Scouting Adventure - Game 49 - Updated rules

in #gaming8 months ago (edited)

What can you build? Who will be most successful?


ScoutsBanner.jpg

This is sort of a board game and can take up to 12 players at a time. It will require daily participation. If you are interested in playing, please reply to the most recent daily post. The first 12 players to sign up get to participate.

Rules

  • Each player will have 3 actions per turn. An action is a move, an offensive action (fighting), picking up an item, dropping/placing items (except when done during a search), a search, trade with the merchant or fishing.

  • NOTE that exchanging items from/to storage in the bunk-house will be considered as 1 action regardless of the number of transactions, provided you remain at that site.

  • After players have completed their actions the non-player-characters (NPC's) will take their turn.

  • Player characters and NPC's will be governed by the same rules of combat and movement.

  • Each player begins with 5 health points, 6 coins and 3 food (or everything from the previous game). Points can be added or removed due to game conditions.

  • When a player's health drops to zero, the player is unconscious and cannot do anything. If the player remains unconscious until the following day's play, they die and lose all inventory items being carried or worn (items in storage are retained). Unconscious players can be revived if another player moves to where they are and feeds them a health potion.

  • (Permanent items won in previous games are not used in this game.)

Please pay attention to the moves that have transpired before you, so that your choices are based upon facts as they are and not as they were before (the people that played before you, just altered the situation).

Movement

  • Movement is possible in any direction.
  • You have 3 maps to move around in. Because of the page size, the maps appear to be vertically alligned, but they are actually side by side.
  • You may move up to 6 spaces in one action.
  • Exit and enter the bunk-house at F23.

Combat

  • Roll your own (D20) dice to see if your attack(s) are successful. You must roll equal to or higher than the opponent's "to-hit" points for the attack to succeed. A good on-line dice can be found here: http://www.roll-dice-online.com/
  • The amount of damage you do is dependent on your personal damage points, based upon the damage of the weapon used.
  • See your statistics here: https://docs.google.com/spreadsheets/d/1k5jXGMU9CF-9V3ZCz2YHGP7aswEiTizxfu4SBy-s2vI/edit?usp=sharing (make sure you are on the SCOUTING tab).
  • Projectiles that pierce and would normally remain embedded in their target will fall to the ground for ease of tracking them.
  • Items thrown can reach up to the 3rd square from your location. You will need to physically move there to retrieve the item(s) thrown. One action is used for each target location, regardless of the number of items retrieved.
  • Arrows can reach up to the 8th square from your location if shot from a bow. You will need to physically move there to retrieve your arrows. The same as for items thrown, you can retrieve multiple arrows with one action if they were all fired at the same location.
  • Armor absorbs damage, so the opponent(s) must cause enough cumulative damage to exceed the armor points before damaging your health (successful hits damage your armor by the amount of damage done by the attack). Armor can only be repaired after the battle ends and is simply a crafting operation that does not require any additional materials.

