Turn 7
Actions: . . .
M1 plants another tree (as hard as he tries, M1 cannot plant another tree. The ground is very hard, the trees have no obvious seeds, and the roots of the old bushes cannot be pulled from the ground), gathers one more mushroom, roast's more mushroom, and get's more meat (but run's out of apostrophe's)
M6 "Monk" will move South East(x2), gather leaves, rest for a moment
M13 'SCIENCE' Orders Eat Meat Go NorthWest Equip Shoes (M13 feels taller)
Random "M14" V moves NW and W.
M3 "Rod" will Eat, grab wood (dropping gem), go west, and prepare to defend himself
M10 eat move West move West Shout across hex border what he sees. ("I see - a hex with bushes, a vicious land beast, a green creature (really? Is that really the best name we can come up with?), a MarPony, a Corpse, and a Mushroom. And those weird piles of stones. Perfectly normal, really...")
M2 "Choppy" will eat throw wood across the border (2 Wood Thrown) to the waiting marbits and finally head west
Unit Status
Name
M1 (The Colonel) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M2 "Choppy" (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M3 "Rod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M6 "Monk" (CroverusRaven) Combat 2, Defence 3, Hits 4 /4, Move 4, Level 1
M10 (WhirdCheese) Combat 2, Defence 1, Hits 4 /5, Move 4, Level 1
M11 (HerbieRai) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M13 "Science" (Lamech) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M14 "Random" (KF25) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M15 (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
Equipment List [spoiler]
Sword Weapon, +3 Combat Costs 2 Ore and 1 Wood
Axe Tool, +2 Combat Costs 1 Ore and 1 Wood
Rock Tool Found Item
Rock Axe Tool, +1 Combat Costs 1 Wood and 1 Rock
Spear Weapon, +2 Combat Costs 2 Wood and 1 Rock
Hide Armour Armour, +1 Defence Costs Hide
Back Pack Carries up to 6 small things Costs Hide
Pop Queue
Turn 8 Starts Now. 24 hours to post orders (or sooner if all players respond sooner).
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.
Things to Note:
Green Creatures are Combat 2, Defence 4, Hits 6, Move 8.
The Vicious Food Beat is Combat 2, Defence 6, Hits 8, Move 2.
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 here.
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.
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. A hungry Marbit that does not eat in their turn will become ill, or 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, and no one is really sure just how it works. High Combat and Defence values are good. Working as a team, or 'stack' is also good.
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).
All the necessary information should be displayed on the map, above. Any questions? Just ask.