takes the first turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 02, 2017, 07:50:39 AM
I made a last minute rule update:

You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 02, 2017, 08:32:01 AM
Path card, F, flip card 180°, Place on C6

Did I do that correctly?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 02, 2017, 08:44:29 AM
Quote from: E. Gadd Industries on October 02, 2017, 08:32:01 AMPath card, F, flip card 180°, Place on C6

Did I do that correctly?

Yes.

It is now Olimar's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 02, 2017, 10:04:04 AM
Hi everyone~
I don't suppose there'd be a real-time map to keep up with how the paths are created? Creating personal maps is manageable, I just hope that no confusion arises as a result.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 02, 2017, 10:11:15 AM
Quote from: Dudeman on October 02, 2017, 10:04:04 AMHi everyone~
I don't suppose there'd be a real-time map to keep up with how the paths are created? Creating personal maps is manageable, I just hope that no confusion arises as a result.

No, although I will update the map every 6 turns, every 24 hours or by request, whichever comes first.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 02, 2017, 10:17:43 AM
Quote from: davy on October 02, 2017, 10:11:15 AMNo, although I will update the map every 6 turns, every 24 hours or by request, whichever comes first.
Smart. Okay, good to know.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 02, 2017, 01:15:55 PM
I'm going to sleep in about an hour, so after that you guys won't be able to recieve your next card untill about 9:00AM CET.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 02, 2017, 04:51:48 PM
I think I got the idea behind this.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 02, 2017, 08:21:21 PM
Path card, B, Place on C4

Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 03, 2017, 12:17:22 AM
Please note that you do not need to wait until I post here to take your turn (for example, Brainy could have taken his turn after Olimar took his turn and before this post). The only thing you have to wait for is that the player before you has taken his turn and that I have PM'd you your next card since your last turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 03, 2017, 07:59:15 AM
Path card C, place on B5
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 03, 2017, 08:06:42 AM
Path card E, place on D4

And brainy I'm not sure you can place a path like you did

Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 03, 2017, 08:46:59 AM
Quote from: BrainyLucario on October 03, 2017, 07:59:15 AMPath card C, place on B5

You can't place path card C on B5 unless you turn it 180 degrees, because otherwise it won't have a connection to the start card on C5. I assume you meant to turn the card 180 degrees.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 03, 2017, 08:53:17 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2F30wuv0k.jpg&hash=c31ac57f2531b7915b36eca996d21593ed753d47)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now Dudeman's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 03, 2017, 09:52:17 AM
Well. We're early enough into the game that a little guidance wouldn't hurt.

I play Reconnaissance on K3.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 03, 2017, 03:00:21 PM
Are we going to get results for that publicly, or should I just take my turn?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 03, 2017, 03:01:38 PM
Nah, the result was PM'd privately to me. I can reveal it now but I'm worried a saboteur could cut off access to it if that information is leaked early.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 03, 2017, 03:03:03 PM
Or just read the first post. :P Rather, is the player who received the results allowed to share it?

Ninja'd. Dang.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 03, 2017, 03:04:18 PM
If you're allowed to tell another player privately, though, I think that would really help me decide my next action.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 03, 2017, 03:05:33 PM
Actually I take that back, we can just damage any saboteurs into oblivion if they become obvious.
The only sharing rule is that we can't reveal what cards we have, so...K3 does not have the gold. I'll share that publicly since keeping that private doesn't help, I think. Aim lower.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 03, 2017, 03:09:01 PM
So you're thinking K5?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 03, 2017, 03:10:22 PM
I mean at this point it's either K5 or K7, but 1/2 is better than 1/3.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 03, 2017, 03:11:47 PM
Cool. That works.

Path Card F, place on E4
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 03, 2017, 03:12:33 PM
Oh wait XD i thought K3 was in the middle for a sec and so I was confused. Play coming in just a sec, lemme look at my options
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 03, 2017, 03:20:24 PM
Path Card C, place on E5
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 03, 2017, 03:20:44 PM
OH WAIT, rotate 180!
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 03, 2017, 04:22:38 PM
Updated map plz
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 04, 2017, 12:13:23 AM
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2s6aa2g.png&hash=268cc9f6edd3ea5473296284db83d87b523c3091)

It is now Olimar's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 04, 2017, 04:15:54 AM
Path card, A, Place on E6
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 04, 2017, 09:43:13 AM
Reconnaissance on K7
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 04, 2017, 10:42:19 AM
Will you share the results?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 04, 2017, 01:58:05 PM
Brainy??
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 04, 2017, 06:49:51 PM
??? Any word from davy?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 04, 2017, 06:54:58 PM
K7 does not have the gold
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 04, 2017, 10:37:35 PM
Path card C, B6
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 05, 2017, 12:18:44 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2Fjucozb.png&hash=d887bc23989f6305418ad4d2b4c0f5d2541a0cc1)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now Dudeman's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 05, 2017, 10:05:14 AM
Path Card E, F5
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 05, 2017, 07:40:13 PM
Path Card B, G5
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 06, 2017, 12:09:47 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Fe5la1u.png&hash=0859aea1304c1c7a9d9c4c90a2238d5d801c87c8)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now E. Gadd's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 06, 2017, 07:48:38 PM
I'll play something in the morning; I have to get to sleep ASAP for the SAT tomorrow
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 06, 2017, 09:35:10 PM
Obligatory "the SAT won't matter once you get into college"


Obligatory "I barely studied for the SAT and still got a..."
nevermind


Don't listen to me, I'm crazy. Good luck on the test, and don't get too worried about it!
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 06, 2017, 09:36:13 PM
GET WORRIED ABOUT IT, GET WORRIED ABOUT IT



oh oops, I'm not supposed to reveal that I'm the saboteur
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 06, 2017, 09:47:04 PM
^^^

you're playing mindgames, aren't you
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 07, 2017, 10:25:51 AM
Very sneaky
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 07, 2017, 11:03:00 AM
._. I had to take it for National Merit, so I hope I did well. Thanks BDS!
Also, dangit Dudeman, I cant believe you would say something like that! ;-;

Uh
For my move, this isn't helpful in any way... my best move:
Path Card O, G6
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 08, 2017, 04:26:13 PM
Olimar! We need you!
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 08, 2017, 08:42:48 PM
Path card C to F6.

Quote from: E. Gadd Industries on October 07, 2017, 11:03:00 AMUh
For my move, this isn't helpful in any way... my best move:
Path Card O, G6

Saboteur alert. you could have placed that on the left side of the board out of our way if you wanted to get rid of it.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 08, 2017, 10:18:44 PM
Path card F to H5
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 09, 2017, 01:44:09 AM
Quote from: Olimar12345 on October 08, 2017, 08:42:48 PMPath card C to F6.

You cannot play path card C on F6, since it has a path going up, while the E card on F5 has no path going down. You can retake your turn, and afterwads Brainy can retake his.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 09, 2017, 04:13:54 AM
Sorry, I meant to say path card C on G6
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 09, 2017, 05:31:34 AM
Quote from: Olimar12345 on October 09, 2017, 04:13:54 AMSorry, I meant to say path card C on G6

You can't play path cards on G6 since there is already a path card on G6 (E. Gadd played it the turn before you).
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 09, 2017, 09:42:39 AM
saboteur alert
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 09, 2017, 01:17:15 PM
;D
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 09, 2017, 03:07:58 PM
jfc E7
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 09, 2017, 03:23:31 PM
Yes, that is a correct move.

