THE HAUNTED WOODS

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Ah, wasn't on here last night. Ooops!
 

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At the top of the screaming tower, John Locke encounters.....


oqmYSFF.jpg


Flying Werewolf [27BR]

This is a BR/dice battle boss. Please PM me to let me know what (if any) equipment you want to use against this boss by 8.30 pm tonight!

By the way, with every BR boss - if you win by a margin of 3 BR points or more you secure a bonus £70!
 

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John Locke [10 BR] vs Flying Werewolf [27BR]

Equipment used: Shotgun + Silver Bullet.

John Locke puts up a brave fight but the Flying Werewolf is a very intimidating beast and swoops around biting and beating the crap out of Johnny boy. John Locke is now trapped in the Screaming Tower dungeon!
 

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Spirederman for execution
 

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^By the way - only the team involved in the fight find out via PM if any equipment used was a weakness. The Flying Werewolf might have been rolling with a BR lower than stated above (only Team Locke know at this point).

Map:

Ui7OZLH.png

End of turn 2 locations:

Indy: ?24
Potter (1-8 movement dice): THE CREEPY CABIN
Link: THE HALL OF MIRRORS Dungeon
Howard: 78
Locke: THE SCREAMING TOWER Dungeon



The Demon King
4oyzis2.jpg

The Demon King moves at the end of the event phase. He moves to a square selected at random which can be any square on the board except for black dagger spaces, event locations and dungeons.

If he lands on the same space as a character, or within 2 spaces adjacent to a character, they are sent to one of the dungeons selected at random. Characters on event location squares and already in dungeons cannot be affected by the Demon King.

This turn the Demon moves to....SPACE 31! So Indiana Jones is now trapped in.....the Bleeding Cave dungeon!

What a bastard! Who IS the Demon King though?! That's the real question isn't it...who is hiding behind that helmet?....
 

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Post Demon King End of turn 2 locations:

Indy: THE BLEEDING CAVE Dungeon
Potter (1-8 movement dice): THE CREEPY CABIN
Link: THE HALL OF MIRRORS Dungeon
Howard: 78
Locke: THE SCREAMING TOWER Dungeon
 

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Turn 3 movement phase

Movement rolls:

Indy: 4
Potter (1-8 movement dice): 5
Link: 3
Howard: 3
Locke: 5


So nobody trapped in a dungeon rolled 6 or higher. You can move out on this turn with your roll but it will cost you any 5 pieces of equipment of your choice.

Dungeon rules
If sent to dungeon you need to roll a 6 or higher with your movement dice to escape on your next turn. If you manage to escape, you can choose any route out from the boss location, counting the black dagger as your 1st space.


If you fail to roll 6 or higher….





….on your first turn in the dungeon you can choose to sacrifice 5 pieces of equipment of your choice to move away immediately anyway with what you just rolled.


….on your 2nd turn in the dungeon the same applies but it will cost you just 3 pieces of equipment.

…on the third (or more) turn spent in a dungeon, the same applies but it will cost you just 1 piece of equipment. If you have no equipment you can move out for free.

Dealine for sending me your movement choices is 12 pm tomorrow! I know it's not long, but to keep the game moving it's a short deadline.

Any Qs just ask me!
 

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Can I join or is it too late?

You can be on your own team. Read the rules in the OP and tell me where you want to move to by 12 pm tomorrow. You start from the START location on the map.

epic73 rolls a 1 with his movement dice!
 

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I think most of the teams are already doing this but if you bold your final decisions in your PM it makes it clear for me what is discussion and what is your final choices. I knew messing around with Michael Cole style bolding in 1FF Wars was going to make me look like a hypocrite one day.
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It was worth it tho dammit!
jz2jgge.png
 

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Indy eats his rare candy to boost his BR to 11!
 

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Turn 3 Event Phase

Indiana Jones uses his dungeon key to instantly escape from the Bleeding Cave dungeon and advances to the Menacing Mansion.

Indiana Jones walks up to the Menacing Mansion cautiously and tries to open the front door. It doesn’t budge so he tries knocking.

VXeMl5Z.jpg


The eyes of the spooky door knocker suddenly glow green. A mysterious glowing green column of light shoots down from the sky and connects with the top of the Menacing Mansion. Seeing this from other locations in the Woods, the other 5 characters are suddenly teleported to the Menacing Mansion.

Howard: “Well that was weird.”

Indy: “I think I summoned you all here inadvertently when I knocked on this door.”

Howard: “Well I figured you wouldn’t want to bring us here by design. I bet you’ve been busy looking for the treasure for your own personal fortune and glory.”

