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Author Topic: A game where Sunjester is at a disadvantage  (Read 213 times)
Last Hussar
Major General
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Posts: 3059



« on: 21 May 2020, 01:55:38 AM »

Orcs and I will tell you at length about "Sunjester's Magic Dice"

I may have found a loophole.

In Blucher you have 3d6 Momentum points.  You spend these to move unit, until you equal or exceed the total.

Here is the kicker - your opponent rolls the dice, and keeps the result secret. You only find out the score when you exceed the total rolled, and he tells you to stop moving.

This means I will roll Sj's dice.

My dice rolling is abysmal.  Evil
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I have neither the time or the crayons to explain why you are wrong.
lowlylowlycook
Lieutenant Colonel
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Posts: 901


« Reply #1 on: 21 May 2020, 04:15:33 AM »

I predict that your very first roll will be an 18.   Wink
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mad lemmey
Marquis
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Posts: 21015



« Reply #2 on: 21 May 2020, 08:00:58 AM »

Knowing Sunjester, he would roll 19!  Cool
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Off to the Shed of Decency.

Chekov's Gun, Occam's Razor, and Heisenberg's Uncertainty Principle walk into a bar. You won't believe what happens next!

2016 Pendraken Painting Competion Participation Prize  (Lucky Dip Catagory) Winner 😎
Genom
Lieutenant
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Posts: 200


« Reply #3 on: 21 May 2020, 08:21:49 AM »

You're making an important mistake, it's not that your dice rolling is bad, it's the fact that your dice hate you that is the problem.

https://images.app.goo.gl/XKRsvSkHp9pFYnij6
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Last Hussar
Major General
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Posts: 3059



« Reply #4 on: 21 May 2020, 08:51:36 AM »

Tell me something I don't know.
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I have neither the time or the crayons to explain why you are wrong.
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