OK, so from now on, if anyone makes an illegal move, they have to discard that card instead, because this takes way too long.

Brainy, you can redo your turn now (or play the exact same move you did earlier if you want).
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 09, 2017, 05:03:15 PM
Same move
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 09, 2017, 05:03:54 PM
Also map update plz
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 10, 2017, 02:09:24 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2Fne5as.png&hash=7a7b1876bf2d93228e5119edda3a3894e7c8e5e7)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now Trasdegi's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 10, 2017, 03:39:27 AM
Rockfall on h5, because if dudeman and brainy didn't lie, we need to ge straight to k5, and this is in our way
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 10, 2017, 10:04:53 AM
I'm playing Reconnaissance on K7 to double-check Brainy's results. If anyone wants to double-check my K3 results with their own Reconnaissance card, feel free.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 10, 2017, 11:25:31 AM
ALERT ALERT, K7 HAS THE GOLD
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 10, 2017, 12:15:23 PM
Oooooo this is an interesting situation.

Also, for the record, I keep seeing it as Renaissance >:/
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 10, 2017, 12:55:37 PM
Path Card B, H5

Also, Davy, would you be able to send me the complete list of cards I have after this?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 11, 2017, 12:24:18 AM
Dudeman why the heck would you openly announce that......now Sabotours can try and prevent us from going there. This is exactly why I told Olimar and not you
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 11, 2017, 10:05:16 AM
Quote from: BrainyLucario on October 11, 2017, 12:24:18 AMnow Sabotours can try and prevent us from going there.

And if they try, we'll see them and attack them. Keeping this kind of info secret is exactly what a saboteur would do IMO, because by doing so the saboteur could prevent us from getting the gold without us suspecting him. With this info being public, we can start to analyse suspicious behaviors.

Quote from: BrainyLucario on October 11, 2017, 12:24:18 AMThis is exactly why I told Olimar and not you

Olimar, could you confirm that?

Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 11, 2017, 10:47:56 AM
Quote from: Trasdegi on October 11, 2017, 10:05:16 AMAnd if they try, we'll see them and attack them. Keeping this kind of info secret is exactly what a saboteur would do IMO, because by doing so the saboteur could prevent us from getting the gold without us suspecting him. With this info being public, we can start to analyse suspicious behaviors.
Exactly what I was going to say. Thanks, Tras. ^_^
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 11, 2017, 05:43:54 PM
PM log between me and brainy:

Quote from: BrainyLucario on October 08, 2017, 10:19:48 PMI feel like I can trust you with info. I lied about my gold post.

Quote from: Olimar12345 on October 09, 2017, 03:09:39 PMSo we need to get over there asap.

Quote from: BrainyLucario on October 09, 2017, 05:02:31 PMYeah. Everyone else will go for the middle one. If they do get to it we shoul try and accuse Dudeman of lying
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 11, 2017, 05:46:06 PM
Whyyyyyy is it a good idea to intentionally lead people to the WRONG space and then blame SOMEONE ELSE about it?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 11, 2017, 06:17:39 PM
Quote from: Dudeman on October 11, 2017, 05:46:06 PMWhyyyyyy is it a good idea to intentionally lead people to the WRONG space
to prevent this:
Quote from: BrainyLucario on October 11, 2017, 12:24:18 AMnow Sabotours can try and prevent us from going there.


Quote from: Dudeman on October 11, 2017, 05:46:06 PM...and then blame SOMEONE ELSE about it?

eh b/c it's easy I guess.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 11, 2017, 06:35:08 PM
Yes, but Tras already addressed that second quote. Anyone actively trying to stop forward progress is going to stick out like a sore thumb at this point.

Well, saboteurs only win if all the movement cards in the deck are exhausted, so if people want to keep going towards K5 (although I'd HIGHLY advise against it), I think we have some wiggle room.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 11, 2017, 07:10:40 PM
wait wait wait a minute

i actually missed the fact that brainy lied to us
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 12, 2017, 10:16:42 AM
This game needed a bit of treachery. The fact that I told Olimar kind of makes little sense if I was a Sabotour since I wouldn't  know who my partner ,if there  was one, was.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 12, 2017, 10:18:43 AM
Ahem, excuse me? The game NEEDED a bit of treachery? You're digging yourself into a hole, mister.

It's E. Gadd's turn, btw.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 12, 2017, 10:26:11 AM
Care to help? Besides I haven't tried to stop you guys yet. The only person who has is Tras, and that's only because he didn't know
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 12, 2017, 10:27:39 AM
And if I knew I wouldn't have done that, so we would be one step closer to the gold
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 12, 2017, 10:51:35 AM
E. Gadd, are you able to make your move today?
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 12, 2017, 08:36:10 PM
Could you update the map please?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 13, 2017, 05:29:06 AM
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2Fn6zteg.png&hash=e73136523039c659214d8383a744d6b77f5246f6)
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 15, 2017, 08:36:47 AM
So is this game dead now or something?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 15, 2017, 11:01:29 AM
Quote from: Olimar12345 on October 15, 2017, 08:36:47 AMSo is this game dead now or something?

Kinda, because one player isn't making his move.

E. Gadd, you have 24 hours to make your move, otherwise you will discard a random card.

While I'm at it, let me make a rule about that: if you don't make your move within 24 hours after the last player made his move, you discard a random card, unless you give me a good reason in before those 24 hours are over and also give me an estimate of when you are able to make your move.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 15, 2017, 07:04:16 PM
Yeah, sorry. Pennsylvania kinda took my will to do anything out of me.
So... let me get this straight: Brainy lied about where the gold was to hinder the saboteurs, and PM'd someone else telling them he was lying, albeit risking looking like a saboteur himself and (should his confidant believe him) risking his confidant's public integrity, too, when both of them tried to bend the path to the correct place? I suppose that makes sense, then, why Olimar jumped at my earlier play. Hmmmm... I'm more certain Olimar is a Miner, given Saboteurs don't know each other, assuming there are two this round. I'll have to analyse Brainy's move later, since right now I have a headache and need actual sleep. But I also need to play a card.
So

B4, play path G card
My hand is extremely crappy unless I was a saboteur...
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 15, 2017, 07:24:35 PM
@Egadd: pay close attention to the dates. I posted about you being suspicious before brainy contacted me. In fact, that was most likely the reason why he contacted me.

Path card D, H6
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 16, 2017, 08:17:05 AM
Path card E on F7
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 16, 2017, 10:28:33 AM
Path card B, H7, rotate 180 degrees
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 16, 2017, 10:52:53 AM
Got a pretty crappy hand right now.

Path card I, E8. Just for clarification, davy, because there is no white square in the middle connecting the three path squares, that means you can't use this card to move to another, right?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 16, 2017, 10:53:45 AM
Updated map, please?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 16, 2017, 02:28:05 PM
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2F6ifiwg.png&hash=c8373210cb0c374b4d623497f5dcb3d27b1d7162)
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 16, 2017, 04:49:11 PM
My piece is not included
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 16, 2017, 10:42:18 PM
Quote from: BrainyLucario on October 16, 2017, 04:49:11 PMMy piece is not included

Mine neither
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 16, 2017, 11:55:17 PM
Sorry, I somehow completely missed your posts. I will update the map immediately.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 17, 2017, 12:12:07 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2Foqd7vl.png&hash=641c1286f5285b6bad03d0a00dc434273ae8fa13)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

There are 14 cards remaining in the deck. It's now BlackDragonSlayer's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 17, 2017, 12:12:57 AM
Quote from: Dudeman on October 16, 2017, 10:52:53 AMJust for clarification, davy, because there is no white square in the middle connecting the three path squares, that means you can't use this card to move to another, right?

