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#61
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Oh, derp. Another tunnel at A3 and remove it and B3. Sorry, had a brainfart there.
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#62
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The earthquake can knock out A2 and C3 according to Aerdan's grid system.
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#63
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This game features the revolutionary Aerdan Grid System (AGS). Battles in the AGS take place in real Cartesian space!
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#64
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Both B1 and D1 were of shoddy workmanship and collapsed.
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#65
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Just knock off that whole branch in the lower right, for me. Also, wasn't I supposed to get to see a combat card?
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#66
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I haven't gotten my trap either yet, I think he just hasn't processed those yet.
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#67
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Autumn 1
Imps return home and are ready to work again. Aerdan is now the starting player. PMs going out: Gerad's trap, Kjara's trap, Aerdan's traps, Cait's combat card. The following monsters are available for purchase: Goblin - 1 Food (see winter 1) Vampire - 2 Evil (see summer 1) Ghost - 1 Evil (see summer 1) The following rooms are available for purchase: Trap Workshop (4 Imps -> 1 Trap) Place this room in the perimeter of your dungeon. Imps are not exactly efficient, but they can produce as good a trap as any. Printing Press (3 Imps -> -1 Evil) Place this room in the inside of your dungeon. Share happy stories about your dungeon to appease the villagers. An event approaches At the end of this season, it will be Taxation time. Pay 1 Gold per 2 dungeon tiles, rounded up. For each Gold you are unable or unwilling to pay, take a red mark (worth -3 points at the end of the game). Adventurers! These adventurers will be assigned at the end of autumn: Lv1 Warrior (3 HP) Lv2 Wizard (3 HP, **) Lv4 Warrior (5 HP) Lv4 Wizard (4 HP, **) Code:
Food Gold Imps Evil Traps Aerdan: 1 3 4 5 2 Troll (2 Food): Front 3 or 1 Food -> Front 4 Lv1 Priest (3, *) ##+## ##+## ##B## ##### (B) Magic Room: 2 Imps, 1 Food -> 1 Imp Cait: 3 3 5 6 0 Witch (1 Food, 1 Evil): Front 4 or Any 1, Any 1 Lv4 Priest (4 HP, **), Lv2 Thief (3, **) #++## ##+## ##+## ##C## (C) Tunnel Room: 2 Imps -> 1 Tunnel Kjara: 2 3 5 4 2 Troll (2 Food): Front 3 or 1 Food -> Front 4 Lv3 Thief (4 HP, *), Lv1 Thief (3, *) ##+## ##+## ##A## ##### (A) Mint: 3 Imps -> 1 Gold Gerad: 2 4 4 6 1 Slime (1 Food): All 1 or Prevent conquest/fatigue Vampire (2 Evil): Any 3 or Any 2 and not knocked out Lv1 Wizard (3, *), Lv3 Warrior (4 HP) ##+## #D+## ##### ##### (D) Souvenir Room: 3 Imps -> 1 Gold Unavailable Actions Aerdan: Tunnel, Traps Cait: Food, Publicity Kjara: Traps, Publicity Gerad: Imps, Monster Submit your autumn 1 actions via PM now. In choosing your actions, keep the following in mind: - It's adventure time! By now, you have a good idea of your final party. Gear up to respond appropriately. - The penalty for failing to pay taxes is disproportionately huge. Make sure you've got the gold. You can use your production rooms before tax time. - Gerad will be the starting player for winter 2. As with winter 1, it's a bit of a breather. |
#68
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Autumn 1 actions
Aerdan: Food, Publicity, Gold Cait: Gold, Monster, Traps Kjara: Food, Tunnel, Monster Gerad: Food, Tunnel, Traps Minions go here: Food: Aerdan, Kjara, Gerad Publicity: Aerdan Tunnel: Kjara, Gerad Gold: Cait, Aerdan Imps: Traps: Cait, Gerad Monster: Cait, Kjara Room: The long version: Aerdan pays 1 Gold for 2 Food. Kjara pays 1 Evil for 3 Food. Gerad pays 2 Evil for 3 Food and 1 Gold. Aerdan loses 1 Evil and peeks at a spell card. Kjara uses up to 2 Imps to dig as many tunnels. Gerad uses up to 3 Imps to dig as many tunnels. Cait uses up to 2 Imps to mine as much gold. Aerdan uses up to 3 Imps to mine as much gold. Cait pays 1 Gold for a trap. Gerad gets a free trap. Kjara gets first pick at a monster. Cait gets to pick from what's left over. Code:
