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Yet more ideas for the Clue parts.
Rope - Can be used when fireballed on a bridge. On a roll of 4-6, you manage to tie yourself to the remainder of the bridge just in time and hang on. Do not wash out to sea.
Knife - Can be thrown. Roll to see how far it goes. If it hits your target, they are stunned for their next turn. Give them the knife. Anyone may pass them while they are stunned and steal all their stuff. If you did not hit them, place the knife on the space it landed on. It is now up for grabs.
Wrench - This heavy item is a nuisance. While you have it, you move one less space each turn. If you leave it on the board, anyone trying to pass it trips on it and ends their turn there. They may pick it up and take it.
Revolver - You may shoot an opponent. Roll 2 dice. If you roll the number of spaces away, or more, you hit. No line of sight needed. If it hits your target, they are stunned for their next turn. Anyone may pass them on a future turn and steal all their stuff.
Candlestick - When in a cave, roll 2 dice. You may choose either cave number. If you roll doubles, the candle burns out. In that case, discard this card.
Lead Pipe - Same bashing rule.
- Last edited Tue Aug 16, 2016 2:53 am (Total Number of Edits: 1)
- Posted Sun Aug 14, 2016 2:02 am