Correct.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 17, 2017, 10:10:29 AM
GOGOGO
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 17, 2017, 03:14:39 PM
Path Card A, I7.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 18, 2017, 07:50:52 PM
Whale, don't guess I have a choice. :J

Part card P, rotate 180°, J7

Seems like every plan I've possibly made has been in some way blocked (mostly unknowingly), and it's tough to keep having to adapt to that, changing plans sometimes up to three times a turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 18, 2017, 08:44:32 PM
you sonofabitch
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 18, 2017, 08:46:23 PM
Quote from: E. Gadd Industries on October 18, 2017, 07:50:52 PMWhale, don't guess I have a choice. :J

Part card P, rotate 180°, J7

Seems like every plan I've possibly made has been in some way blocked (mostly unknowingly), and it's tough to keep having to adapt to that, changing plans sometimes up to three times a turn.
Saboteur alert
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 18, 2017, 08:47:19 PM
lol
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 18, 2017, 08:54:23 PM
I mean, we technically have two more paths left to take.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 19, 2017, 04:55:46 PM
Well I fucking called that.

BUT WAIT,

Quote from: davy on October 15, 2017, 11:01:29 AMWhile I'm at it, let me make a rule about that: if you don't make your move within 24 hours after the last player made his move, you discard a random card, unless you give me a good reason in before those 24 hours are over and also give me an estimate of when you are able to make your move.

Egadd's turn took place over four hours past his deadline. Shouldn't it not count? I would like to wait to make my move until I know what is allowed of me.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 19, 2017, 05:35:37 PM
Oops, didn't notice. Also haven't been dealt a card yet
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 20, 2017, 03:06:38 AM
Quote from: Olimar12345 on October 19, 2017, 04:55:46 PMEgadd's turn took place over four hours past his deadline. Shouldn't it not count? I would like to wait to make my move until I know what is allowed of me.

I was considering to let it slide, since he apparently didn't see it, but I feel like I should be consistent with my rules.

So therefore, in E. Gadd's last move he passed and discarded a card.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 20, 2017, 03:13:20 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
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1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now Olimar's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 20, 2017, 04:26:23 AM
Path card A, J7
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 20, 2017, 10:14:27 AM
VICTORY IS SO SWEET
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 20, 2017, 12:50:53 PM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi63.tinypic.com%2Fo54w9u.png&hash=889cedcb26fe0c4e4364bda0efa1edefc2f92658)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

The miners found the gold. Miners win. E. Gadd Industries was the only saboteur.

Olimar gets to pick a gold card from the cards I send him first, then sends the remainder of the cards to BDS. This continues in reverse sign-ups order until all 6 gold cards have been picked. Please tell me what card you picked.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 20, 2017, 03:35:13 PM
I feel... feel so alone...
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 22, 2017, 01:58:13 AM
Davy, who do I send the extra one to...
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 22, 2017, 07:13:35 AM
Quote from: BrainyLucario on October 22, 2017, 01:58:13 AMDavy, who do I send the extra one to...

Last one goes to Olimar.

Second round will start in a couple of hours.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 22, 2017, 10:42:15 AM
So, eek, if you missed it in the I'm Away topic, I'll be away from here until Monday evening. If my turn manages to roll around by then, I'll concede the forfeited turn and card.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 22, 2017, 01:16:46 PM
TWG XCVII: Heigh Ho!

Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.



1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

All PM's have been sent. Round 2 has started. BrainyLucario takes the first turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 22, 2017, 02:59:44 PM
Oh, turns out I have Wifi out here. Disregard my previous post.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 22, 2017, 05:01:08 PM
Path card P on B5
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 23, 2017, 02:17:17 AM
path card e, e5
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 23, 2017, 04:30:11 AM
E5 isn't connected to anything?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 23, 2017, 04:44:51 AM
Quote from: E. Gadd Industries on October 23, 2017, 04:30:11 AME5 isn't connected to anything?


Oops, I somehow miscounted that, I was thinking of d5
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 23, 2017, 09:32:14 PM
Path card B, C4
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 23, 2017, 09:55:32 PM
Updated map, please?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 24, 2017, 09:40:58 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F34t1n4j.png&hash=7ba16f4fe05afb1a41966a8453b0b06f1b0c1fa6)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now BlackDragonSlayer's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 24, 2017, 02:33:27 PM
Reconnaissance, K7.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 25, 2017, 08:57:34 AM
Nope; no gold.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 25, 2017, 10:05:56 AM
Reconnaissance K3
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 25, 2017, 01:44:30 PM
K3 HAS THE GOLD
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 25, 2017, 02:15:12 PM
hot damn, well in that case Path card E to E5
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 26, 2017, 03:03:03 AM
Damage Mattock on Tras
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 26, 2017, 04:25:53 AM
Wat???
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 26, 2017, 04:26:17 AM
Did I miss something here?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 26, 2017, 05:21:22 AM
???
So Damag mattock on brainy, 'cause that's the only thing I can do...
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 26, 2017, 07:32:13 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F16kc8qb.png&hash=4f05b9df5c8aef3928f0e850643baae19dbb4060)

1. BrainyLucario Damaged Mattock
2. Trasdegi Damaged Mattock
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now Dudeman's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 26, 2017, 07:58:46 AM
y tho
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 26, 2017, 08:52:03 AM
Okay, that was...random. Brainy? Care to share your thoughts with the class?

Path card B, rotate 180, F5
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 26, 2017, 10:00:52 PM
Path Card D, F4
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 27, 2017, 09:09:39 AM
Could I see the updated map please?
Also, why @Brainy @Tras
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 27, 2017, 09:25:56 AM
I already told you why E. Gadd, didn't I?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 27, 2017, 09:43:55 AM
Why not just reveal your reasoning publicly? You seem to have PM'd at least two people, but is that really sufficient when it doesn't cost you anything to just tell everyone at once?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 27, 2017, 03:17:43 PM
Lol @ brainy. He pm'd Me thinking I was suspicious then instantly replied with a "my bad" message.

Not playing a very good game rn imo, brainy.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 27, 2017, 03:31:59 PM
Quote from: E. Gadd Industries on October 27, 2017, 09:09:39 AMCould I see the updated map please?
Also, why @Brainy @Tras

He attacked me without any reason, so I'm striking back.

Quote from: BlackDragonSlayer on October 27, 2017, 09:43:55 AMWhy not just reveal your reasoning publicly? You seem to have PM'd at least two people, but is that really sufficient when it doesn't cost you anything to just tell everyone at once?

If he had a good reason and shared it then I wouldn't have done that.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 27, 2017, 03:38:16 PM
Quote from: E. Gadd Industries on October 27, 2017, 09:09:39 AMCould I see the updated map please?
Also, why @Brainy @Tras

Too tired too update the map today. It's not that hard anyway to add Dudeman's and BDS's moves to your personal maps.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 27, 2017, 03:58:22 PM
Quote from: davy on October 27, 2017, 03:38:16 PMToo tired too update the map today. It's not that hard anyway to add Dudeman's and BDS's moves to your personal maps.