Food Gold Imps Evil Traps Aerdan: 3 5 4 4 2 Troll (2 Food): Front 3 or 1 Food -> Front 4 Lv3 Wizard (4 HP, *), Lv1 Priest (3, *) ##+## ##+## ##B## ##### (B) Magic Room: 2 Imps, 1 Food -> 1 Imp Cait: 3 5 5 6 1 Witch (1 Food, 1 Evil): Front 4 or Any 1, Any 1 Lv4 Priest (4 HP, **), Lv2 Thief (3, **) #++## ##+## ##+## ##C## (C) Tunnel Room: 2 Imps -> 1 Tunnel Kjara: 5 3 5 5 2 Troll (2 Food): Front 3 or 1 Food -> Front 4 Lv3 Thief (4 HP, *), Lv1 Thief (3, *) ##+## ##+## ##A## ##### (A) Mint: 3 Imps -> 1 Gold Gerad: 5 5 4 8 2 Slime (1 Food): All 1 or Prevent conquest/fatigue Vampire (2 Evil): Any 3 or Any 2 and not knocked out Lv1 Wizard (3, *), Lv3 Warrior (4 HP) ##+## #D+## ##### ##### (D) Souvenir Room: 3 Imps -> 1 Gold What I need from you Tunnels and monsters. The usual. If you want to forego tunneling/mining in order to use your room, please say so. Play along at home! Let's ramp up for combat with some training dungeons! These scenarios are puzzles of a sort: each one can be solved with only one conquered tile. Remember the following: - You can only use one monster and one trap per round. The exception is dungeon #2, which has a ghost - the ghost can be used with the witch. - There are no combat cards. Adventurers take two fatigue at the end of each conquering round, which spills over if it kills the lead. - It is the first year. Rolling Stone deals only 3 damage. Anyone reading along, whether you're a player or not, is free to take a crack at these. I'll post any undiscovered solutions before our combat begins. Last edited by Mogri; 03-19-2012 at 01:53 PM. |
#69
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Just one tunnel at D1, please.
I think I can solve the first training fight (rolling stone kills first guy, feed the troll a food and have him kill the second guy, fatigue will take out third guy on the second turn) but I haven't yet figured out the others. |
#70
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Clearly, autumn is the ideal time to raid for food, after harvest.
Anyhow, I'll take a Vampire, tunnels at D2 and C4 Oh and Aerdan's summary seems to be missing an adventurer and shouldn't Gerad be at 8 evil? I've already spoiled myself on those training dungeons |
#71
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Kjara: keeping me honest.
It's been long enough since I looked at them that I forgot how to solve the training dungeons, but I've figured out 1, 2, and 4 and am staring at 3. (edit) which I just solved, too. |
#72
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I'm gonna go with Cursed Ring --> Pendulum --> Vampire for the third one.
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#73
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Remember that the vampire can attack each round until you use his 3-damage attack. You have the trap order right, but whom does the vampire attack each round?
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#74
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If the adventurer order is left-to-right, third, third, and use the 3-damage attack on the first in the third round.
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#75
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The rightmost adventurer is in front, but your solution is nonetheless correct.
How about #2 and #4? |
#76
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Let's see...
#2: Poisoned Meal to get the first adventurer out of the way, then split-attack the remainder in the second round, with the ghost taking out the third adventurer. Third round's mopping up. #4...stumps me. |
#77
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#2: The damage from Poisoned Meal is affected by the thieves. Using it on round one deals a whopping 1 damage to the warrior.
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#78
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Here's a go at #2: First round, ghost the second guy, taking him to 2. Witch the first guy, killing him. Fatigue kills the second guy.
Second round, poison a meal for the third guy, taking him to 2. Fatigue kills him. And for #4: First round, use the fire wall, which takes the second guy and last guy to 2. Fatigue takes the first guy to 1. Second round, use the anti-magic dart on the priest. Use the slime to attack all, taking the third guy and second guy to 1 and killing the first guy. Fatigue finishes off the last two. |
#79
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I think we're just waiting on Cait's monster selection. Goblin or ghost?
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#80
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Mogri,
Since we are still waiting for Cait, can I still change my mind on tunneling and only take 1 tunnel at D2 (removing the C4 tunnel)? Edit: VV Great, thanks. Reworked my combat plans and decided I didn't want to trade a gold for an extra tunnel. Edit2: Decided using a trap, a gold and a food (with prob 17/18) was worth a 89% chance of saving a tunnel. Last edited by Kjara; 03-16-2012 at 06:05 PM. |
#81
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Yes, you can.
