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Subject: PBF#6 - Nuns on the Run Play by Forum - 6 Novices rss

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Travis Dean
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Quote:
Public information:

Turn: 9 (Guard Movement Phase - Noise Rolls)

ski309
Anne Marie: On the run, assumed in cell (space #1). Running

djomp
Margaret: On the run, assumed in cell (space #2). Sneaking

clublock
Theresa: Caught on #151, Seen on #151. Running

moorwild
Celeste: On the run, assumed in cell (space #4). Running

merc007
Angelica: On the run, Seen on #153. Standing Still

jmucchiello
Bernadette: On the run, assumed in cell (space #6). Standing Still

Red path to the Abess' Cell.
Abbess: #147, Facing West Walking Red Path from the Pharmacy (#122) to the Abbess' Cell (#26)
Prioress: #151, Facing East Running Orange Path from the Scriptorium (#101) to the Abbess's Cell (#26)


Noise Tokens: None


Vanished Tokens: None


Captures: 6 of 7
Abbess captures Anne Marie on #67 - Turn 1
Prioress captures Bernadette on #150 - Turn 4
Prioress captures Theresa on #149 - Turn 4
Abbess captures Margaret on #143 - Turn 5
Abbess captures Margaret on #121 - Turn 7
Prioress captures Theresa on #151 - Turn 9


Blessings used:
+1 Movement Blessing by Prioress - Turn 1
False Noise Token by Margaret - Turn 5
Reroll a die by Bernadette - Turn 7
Increase noise range (+1) by Abbess - Turn 7
+1 Movement Blessing by Angelica - Turn 7
+1 Movement Blessing by Anne Marie - Turn 8



Guard Paths used:
Abess:
Green Path from the Abess' cell (#26) to the Scriptorium (#101)
Green Path from the Scriptorium (#101) to the Pharmacy (#122)
Red Path from the Pharmacy (#122) to the Abbess' Cell (#26)
Prioress:
Green Path from the Abess' cell (#26) to the Garden Gate (#84)
Purple Path from the Garden Gate (#84) to the Scriptorium (#101)
Orange Path from the Scriptorium (#101) to the Abbess's Cell (#26)
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Travis Dean
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
If Mandy joins us, it looks like we have a full game!

Game:

1: Players privately send co-ordinates and movement type to moderator through geekmail (along with any keys or secret wishes obtained)

2: Moderator publicly posts novice’s movement type, as well as any movement that was visible to the guards, including location of vanished tokens.

3: After this point, each player rolls publicly for noise. Each player then publicly announces any sounds heard by the guards and in which direction/space.

4: Guards privately send co-ordinates and their end facing direction to the moderator (as well as any change in route during movement)

5: Moderator stops guards if they encounter/see a novice, giving the guards a chance to increase or change their movement. This goes hand in hand with the rule that guards don’t have to announce their type of movement until after they’ve finished moving – so if they move 4 spaces, and at the third space spot someone 2 squares away in a different direction, the moderator interrupts their movement at the third space telling the guard they’ve spotted someone – they can now walk (up to 1 space) towards the novice, or run (up to another 3 spaces) to catch the novice instead of walking along their original path (although, they could if they wanted to).

6: Guards privately send amendments to movement if they are interrupted (this may result in other interruptions, but unlikely).

7: Moderator publicly announces guards movement and facing direction (and any change in route), as well as any captures or novices that get spotted during this movement.

8: Guards publicly roll for sound (if applicable) – noting any guards that may have ran the previous round who can’t hear.

9: Players publicly announce new noise tokens.

10: Players privately send new co-ordinates and movement type to moderator (publicly if they’re status is now ‘caught’ and they’re choosing to remain caught or must remain caught).

Rinse and repeat until someone gets home with secret wish, turn 15, or guards catch players X number of times.

Novices wrote:
Callan Finn
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Joe Mucchiello
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Mercedes (Mandy)
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Guards wrote:
Ron Harper
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So I'm thinking we should leave the Monk expansion out this game. It's supposed to be used for up to 5 players (4 novices), and we have 7/6 (or 6/5 without Mandy). So I think it would give too much advantage to the guards. I'll change my mind if there's a consensus otherwise though.

Also, let's decide whether we want to allow novices to play blessings on the guards and guards to play blessings on the novices, and vice versa. e.g. A guard increasing a novice noise roll by one, or a novice decreasing the guard's listen roll by one (for everybody). The rules do allow for this, but it gets complicated in PBF, as we've seen.
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Ron Harper
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
As the guards, I am ok with leaving the monk out.. it would be interesting but it may be too much..
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Joe Mucchiello
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
holyguano wrote:
As the guards, I am ok with leaving the monk out.. it would be interesting but it may be too much..

Doesn't matter to me either way. Guards haven't won yet.
 
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Mercedes (Mandy)
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
I'm here!!! Which way do I run
 
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Callan Finn
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
merc007 wrote:
I'm here!!! Which way do I run


Yay! Mandy's back!
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Callan Finn
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
Dolus wrote:
.

