Mexican Mines
Jul 23, 2013 22:56:04 GMT
Post by Chris McLean on Jul 23, 2013 22:56:04 GMT
Second part of the challenge! It's going to be a small 'maze' like experience. Each team will start at the beginning of the maze, and will have to traverse the mines, solve puzzles, and get out. Each puzzle was designed before hand, there are multiple paths, and even some rewards along the way, like pillows, clothes and electronics! The mexican mines sure do hold a bunch of weird stuff
(This challenge will work like those old MS DOS Adventure games. You say a command, I describe the room you're in, you need to solve puzzles to get out, bug others, and remember, ROLEPLAY!)
If you got the TORCH, rooms are lit up for you. You won't need to sidetrack at the start to get the LANTERN, and even then, you don't need to worry about BATTERIES. Your TORCH can burn out and be doused, though.
If you got the MAP, your team gets, through PMs, a crude drawing of the mine, telling you (mostly), the way out. It won't tell you the shortest/easiest way out, and won't be updated throughout, or anything like that.
Other teams, if you didn't get the MAP, you should probably draw one regarding other teams' experiences! You'll all have always on WALKIE-TALKIES, so you'll know what the others are up to. Maybe then you can find a shortcut or something.
Each team can only issue ONE COMMAND per TURN. A TURN passes once the previous COMMAND happens (through one of my posts). If a team issues more than one command per turn, they'll all be ignored, so coordination is key here.
A COMMAND is defined by a GROUP OF SMALL ACTIONS. Examples of commands:
> Go West
> Take key
> Tie rope to brick (Automatically takes it)
> Hit troll with sword
> Punch Chris in the face (that gives you a penalty)
Win here, win access to the Captain's Quarters. Second and Third place get the usual quarters. Last team sleeps in the Machinery Room after voting someone off.
Good Luck!
~don't post in here until further notice~
(This challenge will work like those old MS DOS Adventure games. You say a command, I describe the room you're in, you need to solve puzzles to get out, bug others, and remember, ROLEPLAY!)
If you got the TORCH, rooms are lit up for you. You won't need to sidetrack at the start to get the LANTERN, and even then, you don't need to worry about BATTERIES. Your TORCH can burn out and be doused, though.
If you got the MAP, your team gets, through PMs, a crude drawing of the mine, telling you (mostly), the way out. It won't tell you the shortest/easiest way out, and won't be updated throughout, or anything like that.
Other teams, if you didn't get the MAP, you should probably draw one regarding other teams' experiences! You'll all have always on WALKIE-TALKIES, so you'll know what the others are up to. Maybe then you can find a shortcut or something.
Each team can only issue ONE COMMAND per TURN. A TURN passes once the previous COMMAND happens (through one of my posts). If a team issues more than one command per turn, they'll all be ignored, so coordination is key here.
A COMMAND is defined by a GROUP OF SMALL ACTIONS. Examples of commands:
> Go West
> Take key
> Tie rope to brick (Automatically takes it)
> Hit troll with sword
> Punch Chris in the face (that gives you a penalty)
Win here, win access to the Captain's Quarters. Second and Third place get the usual quarters. Last team sleeps in the Machinery Room after voting someone off.
Good Luck!
~don't post in here until further notice~