And it wasn't so bad. A bit over done, but fine for P. Jackson.
Turn 11
Actions: . . .
M18 "Klump" moves NW, gathers 6 wood into his bag {only 3 wood fits}, Moves SE, starts crafting heavy armor. {no tool to craft with}
M22 "Buddy" Collects 2 berries, eats one, Feed M18 the second one.
M7 "Lucky" Stacks with M16 Attacks j-raffe {7 hits + 8 from Lucy, 1 taken in reply}, eats, takes sample of tall toadstool (Puts it in bag) {bag full}
M16 "Lucy" Stacks with M7 Attacks j-raffe, makes bag
M3 'tech two' orders Gather berry, plant berry, move E, attack butterbear [butter bear cwoaked, M3 and M1 each take 1 hit}
M12 'the other guy' orders Gather mushflesh, eat, move east, attack butterbear
M4 "Pod" will go east, help croak Butter bear if needed {not}, eat, place gobwin bone in bag, and search Gobwin hut{Pod discovers the hut is almost identical to a Marbit hut, which gets him all philosophical about how weare all essentially alike, and leaves him feeling guilty at carrying around a Gobwin bone}
M15 "Bod" will eat, finish making bag {and cover up those abs? crazy!}, equip bag, and place 5 meat in bag.
M1 "Seymour" (MarbitChow) Eat, {El Tigre eats 2} Kill Butterbear {as above}, Fill Seymour's bag w/ meat, Fill Simon's bag with meat
M9 "Simon" (MarbitChow) Eat, Kill Butterbear, Take Hide, Make Bag
M23 "Soze" (MarbitChow) (delay until after bag is available) Equip Knife and Bag, Move W, Make Shield (x2?), Equip Shield (if able)
Random VII moves {???} drops sword, gathers food {no food left to gather - all 3 berries have been harvested}
Random Henchmarbit equips sword, move NE attack bear things {You mean the Chee-Kee Mun-Kees? Sure thing.} {3 hits inflicted, 1 taken} {3 hits inflicted, 2 taken} {3 hits inflicted, 3 taken - both cwoak}
M13 move east eat move northeast
M21 move east eat move northeast
Unit Status
Name
M1 "Seymour" (MarbitChow) Combat 2, Defence 2 (3), Hits 3 /4, Move 4, Level 1
El Tigre Combat 8, Defence 3, Hits 10 /10, Move 6, 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 3 /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 3 /4, Move 4, Level 1
M9 "Simon" (MarbitChow) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M11 "Random Henchmarbit" (KF25) Combat 2, Defence 2, Hits 2 /4, Move 4, Level 1
M12 "The other Guy" (Lamech) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M13 "Em Fyv" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M15 "Bod" (Swodaems) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M16 "Lucy" (Werebiscuit) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M18 "Klump" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M21 "Em Tyn" (WhirdCheese) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M22 "Buddy" (CroverusRaven) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M23 "Soze" (MarbitChow) Combat 2, Defence 2, Hits 4 /4, Move 4, Level 1
M24 (KF25) 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
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 12 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. All NPCs have now been divided up between players to control automatically - it does not cost an action to give them an order. Please name them, and be sure to be clear with your orders about who does what and when. 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.
Chee-Kee Mon-Kees are Combat 0, Defence 2, Hits 8, Move 8.
Spidon'ts are Combat 2, Defence 3, Hits 3, Move 4.
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.