Also, let's decide whether we want to allow novices to play blessings on the guards and guards to play blessings on the novices, and vice versa. e.g. A guard increasing a novice noise roll by one, or a novice decreasing the guard's listen roll by one (for everybody). The rules do allow for this, but it gets complicated in PBF, as we've seen.


Mods choice, I'm not fussed - though, personally, I'm against the interpretation that lets guards re-roll a novice's noise roll. Not only doesn't it work, its also too difficult for PBF.

Not fussed on the Monk either way.
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Travis Dean
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
So we'll play with no monk, and you can only use blessings on your own rolls. I have randomly assigned novices to players, and we can start our first, full game of NotR!

clublock - Theresa
djomp - Margaraet
ski309 - Ann Marie
moorwild - Celeste
jmucchiello - Bernadette
merc007 - Angelica

I'll try to send out blessings and wishes soon, and then we can begin!
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Travis Dean
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
Okay, all secret information should have been sent out. If I missed anybody or any information, or botched anything up already, let me know in GM. Otherwise, novices can send in their double-move!

Yay!
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Joe Mucchiello
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
Good luck fellow novices. And may you trip often on your rosaries, guards.
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Mercedes (Mandy)
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
Yah it's time to play!!! *I shout in my bedroom cell silently*
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Travis Dean
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Re: PBF#6 - Nuns on the Run Play by Forum - 5 Novices
merc007 wrote:
Yah it's time to play!!! *I shout in my bedroom cell silently*


Back to bed!

All moves are in, I'll update public info shortly. Whoops. Still missing one it looks like.
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All novices ran. Novices can make your noise rolls now. Don't wake the guards!

Quote:
Public information:

Turn: 1 (Novice Movement Phase)

ski309
Anne Marie: On the run, assumed in cell (space #1). Double-Run

djomp
Margaret: On the run, assumed in cell (space #2). Double-Run

clublock
Teresa: On the run, assumed in cell (space #3). Double-Run

moorwild
Celeste: On the run, assumed in cell (space #4). Double-Run

merc007
Angelica: On the run, assumed in cell (space #5). Double-Run

jmucchiello
Bernadette: On the run, assumed in cell (space #6). Double-Run



Abbess: #26, Facing East Movement TBA No Path Yet.
Prioress: #26, Facing West Movement TBA No Path Yet.


Noise Tokens: None


Vanished Tokens: None


Captures: 0 of 7



Blessings used: None



Guard Paths used:
Abess:
None
Prioress:
None
 
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Callan Finn
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1d6 = (4) = 4

I gotta admit... being a nun is MUCH more fun then guards.

HEEHEHE, DICE!
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  • 255866. clublock
  • 1d6 =
  • (4) =
  • 4
  • Thu Jan 31, 2013 5:28 pm
Callan Finn
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clublock wrote:
clublock previously rolled 1d6 = (4) = 4

I gotta admit... being a nun is MUCH more fun then guards.

HEEHEHE, DICE!


Guards: no dice.
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Mike Sokalski
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Anne Marie: 1d6 = (6) = 6
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  • 256075. ski309
  • 1d6 =
  • (6) =
  • 6
  • Thu Jan 31, 2013 8:22 pm
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ski309 wrote:
Anne Marie: ski309 previously rolled 1d6 = (6) = 6

Noise token between 40 and 26.
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Joe Mucchiello
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Bernadette is running 1d6 = (5) = 5
wonder who tripped down the hallway. (Came from the abbess' cell I think. Yes, the nun tripped!)
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  • 256175. jmucchiello
  • 1d6 =
  • (5) =
  • 5
  • Thu Jan 31, 2013 11:00 pm
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jmucchiello wrote:
Bernadette is running jmucchiello previously rolled 1d6 = (5) = 5

No noise here.
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Celeste ran 1d6 = (1) = 1
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  • 256518. moorwild
  • 1d6 =
  • (1) =
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  • Fri Feb 1, 2013 9:48 am
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moorwild wrote:
Celeste ran moorwild previously rolled 1d6 = (1) = 1

Silence...
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Angelica is running in her sleep 1d6 = (5) = 5
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  • 256536. merc007
  • 1d6 =
  • (5) =
  • 5
  • Angelica is running in her sleep
  • Fri Feb 1, 2013 11:52 am
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merc007 wrote:
merc007 previously rolled 1d6 = (5) = 5 (Angelica is running in her sleep)

Yup, she's sleep running in her cell. No one hears a thing
 
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Mercedes (Mandy)
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Apologies everyone, I might be quiet as a mouse tomorrow.
I might only be able to check BGG on my cellphone intermittently (when I wake up, and before I go to bed), because I'm at a board game day, and the next day also...I didn't realize I had double booked myself for gaming days back to back.
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Callan Finn
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merc007 wrote:
Apologies everyone, I might be quiet as a mouse tomorrow.
I might only be able to check BGG on my cellphone intermittently (when I wake up, and before I go to bed), because I'm at a board game day, and the next day also...I didn't realize I had double booked myself for gaming days back to back.


Its ok - our nuns on the run games have slowed down a bit since you last played, turns usually take a few days to come through. I think the great thing about this group is everyone is very patient.
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