^yeah Egadd, it was only two moves . _.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 27, 2017, 09:02:14 PM
._.
Path card G, F3

@Tras yeah, I get that. Now, Brainy, what the actual heck is going on rn? Last time you pulled a stunt like this you ended up costing the humans a phase (despite the fact that you were a human)
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 27, 2017, 10:06:29 PM
Apparently, Tras deciding to play a useless card (P) in a spot where it wouldn't get in our way later (B5) was interpreted by Brainy as the move of a saboteur. Very, very insightful, that.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 28, 2017, 01:11:06 AM
Quote from: Dudeman on October 27, 2017, 10:06:29 PMApparently, Tras deciding to play a useless card (P) in a spot where it wouldn't get in our way later (B5) was interpreted by Brainy as the move of a saboteur. Very, very insightful, that.

Quote from: BrainyLucario on October 22, 2017, 05:01:08 PMPath card P on B5

Just WTF?? He played that!
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 28, 2017, 06:15:54 AM
Tras is right:

Quote from: BrainyLucario on October 22, 2017, 05:01:08 PMPath card P on B5

Tras made an actually useful move:

Quote from: Trasdegi on October 23, 2017, 02:17:17 AMpath card e, d5*
(Edited to be correct)

And thats literally ALL tras did before brainy targeted him.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 28, 2017, 06:41:36 AM
Oh, and just to double-check, Reconnaissance K3
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 28, 2017, 10:01:31 AM
Oh crap, how did I mess that up? Sorry guys :/
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 28, 2017, 12:41:56 PM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Fo10311.png&hash=6c28fecf79acc5a6fa9ff19fdb25af40f322992f)

1. BrainyLucario Damaged Mattock
2. Trasdegi Damaged Mattock
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

It's now BrainyLucario's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 28, 2017, 02:33:16 PM
ALERT: K3 HAS NO GOLD
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 28, 2017, 03:08:28 PM
which one a' you fools is the liar here
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 28, 2017, 03:13:14 PM
I mean I guess we could make it to both K3 and K5, but I'm going to put my efforts to K5 from now on.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 28, 2017, 03:26:45 PM
We've got paths open in both directions, so...I'd still aim for K3 primarily since a wrong location will have either an F card or a G card, and an F card can let us go down to K5 easier.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 29, 2017, 12:16:56 AM
Recon on K3
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 29, 2017, 03:23:49 AM
Pass.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 29, 2017, 06:57:08 AM
Keep an eye on brainy; he still hasn't explained his hella suspicious behavior and now knows that K3 is empty.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 29, 2017, 01:38:25 PM
Olimar....K3 has the gold. What the heck?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 29, 2017, 01:51:02 PM
lolololololololol

who to not trust

brainy/e. gadd or olimar by himself
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 29, 2017, 02:12:04 PM
Brainy: randomly targets tras then lies about the lack of K3 gold. What a saboteur.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 29, 2017, 02:23:18 PM
Quote from: Olimar12345 on October 29, 2017, 02:12:04 PMBrainy: randomly targets tras
I'm willing to accept this as Brainy just being Brainy.

Quotethen lies about the lack of K3 gold. What a saboteur.
Why are you so insistent on this being the case when two people have spoken to the contrary? If anything, I'm more willing to believe that you're the only one being deceptive about it.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 29, 2017, 02:44:08 PM
If brainy was a saboteur, then playing reconnaissance was his best possible move: no matter the result, he would've found his partner, and he could target an human player with the 2vs1 thing.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 29, 2017, 05:48:08 PM
Quote from: Trasdegi on October 29, 2017, 02:44:08 PMIf brainy was a saboteur, then playing reconnaissance was his best possible move: no matter the result, he would've found his partner, and he could target an human player with the 2vs1 thing.
Or the more logical answer, I wanted to help you all not be misdirected
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 29, 2017, 06:37:29 PM
Tbh nothing helps. Humans and saboteurs both have legit reasons to lie about the gold reveals, so just do/believe what you want.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 29, 2017, 08:32:27 PM
Whom'std'ven'ts turn is it again?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 29, 2017, 08:40:57 PM
Dudeman's, I want to say.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 30, 2017, 04:43:05 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Fo10311.png&hash=6c28fecf79acc5a6fa9ff19fdb25af40f322992f)

1. BrainyLucario Damaged Mattock
2. Trasdegi Damaged Mattock
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

Dudeman discarded a random card. It's now Blackdragonslayer's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 30, 2017, 11:25:28 AM
Ah shit, Tras's "pass" post didn't register as his turn in my mind and then I was out for the day. Oops. Sorry.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 12:05:40 PM
Damage Lantern on Olimar.

I don't want to take any risks here. SORRY NOT SORRY.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 30, 2017, 02:46:07 PM
You're not going to like the results lol.

Also, this brainy/egadd team that keeps happening irks me.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 04:04:35 PM
At this point, Olimar, you're the one giving me less of a reason to trust you. Or maybe I just take issue with your apparent overconfidence-that-you-shouldn't-have
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 04:05:39 PM
Also, Davy, would I be able to get an updated list of my hand? I've kind of lost track of what I have overall...
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 30, 2017, 04:20:30 PM
Lol @ BDS, so brainy's hella sketch behavior is all forgotten now that I've been made a scapegoat? Good thing he had that get-out-of-jail-free card that was the recon.

It doesn't matter anyway, once we get to K3 you'll see who was really telling the truth.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 04:21:44 PM
Quote from: Olimar12345 on October 30, 2017, 04:20:30 PMLol @ BDS, so brainy's hella sketch behavior is all forgotten now that I've been made a scapegoat? Good thing he had that get-out-of-jail-free card that was the recon.
Quote from: BlackDragonSlayer on October 29, 2017, 02:23:18 PMI'm willing to accept this as Brainy just being Brainy.

QuoteIt doesn't matter anyway, once we get to K3 you'll see who was really telling the truth.
And this is a case of
Quote from: BlackDragonSlayer on October 30, 2017, 04:04:35 PMapparent overconfidence-that-you-shouldn't-have
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 30, 2017, 04:24:10 PM
Because it couldn't be me confirming possible saboteurs...
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 30, 2017, 04:26:07 PM
Also loving how playing a shitty human game is brainy's identifying "human" characteristic.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 04:31:40 PM
Quote from: Olimar12345 on October 30, 2017, 04:24:10 PMBecause it couldn't be me confirming possible saboteurs...
Ooooor... it could just as easily be the other way around?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 30, 2017, 04:40:21 PM
I don't think I'd be making this big of a deal out of it if I were a saboteur though. It would have been be much easier to have claimed that I was trying to throw off the saboteurs and retract my K3 claim than to keep pushing for it after being in the minority.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 30, 2017, 05:00:29 PM
I appreciate the trust BDS but why?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 05:12:28 PM
I want to try to get all the possible sabatours out of the way, which DOES include you, Brainy.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 30, 2017, 07:35:20 PM
If it didn't include me I'd think a screw was loose in your head. That wasn't a very smart play of damaging Tras.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 30, 2017, 08:23:23 PM
Path card A, G3

@Olimar I saw your message but my presence on Discord has been verrrrry minimal. Anyhoo, I saw what davy sent me, and I shared it; no need in keeping the info to myself, no? And besides, no matter which one I played Recon on, it was a 50/50 chance and the two spaces aren't far from each other (reference to K3 & K5). Assuming BDS isn't lying (I know, scary thing to assume, but he hasn't given me reason not to believe him yet), even if I was lying it wouldn't be too far away from the other goal space and we'd be given a direct route to K5.
That being said, I never objected to your motivations for cross-checking. In hindsight, it probably would've been better for me to have done that for BDS instead of scoping out a different spot, but in the moment my thoughts were to scope out the spaces as quickly as possible so we could make a direct path before the saboteur(s) could get anything started.

