Turn 7
Actions: . . . .
M7 Lucky orders M16 to eat, move NW , pick up the axe, move SE and stack with me for combat and orders m15 to eat give me the shovel, pick up the sword and stack with me for combat he will store the shovel in his bag {the shovel takes up three spots, and the knife two spots} and eat a berry
M18 Klump eats, goes SouthEast twice, then picks up the sword and stacks with the other Marbits.
Random VII will pick up sword {no sword, so picks berry}, eat, move E, attack gobwins.
M13 (M5) Eats then chop large tree (x3)
M3 'tech two' Orders Equip the fallen marbits armor and shovel, if any other marbits are entering the gobwin hex Stack with them and fight!
M4 "Pod" will croak J-Raff*, Order M11 to (help croak J-raff*, eat, fill Pod's bag with meat, and go SE), go SE, and go SE. (*If the J-raff goes down after just Pod's attack, M11 is instead ordered to (eat, fill Pod's bag with meat, go SE, and harvest sample from mushroom.
M1 "Seymour": 1: Orders M9 to Take Axe {no axe}, Move SE, Move E, Attack Gobwins 2: Orders M12 to {Adding Eat - else he'll cwoak before the battle starts} Move SE, Move E, Attack Gobwins 3: Move SE 4: Move E (joining stack) {El Tigre comes too, but eats 2 meat en route}
M17 eats and sings…
Unit Status
Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 1 /4, Move 4, Level 1
El Tigre Combat 8, Defence 3, Hits 7 /10, Move 6, Level 1
M2 "Random VII" (KF25) Combat 2, Defence 2, Hits 1 /4, Move 4, Level 1
M3 "tech2" (Lamech) Combat 2, Defence 2, Hits 2 /4, Move 4, Level 1
M4 "Pod" Swodaems Combat 2, Defence 2, Hits 3 /4, Move 4, Level 1
M7 "Lucky" (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M9 (NPC) Combat 2, Defence 2, Hits 2 /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 2 /4, Move 4, Level 1
M13 "Em Fyv" (WhirdCheese) 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
M17 (The Colonel) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M19 (NPC) Combat 2, Defence 2, Hits 0 /4, Move 4, Level 1
M20 (NPC) Combat 2, Defence 2, Hits 0 /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 8 Ends in 72 hours, or sooner if everyone posts.
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:
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.