Game 2: Solving the LabyrinthThis is going to be a fairly long game, so people can join until the start of turn 8 and no one will be penalized for needing to go early. This is a cooperative game, so it's important to work together.
You'll each need to sign up for one of the teams: Blue, Yellow, Red, or Brown. These will also be the prizes you are competing for. Each prize will be randomized to a member of that team. It is not necessary for this game to work to have members on every team. If any team has no members, that prize will not be given out.
The object of the game will be to find the other teams, reach the keep at the center of the Labyrinth, and defeat the evil enchantress in 13 turns or less so she'll let you go. You will encounter pitfalls each turn as the Enchantress doesn't take kindly to trespassers. If you defeat her within the turn limit, everyone who participated will be put into random to win her. If you don't manage to defeat her, she won't be given out.
Each team has its benefts and its defecits. I've listed those on the stat sheets below each representative.
Speaking of representatives... as this is a cooperative game, I will call on you individually through the team lists. You can discuss your decisions in thread. I will give you 5 minutes though this can be adjusted as necessary.
The teams always go in the same order: Red, Yellow, Brown, Blue. You will have 5 minutes to roll when I call on your team. If not, I roll for you and assume you have left the game. This time will also be adjusted as necessary to keep the game moving.
YOU MUST BE ABLE TO ROLL AT LEAST ONCE TO BE CONSIDERED FOR A PRIZE!Also note that if at any time your group ends up at the mysterious camp, you will go to sleep and lose a turn. However you will also regain energy. 1 energy per tun that you are asleep. You can also regain energy by resting on the path. If at any point you lose all of your energy, you are sent to the mysterious camp to rest automatically.
We will be using dice for this game. D4, D6, D8. D10, D12, and D20
RED:So what if I'm slow, when it comes to solving a puzzle, I'm your sphinx.
Spd- D6, Wit - D12, Str - D8, Energy - 3
Special Ability: Can roll an extra D20 in a Wit or Str test
YELLOW: Light on my feet, quick of wit... I'll take on anyone who dares to challenge me.
Spd - D12, Wit - D8, Str - D10, Energy - 4
Special Ability: Can roll an extra D20 in a Str test
BROWN:
I may not be the smartest guy, but if you need a door kicked in, you can call on me.
Spd - D8, Wit - D6, Str - D12, Energy - 4
Special Ability: Can Roll an extra D20 in a Str test
BLUE:Don't judge me for being weak, I'm smart enough and fast enough to get away.
Spd - D10, Wit - D10, Str - D6, Energy - 5
Special Ability: Can roll an extra D20 in a Wit test
NOTES: - You don't have to travel together when you encounter other teams. HOWEVER it usually benefits you to do so as you can defeat certain tests (Wit, Str) as a group.
- You can only move as fast as the slowest person in the party. This is also true for Spd Tests. You can however move slower.
- Special Abilities can only be used once throughout the game.
- You can go back to spaces you've visited before. Certain challenges will remain where you encountered them even if defeated previously.
- The Enchantress moves around the Labyrinth trying to thwart you and you cannot land on a space where she is located.
To Sign up: Post - I'm Team (color)! in Bold. Since this is a lot to read, we'll give you until 2:30pm Central. or 15:30 forum time.