@Brainy you mean damaging Olimar?

Honestly, if this keeps up, everyone'll be damaged and no movement will take place. Which is what the saboteurs want; gives them more time to think (I tried to actually do that last round, but my hand was completely path cards so I couldn't do much of anything). Yes, their ultimate goal is to run out of path cards, but in rendering everyone else unable, they have free reign over the board to screw up paths until someone steps on them.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 30, 2017, 08:35:50 PM
Damage Mine Cart on Egadd.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 09:29:56 PM
Quote from: Olimar12345 on October 30, 2017, 08:35:50 PMDamage Mine Cart on Egadd.
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fimg.wennermedia.com%2Farticle-leads-horizontal%2Frs-5603-rectangle.jpg&hash=a853616ef42be450bfddc2dccc69988fef0827cb)
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 30, 2017, 09:32:30 PM
dafuq are you doing, Olimar
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 30, 2017, 09:40:14 PM
Welp, it's just you and me now Dudeman.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 30, 2017, 09:45:09 PM
Welp

*twiddles thumbs*
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 31, 2017, 04:02:29 AM
Davy could you update the map please?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on October 31, 2017, 04:05:17 AM
Also pass
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 31, 2017, 04:32:56 AM
@BDS what is that picture?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on October 31, 2017, 04:36:12 AM
Is the trolololol guy really that old of a meme now? Anyway you'll thank me later for that.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on October 31, 2017, 04:37:28 AM
Oooooooo I've never seen what the guy looks like, only heard it. But anyhoo, thanks
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on October 31, 2017, 05:42:07 AM
Repair Mattock on Trasdegi. Now we're three!
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on October 31, 2017, 08:07:04 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2vl9p1w.png&hash=42ec3383eca4d88bff311c78384a91dfe4f7e816)

1. BrainyLucario Damaged Mattock
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries Damaged Mine Cart
6. Olimar12345 Damaged Lantern

Replacment: Dude

It's now Dudeman's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on October 31, 2017, 10:51:05 AM
Path card B, H3
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on October 31, 2017, 10:36:44 PM
Path Card A, I3



literally the only good path card i have right now
bye bye path card
i love you
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 01, 2017, 04:19:30 AM
Pass
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on November 01, 2017, 06:27:32 AM
??? But my turn? Use repair mattock OR mine cart on myself
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 01, 2017, 06:33:47 AM
I still need  my new card, Davy
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 01, 2017, 09:28:43 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi65.tinypic.com%2F2vl9p1w.png&hash=42ec3383eca4d88bff311c78384a91dfe4f7e816)

1. BrainyLucario Damaged Mattock
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries Damaged Mine Cart
6. Olimar12345 Damaged Lantern

Replacment: Dude

Dudeman made an illegal move (he didn't have any path cards B in his hand). He discards a random card instead. It's now (again),
 BDS's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 01, 2017, 09:33:26 AM
Quote from: BrainyLucario on November 01, 2017, 06:33:47 AMI still need  my new card, Davy

Uh oh, I don't think Davy forgot...
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 01, 2017, 10:03:05 AM
god fucking dammit I could have sworn I still had another B card in my hand that's two turns now where I lost a card from bad communication

this is the problem with giving the player their whole hand and then only saying which card they've just drawn, I lose track of which cards I don't have anymore
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 01, 2017, 02:18:43 PM
Quote from: Dudeman on November 01, 2017, 10:03:05 AMgod fucking dammit I could have sworn I still had another B card in my hand that's two turns now where I lost a card from bad communication

this is the problem with giving the player their whole hand and then only saying which card they've just drawn, I lose track of which cards I don't have anymore

QFT SO HARD
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 01, 2017, 02:40:46 PM
Path Card A, G5
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on November 01, 2017, 07:45:38 PM
Quote from: E. Gadd Industries on November 01, 2017, 06:27:32 AMUse repair mattock OR mine cart on myself

Quote from: Olimar12345 on November 01, 2017, 02:18:43 PMQFT SO HARD
Can we start a petition?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 01, 2017, 10:43:52 PM
Quote from: Olimar12345 on November 01, 2017, 04:19:30 AMPass
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 02, 2017, 08:00:29 AM
Repair my Mattock plz
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 02, 2017, 01:46:07 PM
Quote from: BrainyLucario on November 02, 2017, 08:00:29 AMRepair my Mattock plz

Is this a move?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 02, 2017, 02:07:08 PM
Quote from: Trasdegi on November 02, 2017, 01:46:07 PMIs this a move?

Yes it is.

Also really tired right now, so I won't make an update post today. I will send the draws that I still have to send.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 02, 2017, 02:22:51 PM
Path card B, H5.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 02, 2017, 03:14:14 PM
Path card I, rotate 180, B4
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 02, 2017, 03:47:47 PM
Reconnaissance, K5.


Time to find out who's telling the truth.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 02, 2017, 04:00:55 PM
It's about damn time.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 02, 2017, 04:27:33 PM
well i mean it's not like i just had a spare reconnaissance card lying around
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on November 02, 2017, 05:58:53 PM
*has 3 Reconnaissance Cards sitting in a corner with a pile of dust*

Anyhoo, good, we'll learn the truth
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 02, 2017, 06:58:19 PM
Quote from: E. Gadd Industries on November 02, 2017, 05:58:53 PMAnyhoo, good, we'll all learn that I was a lying sack of shit

Ftfy
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 02, 2017, 07:08:11 PM
Play nice now
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 02, 2017, 09:04:03 PM
We'll probably have to wait until morning to find out, or at least morning wherever Davy is. :P
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 03, 2017, 03:44:21 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2F14syzvk.png&hash=d0815cbc26c685146fba932992ded99645ad9447)
1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345 Damaged Lantern

Replacment: Dude

Dudeman made another illegal move (path card I has a path going down, while the path card P on B5 doesn't have a path going up). He discards path card I instead. It's now E. Gadd Industries's turn. There are 9 cards remaining in the deck.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 03, 2017, 09:47:10 AM
K5 has the gold. :morton2:
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 03, 2017, 10:15:33 AM
Quote from: davy on November 03, 2017, 03:44:21 AMDudeman made another illegal move (path card I has a path going down, while the path card P on B5 doesn't have a path going up). He discards path card I instead. It's now E. Gadd Industries's turn. There are 9 cards remaining in the deck.
...you've gotta be fucking kidding me.
Every single path on a card has to connect to another path? Is this for real?!
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on November 03, 2017, 10:17:10 AM
Why do you lie when we are so close to the goal?

Damage Mine Cart, BDS

Also, RIP Dudeman :/ that sucks... but it also kinda makes sense, building a contiguous path so not to clog up the board with excessive useless cards
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 03, 2017, 10:28:26 AM
Sabotuer Alert
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 03, 2017, 10:31:59 AM
Quote from: BlackDragonSlayer on November 01, 2017, 02:40:46 PMPath Card A, G5
Also, did you miss this move Davy? It's not on the map.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 03, 2017, 10:38:12 AM
Quote from: BlackDragonSlayer on November 03, 2017, 10:28:26 AMSabotuer Alert

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi0.kym-cdn.com%2Fphotos%2Fimages%2Foriginal%2F000%2F716%2F608%2Fb1f.gif&hash=7e322570f192abb8fd3427e161c4329cf5a5058b)
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 03, 2017, 10:40:49 AM
don't blame me cause you were acting all high and mighty
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 03, 2017, 11:41:54 AM
Quote from: BlackDragonSlayer on November 03, 2017, 10:31:59 AMAlso, did you miss this move Davy? It's not on the map.

