From: Factitious (x40_at_pacbell.net)
Date: Mon Oct 01 2001 - 18:43:51 PDT
<<< As players rolling an unlucky total now have no risk of hitting blockades, I’m thankful for the gust of wind, which, as we know, always occurs exactly four turns before any roll of double zeros. I’ve often wanted to take the game apart to see how it manages that, but I have learned nothing through my efforts save that the Constraint Cards have more clockwork than one would expect. Anyway, I need to roll now. One of the dice quickly lands with a 3 facing up. The other seems to take it’s time bouncing, but eventually settles for another 3. I am now on space 19, an unremarkable location. Fortunately, since I rolled doubles, I can roll again as part of this turn. Unsurprisingly, I get double threes again, moving to 25. Well, I guess I’ll roll a third time. Of course, this makes me nervous, as the penalty for rolling doubles three times in a row is severe indeed - one must move back 4 spaces! My third roll again turns out to be double threes, so after a brief stop on 31 I must go far back, to 27. Oh, wait! That’s not as bad as I had thought! 27 is the Castle Space, giving everyone +3 to strength as long as I remain here. Strength, of course, cannot be greater than 5, and, in the case of values which would exceed 5, is calculated by subtracting 5 until it is within the allowed range. I'll choose not to exercise my option of rolling again, as I'm happy with my current location. The current positions are: Factitious: 27. Gallivanting Tripper: 22a. The Wizard: Start. Dave: 2. Jesse: 6. Rich: 11. Anton: 15. Judge: 26 bc. <<< -Factitious -- Rule Date: 2001-10-02 01:43:59 GMT
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