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#82
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If we're changing tunnels, I'd like to move mine from D1 to C3. If it's too late, that's okay.
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#83
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Ack, sorry. I'll take the Ghost, all the gold I'm entitled to, and dig a tunnel at D2.
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#84
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Autumn 1 resolution
I had given Aerdan too much gold for his action. He only has two tunnels and can therefore only mine 2 Gold. Kjara pays 2 Evil for a Vampire. Cait pays 1 Evil for a Ghost. Gerad and Kjara each produce 1 Gold. Cait tunnels. Aerdan produces an imp for 1 Food. The fellowship is assembled Aerdan: Lv1 Warrior (3 HP) Cait: Lv2 Wizard (3 HP, **) Kjara: Lv4 Warrior (5 HP) Gerad: Lv4 Wizard (4 HP, **) Tax time! Aerdan: -2 Gold Cait: -3 Gold Kjara: -2 Gold Gerad: -2 Gold Code:
Food Gold Imps Evil Traps Aerdan: 2 2 5 4 2 Troll (2 Food): Front 3 or 1 Food -> Front 4 Lv3 Wizard (4 HP, *), Lv1 Priest (3, *), Lv1 Fighter (3) ##+## ##+## ##B## ##### (B) Magic Room: 2 Imps, 1 Food -> 1 Imp Cait: 3 2 5 7 1 Witch (1 Food, 1 Evil): Front 4 or Any 1, Any 1 Ghost (1 Evil): Any 2 (Can't attack lead) Lv2 Wizard (3 HP, **), Lv4 Priest (4 HP, **), Lv2 Thief (3, **) #++## ##++# ##+## ##C## (C) Tunnel Room: 2 Imps -> 1 Tunnel Kjara: 5 2 5 7 2 Troll (2 Food): Front 3 or 1 Food -> Front 4 Vampire (2 Evil): Any 3 or Any 2 and not knocked out Lv3 Thief (4 HP, *), Lv1 Thief (3, *), Lv4 Warrior (5 HP) ##+## ##++# ##A## ##### (A) Mint: 3 Imps -> 1 Gold Gerad: 5 4 4 8 2 Slime (1 Food): All 1 or Prevent conquest/fatigue Vampire (2 Evil): Any 3 or Any 2 and not knocked out Lv4 Wizard (4 HP, **), Lv1 Wizard (3, *), Lv3 Warrior (4 HP) ##+## #D+## ##+## ##### (D) Souvenir Room: 3 Imps -> 1 Gold Year 1 Combat Once you're satisfied that the above information is correct, it's time for combat. You can all declare simultaneously or you can wait for the people before you to go. Here's what you do: In thread: Declare where the adventurers attack. Declare how many traps and which monsters you're deploying. Ex: "The adventurers are at C3. I'm using a trap and a vampire." (Note: Until adventurers do some conquering, you have to place them at C1.) By PM: Declare which traps you'll be using. If you only have one trap in stock or you aren't using any traps, then this step is optional. Not just yet: Don't declare which attack your monsters are using or whom they're attacking. You'll do this after everyone has declared. Bonus: You don't need to declare your monsters/traps in order. You can change your mind when you resolve later. (Note: You only get one trap and one monster in the tunnels, so this only applies to Cait right now.) For Kjara and anyone reading along, here's a list of year 1 combat cards. The spell for this round will only be cast if there is a wizard alive in your dungeon when it resolves (after the trap step for Fast Spells with the blue symbol and after the monsters step for Slow Spells with the green symbol). The fatigue (if any) will only take effect if you don't prevent conquering. Good luck, dungeon lords! Last edited by Mogri; 03-19-2012 at 02:58 PM. |
#85
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Right. Buying that extra imp.
Deploying one trap and the Troll, and my adventurers're attacking C1. Last edited by Aerdan; 03-19-2012 at 04:05 PM. Reason: Derp. |
#86
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You can only deploy one trap. (There is a year 2 room that lets you deploy two traps but only one monster. That's the only way to do it.)
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#87
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Deploying 1 trap + Vampire, at C1 of course.
This will be my dungeon's theme song for this segment: It's a brand new day yeah the sun is high All the angels sing because you're gonna die Go ahead and laugh yeah I'm a funny guy Tell everyone goodbye It's a brand new day |
#88
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Shouldn't I be getting a PM with my second trap?
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#89
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Just run it blind. What could possibly go wrong?
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#90
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I would likewise like to know my trap!
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