Turn 5
Actions: . . .
M7 Lucky Eats, makes bag from hide equips bag (if needed) places knife in bag & grabs axe
M14 Parker, Moves SE, retrieves Heavy armor and Shovel from the body of Peter, then goes back NW
M1 "Seymour" attempts to tame creature (El Tigre, I assume) with meat. If succeeds, mount creature and ride NW, NW, fill bag with meat. {It takes 2 meat to tame the creature, but it will not allow M1 to mount. Instead, it follows M1 from hex to hex, stacking with him.}
M4 "Pod" will go SE, Order M9 to (Dig for gems X3, and place any gems found in Pod's bag {No Gems are found}), return NW, and buy heavy armors with all available gems*. (*All available gems should be able to include the two gems M8 is holding if theColonel misses this turn as well. In the last order he gave, theColonel said the M8 would give the change from his purchases to another Marbit in the Hex.) {M4 uses the change from M8's purchase to arrange Heavy Armour}
Random VII moves SE, gather food, eat, drop knife/equip sword.
M3 'tech two' Orders
Equip as many items as possible from fallen marbits in one action, Try to extract meat, bones or other materials from fallen marbits, Move NW, Rest {M3 cannot equip any more items without dropping the shovel or the gem. M3 cannot bring himself to desecrate the bodies of his fallen comrades}
M8 buys an Axe, Equips it, moves SE stacks up with the other marbits and attacks a single butterbear {M8 does 5 hits, takes 2 hits. Second round: M8 does 3 hits, takes 3 hits, M8 Cwoaks, Butterbear Cwoaks}
M11, M12, M13 eat and sing…
Unit Status Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 4 /4, Move 4, Level 1
M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M3 "tech2" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M4 "Pod" Swodaems Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M7 "Lucky" (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M8 (The Colonel) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M9 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M11 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M12 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M13 (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M14 "Parker" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M15 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M16 (NPC) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
Equipment List [spoiler]
Sword Weapon, +3 Combat costs: 3 iron
Spear Weapon, +2 Combat costs: 2 wood, 1 iron
Crossbow Weapon, +1 Combat, Ranged costs: 1 wood, 1 iron
Axe Chopping Tool, +2 Combat costs: 1 wood, 1 iron
Shovel Digging Tool, +1 Combat costs: 1 wood
Knife Tool costs: 1/2 wood
Light Armour Armour, +1 Defence costs: 1 Hide
Heavy Armour Armour, +2 Defence costs: 3 iron
Shield Armour, +1 Defence costs: 2 wood
Bag Carries up to 6 small things - food, gems, etc. costs: 1 Hide
Pop Queue
Turn 6 Ends in 36 hours, or sooner if everyone posts.
[b]Please put all your orders in Bold, and remember to tell me your Marbit's designation (Mx) and Name if you have one. ALSO IF ALL ORDERS COULD BE WRITTEN IN ONE LINE, this would be helpful in cutting and pasting. Thanks.
{Map error - there should be 6 food in the South Eastern hex - and only 6}
Things to Note:
J-Raffes (aka OtisNecks) are Combat 0, Defence 1, Hits 8, Move 2.
Testudo Aurbreii (aka VFCs) are Combat 2, Defence 5, Hits 8, Move 2.
Butter Bear are Combat 4, Defence 2, Hits 6, Move 2.
El Tigre are Combat 8, Defence 3, Hits 10, Move 6.
Gobwins are Combat 2, Defence 2, Hits 4, Move 4.
FereWolves are Combat 6, Defence 2, Hits 8, Move 6.
Rules (such as they are)
Marbit Island is a play-by-post game run by me. Each player will be a Marbit, looking to survive and succeed.
Move is the most important stat. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc.
Post your orders on the forum. For this game, orders will be resolved in the order in which they were posted - no editing of your posts, please!
This gives an advantage to early posters to grab equipment and resources, but allows later posters to know what has happened before they give their orders - so later posters can eat the food others harvest, or use tools they create.
Marbits like to eat. At least once per turn. Marbits do not eat automatically, but must be given an order to eat.
If a Marbit is unable to eat, he will become hungry, and will be marked with a black dot. A hungry Marbit that does not eat will cwoak.
Marbits may hold up to two items in their hands. It takes an action to equip one or more items. Excess items are dropped in the hex.
If the weather turns bad, Marbits will need to take shelter in a hut. A hut can shelter up to six Marbits.
Combat is a dangerous game. Combat plus d6 per fighter divided by enemy defence is hits inflicted. Hits are distributed equally across the stack before any one unit is cwoaked. Defence is calculated by the first 8 units' defence averaged across the whole stack, rounded down to one decimal (so 1 unit with 3 defence has defence of 3, but a stack of 20 units with 3 defence have a defence value of 1.2).
Marbits who do not submit orders within the allotted time will default to eating once, and then singing lewd lyrics drafted into popular musicals.
NPC Marbits may be given orders by Player Marbits. It takes one action to give a set of orders to one NPC. The first player to issue orders to an NPC controls it for that turn (no befriending).
Marbits may "scout" a neighbouring hex for 2 move - essentially, they stick their head over the border, have a look, and then return. At the beginning of the next turn, the scouted hex will be revealed on the map.
It costs 2 move to enter a neighbouring hex, unless the border is marked with a brown line, representing a road. It costs 1 move to enter a hex with along a road.
All the necessary information should be displayed on the map, above. Any questions? Just ask.