Sorry, I somehow misread the 5's as 3's in both your and Trasdegi's move. I'll update the map.

Quote from: Dudeman on November 03, 2017, 10:15:33 AM...you've gotta be fucking kidding me.
Every single path on a card has to connect to another path? Is this for real?!

Quote from: davy on November 03, 2017, 03:44:21 AMA player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 03, 2017, 12:25:56 PM
goddammit
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 03, 2017, 12:38:27 PM
Quote from: BlackDragonSlayer on November 03, 2017, 10:40:49 AMdon't blame me cause you were acting all high and mighty

I acted perfectly reasonable before brainy lied and you still favorited egadd for some reason
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 03, 2017, 12:42:41 PM
I forgive you for fucking me up though. Repair Mine Cart on BDS. Get us to K5 pls

Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 04, 2017, 08:38:15 AM
I think we just found out saboteurs, my friends. Their names are Olimar and BDS

Seriously though good acting you two. Let me steer us in the right direction.

Path card C on I5
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 04, 2017, 09:09:06 AM
If anyone  have a reconnaissance, they should use it, and then we will know the truth, because there can't be 3 saboteurs.
Path card A on I4
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 04, 2017, 09:44:47 AM
Lol @ brainy and egadd. It's so obvious that they're saboteurs at this point that it hurts when they post.

But for the doubters, here's the order of events:

-Egadd lies about K3 having gold right after BDS claims no gold in K7 (as to not cause a conflict)
-Brainy randomly attacks tras with still no reasoning
-Tras attacks Brainy for the reasons of retaliation and that it was the only non-pass move he could make, which is understandable.
-Brainy reveals that there is private communication between him and egadd about tras' attack, also insinuating that they are in regular contact:
Quote from: BrainyLucario on October 27, 2017, 09:25:56 AMI already told you why E. Gadd, didn't I?
-I recon K3 and there is no gold.
-Brainy recon's K3 and claims there's gold.
-BDS attacks me (understandably) for being in the minority.
-I attack egadd
-tras revives himself
-egadd revives himself
-BDS recon's K5 and finds gold
-Egadd attacks BDS for contradicting him
-I revive BDS

If you're still torn between either egadd & Brainy vs Olimar and BDS, review the attacks and revives; they're pretty telling.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 04, 2017, 10:30:09 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F2nqcex.png&hash=cc2854d965319cf392b2f032198e1e95e3f7b3c7)
1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345 Damaged Lantern

Replacment: Dude

It's now Dudeman's turn. There are 5 cards remaining in the deck.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 04, 2017, 11:33:07 AM
Path card F, J4
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 04, 2017, 11:58:39 AM
Quote from: BrainyLucario on November 04, 2017, 08:38:15 AMPath card C on I5

HOW DID I MISS THIS

SOMEONE GET RID OF THIS
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 04, 2017, 12:00:33 PM
Oh I didn't see dudeman's play. Woohoo one more and we've got it! BDS pls pull through!
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 04, 2017, 02:03:31 PM
:<

Nope. Got nothing. This is the best I can do.

Damage Lantern on E. Gadd.
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on November 04, 2017, 05:49:44 PM
Repair Lantern on myself :<
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 04, 2017, 08:24:17 PM
Repair Mattock OR Lantern on myself.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 05, 2017, 06:06:02 AM
Go on, brainy: keep going for K3 :P
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 05, 2017, 09:27:45 PM
Path Card C, flip 180 degrees
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 05, 2017, 09:58:05 PM
On J5
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 06, 2017, 01:10:17 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi67.tinypic.com%2F50sj1i.png&hash=ad5cb075ab73468d1ddb48592575652bbb09305a)
1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

Brainy's move was late, as well as illegal (he didn't have a path card C). He discards a random card instead. Brainy draws the last card in the deck. It's now Trasdegi's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 06, 2017, 04:52:05 AM
Path card B, J5, rotate 180 degrees
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 06, 2017, 05:06:24 AM
Trasdegi made an illegal move (path card B has a path going left and a path going right, while the path card C on I5 doesn't have a path going right). He discards path card B instead. It's now Dudeman's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 06, 2017, 08:01:36 AM
I DO HAVW A PATH CARD C YOU GAVE ME TWO
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 06, 2017, 08:05:01 AM
AND HOW THE HECK WAS IT LATE? I FIXED MY MISTAKE IN THE POST RIGHT AFTER THAT
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 06, 2017, 09:32:29 AM
@brainy:

Quote from: Olimar12345 on November 04, 2017, 08:24:17 PMRepair Mattock OR Lantern on myself.

Quote from: BrainyLucario on November 05, 2017, 09:27:45 PMPath Card C, flip 180 degrees

These moves are 26 hours apart. A day is 24 hours long. Moves must be made within 24 hours of each other.

Gj miners! Tras, dm, bds: get is to K5!
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 06, 2017, 09:33:54 AM
Quote from: BrainyLucario on November 06, 2017, 08:01:36 AMI DO HAVW A PATH CARD C YOU GAVE ME TWO

Also the rules say that you cannot reveal your cards.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 06, 2017, 11:14:06 AM
Hmm...kind of hard to make a move in 24 hours when you guys also take time away from that 24 hours. And I didn't reveal any cards. I played 1 C card and this was my second one. I demand Davy intervention
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 06, 2017, 11:43:50 AM
Quote from: BrainyLucario on November 05, 2017, 09:27:45 PMPath Card C, flip 180 degrees
Quote from: BrainyLucario on November 05, 2017, 09:58:05 PMOn J5

...no really, that's my move
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 06, 2017, 12:11:34 PM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi66.tinypic.com%2Fsex1nc.png&hash=4f41dba86e99da591d0fcebbe3338f228e53790b)

1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries
6. Olimar12345

Replacment: Dude

The miners found the gold. Miners win. E. Gadd Industries and BrainyLucario were the saboteurs.

Dudeman gets to pick a gold card from the cards I send him first, then sends the remainder of the cards to Trasdegi (don't quote the PM I sent, since quoting PM's from the host is forbidden). This continues in reverse sign-ups order until all 6 gold cards have been picked. Please tell me what card you picked.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 06, 2017, 02:43:51 PM
yay we won again. pls listen to me from now on and we can win faster kthanks
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 06, 2017, 02:59:48 PM
saboteur alert
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 06, 2017, 03:02:51 PM
lol but actually serious props to dudeman. With all of the moves that you missed/messed up, you pulled through at the end when we needed you the most.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 06, 2017, 03:04:37 PM
I guess I can say this now since this round is over: I actually had two C cards :P
Title: Re: TWG XCVII: Heigh Ho!
Post by: E. Gadd Industries on November 06, 2017, 04:44:56 PM
Ima have to sit out this final round. Sorry guys...  :-\
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 07, 2017, 01:23:52 AM
I send a message to Dude and Nocturne asking if one of them could replace E. Gadd. I'll give them 24 hours to accept, but I'm not really sure what I'm going to do otherwise.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 07, 2017, 02:40:02 AM
I was robbed
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 07, 2017, 04:08:52 AM
Nah it was obvious you were a wolf from your first phase post + your posting mistakes were your own fault. :p
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 07, 2017, 10:50:37 AM
Please just drop this. I'm already salty enough
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 07, 2017, 02:50:28 PM
Spoiler
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi3.kym-cdn.com%2Fphotos%2Fimages%2Fnewsfeed%2F001%2F002%2F636%2Fd09.jpg&hash=34f8e38fd8ecd51acadfe8a77854c6e7bbf1d0dc)
[close]
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 08, 2017, 03:11:39 AM
Well, fair enough.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 08, 2017, 04:46:33 AM
TWG XCVII: Heigh Ho!

Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.



1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries Dude
6. Olimar12345

Dude replaces E. Gadd. All PM's have been sent. Round 3 has started. BlackDragonSlayer takes the first turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 08, 2017, 05:18:31 PM
Yeah Boiz Les do this
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 08, 2017, 11:17:35 PM
Path Card F, Rotate 180, C6.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 09, 2017, 03:49:54 AM
I'm calling it, Olimar's a saboteur
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 09, 2017, 05:09:34 AM
Quit being salty already, geez.

And also, targeting someone for no reason last game got you into that mess, so I wouldn't repeat that mistake if I were you.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 09, 2017, 07:59:24 AM
I can't open the docx.

Can you make it something else.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 09, 2017, 08:49:48 AM
Quote from: Dude on November 09, 2017, 07:59:24 AMI can't open the docx.

Can you make it something else.

Does this work?

https://www.dropbox.com/s/3xd96535sxndbgb/Path%20Cards.pdf?dl=0 (https://www.dropbox.com/s/3xd96535sxndbgb/Path%20Cards.pdf?dl=0)
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 09, 2017, 11:11:18 AM
*quietly twiddles thumbs*
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 09, 2017, 01:47:34 PM
Ok

Path card D, rotated 90 degrees, D6

That right?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 09, 2017, 02:23:37 PM
Quote from: Dude on November 09, 2017, 01:47:34 PMOk

Path card D, rotated 90 degrees, D6

That right?

Nope, you can't rotate 90 degrees. Only 180 degrees. Since you just joined the game, I'll let you redo your move.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 09, 2017, 06:32:29 PM
Ok thanks,

Path card B, D6
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 09, 2017, 07:53:09 PM
Pass (I figure I might as well use this time to siscard some shit cards)
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 10, 2017, 08:38:32 AM
Pass

Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 11, 2017, 03:16:53 AM
path card A, E6
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 11, 2017, 06:08:23 PM
Quote from: Dudeman on November 09, 2017, 11:11:18 AM*quietly twiddles thumbs*
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 11, 2017, 10:04:01 PM
Huzzah for busy days.

Reconnaissance, K7.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 12, 2017, 12:38:48 AM
Could you update the map as well, please?
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 12, 2017, 01:49:17 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2F2ujm8lc.png&hash=6d0f37a72869b9414a8ff009d00266fa332ebb98)
1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries Dude
6. Olimar12345

It's now BlackDragonSlayer's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 12, 2017, 11:23:52 AM
K7 has the gold.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 12, 2017, 11:30:51 AM
Quote from: Olimar12345 on October 25, 2017, 02:15:12 PMhot damn
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 13, 2017, 01:50:29 AM
BDS is late, he passes. It's now Dude's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 13, 2017, 07:29:03 AM
Hey hey hey wait a minute. Dudeman's post was at November 12, 2017, 11:23:52 AM my time, whereas it's only November 13, 2017, 7:28:?? AM right now. Unless I'm really tired, that's less than 24 hours, no?
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 13, 2017, 07:57:49 AM
I had this problem last round.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 13, 2017, 09:28:43 AM
Quote from: BlackDragonSlayer on November 13, 2017, 07:29:03 AMHey hey hey wait a minute. Dudeman's post was at November 12, 2017, 11:23:52 AM my time, whereas it's only November 13, 2017, 7:28:?? AM right now. Unless I'm really tired, that's less than 24 hours, no?

Dudeman's post at 08:23:52PM my time was about the result of his reconnaissance. He played his card at 07:04:01AM my time, after which you asked for an update of the map. Waiting for Dudeman to share the results was your own choice. If he hadn't shared the result within 24 hours and you had kept waiting for him your turn would also have been skipped.

So to clarify: It's now Dude's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 13, 2017, 09:37:20 AM
Quote from: Dudeman on November 11, 2017, 10:04:01 PMHuzzah for busy days.

Reconnaissance, K7.

Quote from: davy on November 13, 2017, 01:50:29 AMBDS is late, he passes. It's now Dude's turn.

These posts are more than 24 hours apart.

Quote from: BrainyLucario on November 13, 2017, 07:57:49 AMI had this problem last round.

Yes, you also waited too long last round.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 13, 2017, 02:39:56 PM
Path card F, Rotated, at E7.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 13, 2017, 06:29:31 PM
Path card A, rotated 180° on E5.
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 14, 2017, 05:35:28 AM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2Fkb96r6.png&hash=a6cd282030d37597a032ddf9b041d3183cb5c783)
1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries Dude
6. Olimar12345

It's now BrainyLucario's turn.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BrainyLucario on November 14, 2017, 06:32:23 AM
Pass
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 14, 2017, 01:44:39 PM
Reconnaissance, K7
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 14, 2017, 01:48:36 PM
Path card E, F7
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 14, 2017, 03:01:09 PM
Path Card C, Rotate 180, E4


half these path cards are completely useless
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 14, 2017, 03:04:00 PM
Quote from: Trasdegi on November 14, 2017, 01:44:39 PMReconnaissance, K7

Here we go-what's the verdict, chief?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 14, 2017, 03:28:46 PM
Quote from: Olimar12345 on November 14, 2017, 03:04:00 PMHere we go-what's the verdict, chief?

Wait a bit, I still haven't received it
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 15, 2017, 01:55:29 PM
K7 has the gold.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 15, 2017, 02:00:49 PM
GOGOGO
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 15, 2017, 02:25:08 PM
someone get dude on the horn 'cause he's only got 35 minutes
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 15, 2017, 04:41:46 PM
Oh pass I guess idk what the map is so
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 16, 2017, 01:19:17 PM
TWG XCVII: Heigh Ho!
Spoiler
Backstory: A group of dwarfs is mining for gold. Unfortunately, among the dwarfs are saboteurs, who are getting paid for making the miners fail.

1. Saboteur
2. Saboteur
3. Miner
4. Miner
5. Miner
6. Miner
7. Miner

One of these seven roles is randomly removed before the start of the game, meaning that there are either 1 Saboteur and 5 Miners, or 2 Saboteurs and 4 Miners. Saboteurs don't know each other.

(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi68.tinypic.com%2F2gy9kqg.png&hash=c9b95a63a5abb80fb2ee23cdb3591442e7a9574c)

(the top left corner of the grid is A1)

There are three goal cards (located on K3, K5 and K7 on the grid), but only one of them (at random) contains the gold. The miners try to make a path from the start card (located on C5 on the grid), to the goal card with the gold. The saboteurs try to prevent the miners from obtaining the gold.

There is a deck of 67 cards containing 40 path cards and 27 action cards. At the start of the game, every player gets 5 of those cards at random from the host. You are not allowed to reveal the cards in your hand. If you break this rule by accident, then on your next turn, you have to pass and discard the card you revealed. If you reveal multiple cards, then you have to continue to pass and discard until you have discarded all the cards that you revealed.

One player chosen at random gets the first turn. Afterwards it is the next player in sign-ups order's turn.