Searching

  • Roll your own (D6) dice to initiate a search. A good on-line dice can be found here: http://www.roll-dice-online.com/
    When searching the garbage dump:
  • A dice roll of 1 finds a safety pin.
  • A dice roll of 2 finds a piece of string.
  • A dice roll of 3 finds a metal pot.
  • A dice roll of 4 finds a piece of string.
  • A dice roll of 5 finds a bundle (10) of 2-foot long aluminum tubing, 1/4 inch diameter.
  • A dice roll of 6 finds a large nail and 6 feathers.
When looking for worms, tree branches/twigs or other crafting materials:
  • The player's character must move to the area that has the appropriate resource. In other words, dig in soil that is moist as opposed to dry if looking for worms. Go to the rock piles to find stone or bugs. Go to a tree to find wood products. Go to the meadow (flowers) to find herbs. Go to the water to fish.
  • A dice roll of 1 to 3 fails and 4 to 6 finds a worm, suitable stick / crafting material as appropriate.
  • There is no limit to the number of times any particular area can be searched.
  • Players need not take everything they find and are free to swap items found for inventory items without using another action to do so. For instance, if I find a safety-pin but don't need my feathers, I could drop my feathers and take the safety-pin in its place.
  • Players can carry up to 6 types of items each. Additional 6 storage spaces are available in the bunk-house. You can craft a pouch to hold a variety of small items in it.
  • Picking up an object is NOT a search; it is a guaranteed action.
Specialties (healing, mining, logging, etc.)
  • Healers can search the meadow (colourful area) for the specific plants they require. Rolls of 1 or 2 = Fennel, 3 or 4 = Garlic and 5 or 6 = Mint. A drying shed will double your production of potions.
  • Miners can search the rock-piles and mines for iron and stone. Rolls of 1-3 find iron and rolls of 4-6 find stone blocks. Iron can be turned into nails if you own a foundry or you can pay 1 SBD per iron ore for someone to come and produce it for you.
  • Loggers don't need to search. They can cut down a tree for each action used (same as for fishing). It costs 1 SBD to have someone come and mill each of your logs into boards for you. You get 6 boards per log milled.
  • Mills, foundries, buildings and other items one would normally not carry are not inventory items and as such don't consume storage space.

Crafting

  • Inventory items may be combined (not an action) to create a new item. Use your imagination.
  • At least 2 pieces of string or string-like material are required to attach each piece of make-shift armor, with the exception of footwear and gloves/mitts or skirts (requiring just 1 lace each). How you make the armor is up to you, provided it is realistically possible. Armors can be layered for added protection.
  • Necklaces made from string or string-like material and 3 bear teeth/claws may be enchanted by purchasing an enchantment from the merchant. A maximum of 2 necklaces may be worn at once. These will affect the "to hit" values as long as they are worn.
  • Use materials you obtain to make things.

Food

  • Players need to eat one meal per day otherwise a health point is deducted for each day no food is consumed. Food is automatically deducted from your inventory at the end of each day.
  • Eating food restores your health to full. (This is an automated process and not an action.)
  • If you are able to set up a fishing net/trap in the creek, it will catch a fish per day unattended, however, if you don't collect the fish for 3 days, it will attract the bears to take them.
  • If you can make a fishing pole (including bait), you can catch fish as an action if you are along the creek. (No search is required.)

Player actions

  • Each player will announce their actions in the replies to each daily post. You are responsible for making it clear to other players what conditions you just altered (ie.: P12 did 2 damage to the hare at B3).
  • Trading between players may be done at any time except when in combat, may include any number of items carried and is NOT counted as an action. Taking items from storage is an action and you must be by the storage locker to remove it for trade.
  • Trading with the travelling merchant can only be done when in close proximity and one action covers the entire trade.
  • setting up a business is encouraged. You can hire workers to do work for you (each will have 3 actions like a player), but each worker will require a cottage to sleep in and one food per day. Materials to build a cottage are the same as for building a drying shed. Since the worker works for you, you must store what they produce for you.



The board will be updated with new positions for the next day's play.

G49WJune20.jpg

G49MJune20.jpg

G49EJune20.jpg

Tagging players @halemaster, @adnanibrahim, @pbock, @agr8buzz, @erikaflynn, @aussieninja, @pandorasbox, @goose20, @paulag, @hasnain06, @foodforfun, @rayne122, @dksart, @knightofzero, @shifat, @justatouchfey, @adenijiadeshina, @andre-verbrick, @mariita52, @bashadow, @nextgen622, @zacherybinx, @cyber.explorer, @hhayweaver, @improv, @okean123, @mannaman, @secret-art, @ganjafarmer to let you know about this. Let me know if you want to be taken off this list.

Don't forget, you can promote your own posts on the #happystream !

SteemGCs.png

Sort:  

This post has been upvoted by @opgaming. We like what you're posting, and we want to reward our members who produce quality content. Keep up the good work!
If this sounds like the sort of group you want to be a part of, click the image below! We're too OP to be put down!

OPG_2.png