Indy: “Listen mortgage boy, I’ve saved the day many times before and if you’re all lucky maybe I’ll do so again.”

latest

Locke: “I agree with Howard. You were quick to go off on your own, you don’t want to share any of the treasure and don’t mind if the rest of us perish in these Woods.”

Link: “…”

Potter: “Stop it guys! Can’t you see it’s this place! There is an evil presence here which is getting inside us and turning us against each other. Hi everyone btw.”

Epic73: “Hi guys! Look at me! Look at me!”

Indy: “FFS another jobber. The only people who stand a chance here are LEGENDARY heroes, adventurers and explorers and 2 people in this party I’ve never heard of before.”

Epic starts to talk but is interrupted by Locke-

Locke: “Well we’re here now. I say let’s try to figure out a way inside. Maybe we can find some of the answers we are looking for in this mansion.”

Indy: “Or at least some supplies. The door is tight shut and I’ve tried already tried knocking.”

The 6 explorers are about to start looking for an alternative way in when SUDDENLY THE DOOR SWINGS OPEN TO REVEAL THE HORROR OF….


XzG7cBY.jpg

That prick from the Go Compare adverts!
 

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That prick from the Go Compare ads invites everyone inside his (?) mansion. They are all in the sitting room drinking tea and eating biscuits. Go Compare guy starts to piss everyone off with his signing and general demeanour. It gets to a point where the six adventurers are so annoyed that thoughts form in each of their minds. They sit there in a silent rage and one by one all come up with the same objective in their head…..to KILL THE GO COMPARE GUY!
 

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Below is a map of the Menacing Mansion where the Go Compare Prick resides. The object of this challenge is to kill the Go Compare guy. Whoever does that first receives the Menacing Mansion treasure!

Mhsdq2d.png


All of you start in a numbered room selected at random:

Indy: Gallery 15
Potter: Library 16
Link: Foyer 24
Howard: Piazza 23
Locke: Hedge Maze 21
Epic: Parlour 2
 

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Moving
In this challenge, moving works differently to the main THW map. So each turn you can only move 1 space.

Go Compare moves automatically through the rooms in numerical order, starting from room 1. So he will move straight from the Parlour to the Billiard Room without going into corridor F. Also, he makes a move after every individual team’s turn.

Killing the Go Compare Guy
You have to be in the same room as GC to attempt to kill him. When you attack him without using any murder weapon your attack has a value of 1 point. If your kill attempt fails, you receive a spite token. This boosts your base attack value by 1. So the next time you attack him without a murder weapon, if you have 1 spite token your attack value will be 2.

If there are any witnesses you cannot attempt to kill GC. Witnesses include characters in the same room but also any characters who can see into that room via a straight line. In this game imagine all the doorways are open. So looking at the map – someone in the Winter Garden can see into the Piazza but not into the Carriage House. The Gallery looks down onto the Dining Hall. So someone in the Gallery can see into the Foyer but not the Piazza.

go-compare.jpg



Failure cards
At the start of this challenge, 6 cards will be dealt to each team. These will consist of either failure cards, move cards or weapon cards.

When a team attempts to kill Go Compare, the other teams then have the chance to throw in failure cards to stop the kill (one at a time, in turn order starting from the player attempting the kill). If the total value of the failure cards is equal or greater to the points value of the attack, then the kill fails and the challenge continues. If the last team to act has enough failure cards to stop the kill then they automatically do so.

Failure Card Strategy
Example: Potter attempts to kill Go Compare with an attack value of 2.

In this example, Link would be first to put in failure cards. He may have failure cards worth 2 points, but he may decide to keep these in his hand and leave it for others to stop the kill. He knows Howard, Locke, Epic and Indy still have the chance to put failure cards in. Remember though, if nobody puts in anything before it gets to Indy, and Indy doesn’t have at least 2 points worth of failure cards – Potter would win! There would be no 2nd chance for Link, Howard, Locke and Epic to put in failure cards!

Weapon Cards
These consist of various murder weapons which can boost your attack score, increasing your chances of killing Go Compare.
qFzqISa.png


Move cards
These allow you to move yourself or the Go Compare guy beyond what you normally would be able to. If Go Compare is moved to a corridor, on his next step he moves to the highest numbered adjacent room (there does not need to be a doorway into this room).

When failure, weapon or move cards are used they are discarded and removed from the game.

Moving strategy
If GCG moves into a room that 1 character is already in, it is automatically that characters’ turn again (even if that team has just had a turn). In this way, there are sequences in Go Compare’s movement where you will be able to have several turns in a row, should you get yourself in the right spot.

If GCG moves into a room that contains multiple characters, action passes to whichever of these teams is next in the turn order.