In your turn, you can do one of three things (by posting the relevant action in the topic):

1. Play a Path Card. When playing a Path Card, state what kind of path card you are playing (see list of Path Cards), whether you play the card upside-down or not and on what cell on the grid you are playing it. A player may only play a path card if the paths on that card connect to any path card already in play, and all paths on that path card connect to the paths in the adjacent cells. At the start, it is only possible to play path cards on B5, C4, C6 and D5, because then they wold connect to one of the four paths of the start card. A player may turn a path card 180 degrees before playing it, but not 90 or 270 degrees.

List of Path Cards (https://www.dropbox.com/s/sxjj0d8xn4hy6am/Path%20Cards.docx?dl=0)

2. Play an action card. There are four kinds of action cards:

-Damage Equipment. These come in three varieties: Damage Mattock (3x), Damage Lantern (3x) and Damage Mine Cart (3x). When playing one of these cards, you select one player, which will than have that piece of equipment damaged. As long as a player has damaged equipment, they will be unable to play path cards during their turn (therefore, they have to play action cards or pass). A player may only have one of each kind of damaged equipment at a time (so a player can have both damaged mattock and damaged lantern but not two damaged mattocks).

-Repair Equipment. These come in six varieties: Repair Mattock (2x), Repair Lantern (2x), Repair Mine Cart (2x), Repair Mattock OR Mine Cart (1x), Repair Mattock OR Lantern (1x) and Repair Lantern OR Mine Cart (1x). When playing one of these cards, you select a player that has the relevant damaged equipment, and repair that players equipment. Afterwards, both the Damage Equipment card and the Repair Equipment card go face-up to the discard pile. If that player has no damaged equipment after that Damage Equipment card is discarded, that player will be able to play path cards again. Each repair equipment card can only repair one equipment at a time.

-Rockfall (3x). When playing Rockfall, the player selects one path card on the grid (other than the start and goal cards) and discards it face up, together with the Rockfall card.

-Reconnaissance (6x). When playing Reconnaissance, the player choses one of the goal cards, and then recieves a PM from the host telling him whether or not that card contains the gold.

3. Pass. If a player passes, he must discard a card face-down (PM the host what card you discarded), unless that player has no cards left in hand.

After your turn ends, but before you can start your next turn, you will recieve a new card from the deck by PM from the host (unless the deck is out of cards).

When a player plays a path card so that an uninterrupted path between the start card and one of the goal cards is created, the goal card is revealed in the topic by the host (as long as the host doesn't reveal the goal card, the game can't continue). If that goal card does not contain the gold, the card may be turned upside down to create a path to the path card connecting to it (these goal cards are path cards. One of them is of type F and the other one of type G), and the game continues. If the goal card does contain the gold, the round is over and the Miners win.

If there are no cards left in the deck and no player can play anymore cards, the round is also over and the Saboteurs win.

At the end of the round, the roles of all players are revealed.

There are 28 gold cards (which are not part of the deck). 4 of them contain 3 gold, 8 of them contain 2 gold and the other 16 contain 1 gold.

If the Miners win, the player that played the last card is given 6 gold cards at random by PM from the host. That player picks one of them secretly, then PM's the rest of the gold cards to the next Miner in reverse sign-up order (Make sure not to include the PM from the host in this PM, since sharing PM's from the host is forbidden). This continues untill all 6 cards have been picked by a player.

If the Saboteurs win, they each earn 3 gold (One 2 gold card and one 1 gold cards, in principle. If we run out of 2 gold cards, they get three 1 gold cards instead. If we run out of 1 gold cards, they get a 3 gold card instead). If there was only one Saboteur, that player earns 4 gold instead ((One 2 gold card and two 1 gold cards, in principle. If we run out of 2 gold cards, they get four 1 gold cards instead. If we run out of 1 gold cards, they get two 2 gold cards instead).

In principle, this game is played with three rounds. For the next round, players keep their gold cards, but get a new role, the deck is randomnized again with all 67 cards, the goal card containing the gold is selected randomly again and players get a new hand of 5 cards. The player after the player that played the last card the previous round gets the first turn in the new round. However, since I'm not sure how long this is going to take, I may end the game after two rounds or even one round.

The player with the most gold at the end of the game wins. If multiple players have the same amount of gold all of them win.


[close]
(https://www.ninsheetmusic.org/forum/proxy.php?request=http%3A%2F%2Fi64.tinypic.com%2F9qejad.png&hash=3f52fdc4c45d1814292157a1828e4e23c9a80db1)
1. BrainyLucario
2. Trasdegi
3. Dudeman
4. BlackDragonSlayer
5. E. Gadd Industries Dude
6. Olimar12345

It's now Olimar's turn. Since I was late with the update, I'll extend the time limit for his turn to 08:00AM CET (a little under 10 hours from now).
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 16, 2017, 01:32:02 PM
I'm going to have to pass again. I literally have no cards that can progress us to K7 :c
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 17, 2017, 03:24:21 PM
Brainy is late, he skips his turn. It's now Trasdegi's turn.

Also guys, please pay a little more attention to this game. It's kinda disappointing if so many turns are getting skipped because people are not paying attention to when there turn is.
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 17, 2017, 04:00:45 PM
I think the game has gone on so long that:
1: People have picked up more obligations that are keeping them busy.
2: People have stoped caring.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 17, 2017, 04:01:29 PM
Probably explains why the miners have won twice in a row now.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 17, 2017, 04:22:28 PM
Turns are also irregular in pacing, which can surprise people sometimes...
Title: Re: TWG XCVII: Heigh Ho!
Post by: Trasdegi on November 18, 2017, 12:04:53 PM
Pass.
Quote from: Olimar12345 on November 16, 2017, 01:32:02 PMI literally have no cards that can progress us to K7 :c
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 18, 2017, 12:22:55 PM
Path card F, F5
Title: Re: TWG XCVII: Heigh Ho!
Post by: BlackDragonSlayer on November 18, 2017, 02:35:21 PM
Pass.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 18, 2017, 02:54:08 PM
Good grief, passing has never been so popular
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 18, 2017, 09:09:29 PM
What's the map
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 19, 2017, 07:55:36 AM
My computer won't boot up anymore, so I'm unable to update the map or check what cards players need. Therefore, time limits will be off for now.

Also, do you guys still want to finish this round or shall we end this game early?
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 19, 2017, 09:37:19 AM
Whatever floats your boat.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 19, 2017, 10:38:31 AM
I mean, I was willing to be in it until the end, but it appears that everyone is more interested in passing off their turns...
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 19, 2017, 10:50:35 AM
Quote from: Dudeman on November 19, 2017, 10:38:31 AMI mean, I was willing to be in it until the end, but it appears that everyone is more interested in passing off their turns...

I too was/am willing to finish it. My turn passing has not been because of laziness, and I doubt that is the case with others. No map updates will seriously hinder the progress though...
Title: Re: TWG XCVII: Heigh Ho!
Post by: Olimar12345 on November 21, 2017, 04:10:30 PM
the game died.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dudeman on November 21, 2017, 04:48:19 PM
Let's just say I won and get it done with
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 21, 2017, 07:38:26 PM
Sure
Title: Re: TWG XCVII: Heigh Ho!
Post by: davy on November 28, 2017, 10:12:55 AM
So, I've gotten a new computer by now, but I've realised that since I'm getting more schoolwork and I'm spending a lot of time arranging music for my band, TWG is really not a priority for me atm.

So we can either end the game early or put the game on hold until christmas.

In the meantime I'll open a new sign-ups topic.
Title: Re: TWG XCVII: Heigh Ho!
Post by: Dude on November 28, 2017, 06:17:32 PM
Everyone loses.