Go Compare moves automatically back to the Drawing Room (1) after Foyer (24).

What you can do on each turn.
MOVE: Take 1 free step and/or play a move card(s).
KILL: If you are in the same room as Go Compare.
DRAW A CARD: You can take another card from the deck and add it to your hand, but only if you neither played a move card or attempted to kill GC.

On your turn strategy
You can play multiple move cards, and you can play move cards before or after you take your free adjacent step.
 
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Here is a list of the entire deck of cards:

26 x Failure [1 point]
12 x Failure [2 points]
4 x Failure [3 points]
Muder weapon- Bad Cream: 2 pts [5pts in sitting room]
Muder weapon- Snooker Cue: 2 pts [5 pts in Billiard Room]
Muder weapon- Broomstick: 2 pts [6 pts in Servant’s Quarters]
Muder weapon- Letter opener: 2 pts [4 pts in Library]
Muder weapon- Loud Noise: 2 pts [5 pts in Carriage House]
Muder weapon- Monkey Hand: 2 pts [7 pts in Foyer]
Muder weapon- Piece of Rope: 2 pts [6 pts in Gallery]
Muder weapon- Scissors: 2 pts [6 pts in Lilac Room]
Muder weapon- Rat Poison: 2 pts [5 pts in Greenhouse]
Muder weapon- Shoehorn: 2 pts [5 pts in Lancaster Room]
Muder weapon- Tight Hat: 2 pts
Muder weapon- Trowel: 2 pts [5 pts in Wine Cellar]
Muder weapon- Civil War Cannon: 3 pts [5 pts in Armory]
Muder weapon- Crepe Pan: 3 pts [4 pts in Kitchen]
Muder weapon- Stuffed Duck: 3 pts [4 pts in Trophy Room]
Muder weapon- Bad Joke: 3 pts
Muder weapon- Revolver: 3 pts
Muder weapon- Silken Cord: 3 pts
Muder weapon- Big Red Hammer: 4 pts
Muder weapon- Coping Saw: 4 pts
8 x Move yourself or Go Compare Guy 1 room in any direction.
4 x Move yourself or Go Compare Guy 2 rooms in any direction.
2 x Move yourself or Go Compare Guy 3 rooms in any direction.
Move yourself or Go Compare Guy to the Parlour.
Move yourself or Go Compare Guy to the Billiard Room.
Move yourself or Go Compare Guy to the Dining Hall.
Move yourself or Go Compare Guy to the Sitting Room.
Move yourself or Go Compare Guy to the Trophy Room.
Move yourself or Go Compare Guy to the Greenhouse.
Move yourself or Go Compare Guy to the Winter Garden
Move yourself or Go Compare Guy to the Kitchen.
Move yourself or Go Compare Guy to the Master Suite.
Move yourself or Go Compare Guy to the Nursery.
Move yourself or Go Compare Guy to the Armory.
Move yourself or Go Compare Guy to the Library.
Move yourself or Go Compare Guy to the Lilac Room.
Move yourself or Go Compare Guy to the Hedge Maze.
Move yourself or Go Compare Guy to the Carriage House.
Move yourself or Go Compare Guy to the Piazza.

Trust me, after a couple of turns you will completely understand this game. There will be a 1 hour session of this tonight for all teams at 6.45 pm.

If it's not finished tonight there will be another hour session tomorrow. Good luck and hope to see you tonight!
cl79iPg.png
 

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Couple of things I've been asked about:

On your turn, you can stay where you are, you don't have to move anywhere.

Actions will be posted here in the thread. You'll have 2 mins to act on your turn to keep things moving, so if possible it might be good to have a plan of what you might do before the action gets to you.
 

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This looks fun. I better have a read!
 

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Ah crap I'm not here tonight
 

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Can all teams who are going to have someone online now check in by saying "in" or whatever in the thread.

If a team has no one on for this they will be "away". They won't move or make actions on their turn. However, if a kill attempt is made they will automatically put in failure cards (just enough to stop the kill as long as they have them).

If someone turns up half way through just let me know and your team can get back in the game.
 

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I'm in, but I have dinner soon. When that arrives, I'll say away as I don't think Spired is about
 

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Oh one more thing - the weapons become your base attack score. So you add any spite tokens to their score, but not the 1 point you have with your bare hands so to speak.
 

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Move to the Dining Hall if I can do that. If I can't, move to the Nursery

haha yeah, you can't jump down (I'm assuming it's too high) so Indy moves to the Nursery.

He hasn't played a move card or attempted to kill GCG so draws a another card from the deck (which I'll now PM you).

GCG moves to room 2!
 

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