Let’s get to it, gang! If there’s one thing I know, it’s that…well, it’s that I’m obsessed with Breckenridge Oatmeal Stout lately. But if there are two things I know, the second is that I really love the creativity around here.
Hey You: A challenge worthy of being ran in your game is the rope cutting challenge but with a twist. Instead of just cutting ropes you also give a rope to someone else
K: I’ve done the rope cutting challenge before, but the idea of adding ropes is pretty swank, potentially. I wish there was more here about running it, though.
Harold Biscuits: So the game is to be done in 5 rounds and be done on some sort of checkered board (ex: 10X10 but the size of the board can vary). Players will place their initial pieces for the game to start. Once their pieces are placed, a perimeter is created (A perimeter includes the pieces surrounding the initial piece but doesn’t include diagonals). If players place their piece within someone else’s perimeter then the last person to place their piece will be randomly relocated. After the initial placement is finished, players get to place one of their own pieces and two blocker piece in attempt and block someone else’s placement. The goal of the game is to get as many points as possible after 5 rounds (or more if needed). You get 1 point for successfully placing a piece anywhere on the board (you do not necessarily have to place in your perimeter), 3 points for successfully blocking someone, 3 points for successfully placing a piece on your own perimeter and an additional point for evading a blocker placed in your perimeter. Blockers will be cancelled after each round and if more than 2 blockers are placed in a perimeter then the blockers will cancel each other out and the person who owns the perimeter will get 2 points, regardless to if one of the blockers was a hit or not. I feel like the size of the board is a bit flexible and the number of players would be as well. Most points at the end of the game wins. Oh, I forgot to add no placing blockers in your own group in hopes of swindling extra points.
(Harold also sent a spreadsheet detailing a move)
K: Once Harold sent this with a spreadsheet and more explanation, it came into focus. I was already pretty sure I liked it, and it definitely seems like a Spookymilk Survivor challenge.
Shoots and Ladles.
There is a game board.
The game board is [shockingly] a spreadsheet. But it starts out blank. No players know how many levels they might have to transverse. So it ought to be predetermined vertically [and starting in row 2], but I envision the players not knowing how far south they have to travel.
The players are given a [i dunno a harpoon gun] a shield and a ladle. One each I think.
You can move down a line, or use a power on a turn. But the movements go Ladle, Shield, Harpoon, move.
Harpoon stops a defenseless person ON your level from moving. A shield protects yourself from any harpoons on that line. A ladle can pull one person to your level. [depending on the #s of players/immunities this may have to have a consequences. Maybe using a ladle splits the difference or drops you a level]
So the board doesn’t really depend on the number of players, but the height does matter a bit. But it should be random, and probably greater than the numbers of players.
I’m envisioning unequal levels with some lines., but the level or not is only revealed to the player who makes it (like “Dude you just made it to level one IMDB commenter” but lines get nothing) Maybe like:
you get the point. The move is one space which isn’t necessarily a level. So yeah.
K: Not bad, though vagueness always worries me. We get a lot of variations on rock/paper/scissors, and that’s fine, though it does tend to make it blend in. Nice presentation, though.
On an 8×8 spreadsheet players give Kelly the location of their submarine (pick three adjacent coordinates in a line). Players can place in the same spot as others, and can place vertically, horizontally, and diagonally. Every round the remaining players shoot a missile at a coordinate in hopes of knocking out the other player’s submarines. When your submarine has been sunk you no longer get to go the next round and you are out of the running for immunity. Players can opt out of shooting a missile for strategic purposes and and all rounds if they so choose. If there are no submarine spaces left unsunk at the end of the final round, then no one wins immunity. If no missiles are used in a round, no one wins immunity. Players are allowed to share the coordinates of their submarines if they choose to do so.
K: This is extreeeeeemely similar to a Battleship variant I ran in the past. Because of the game situation at the time and because of the large number of ships, though, it took AGES. With a single ship, this becomes a much better challenge.
Where the Hell is Kelly Wells?
Based on Where in the World is Carmen Sandiego.
Challenge is designed for tribes rather than individuals.
First step is to solve a clue directing the team towards one of Kelly’s henchmen. The clue will be word scrambled so it must be unscrambled first in order to even solve it. Once unscrambled, the team must solve the clue indicating where your henchman is hiding. This can be anywhere. The team must then solve further clues based on the first clue, also word scrambled first to prevent easy Google search. Once this string of clues is solved, they can apprehend the first henchman if solved within a soft time limit only you know. If outside the time limit, they must solve more clues, always scrambled.
After capturing a henchman, he/she will direct the tribe towards another henchman in another location with a different theme of clues.
Three henchmen must be captured before the elusive Kelly Wells can be found, preferably in some fun location like… Hell?
K: I like the idea of running this sometime, but it would require a lot of people online at once, AND it’s for tribes…which are done. I’ll potentially find space for this down the road.
The History of Sass
Ok, so this may need to be fine tuned some what but I have tried to detail it as much as possible.
A spreadsheet (I know how much you love those! 🙂 ) would be set up with 52 cells…..2 full sets of the alphabet would be randomly hidden…each space representing a letter.
Each player would get an initial placement of 3-4 spaces. The letters would be emailed to them.
The object would be that the first person that can form a four letter word wins. This would probably be best played with 10 or less players to increase the odds of not receiving four perfect letters on the first move.
If two (or more) people land on a space, they do not receive that letter but it remains for the next single player who lands on it.
To increase difficulty, my thoughts are that once a space is landed on, that letter disappears. So potentially in the second move, a player may land on a blank space.
Again, this may need some fine tuning but I think it will inspire teamwork within alliances because I would work with others so that spaces are not duplicated etc. All the while though you are still fighting for individual immunity.
The first person who submits a dictionary worthy four letter word to your email (time/date stamped) wins immunity.
K: Oh, you think this would inspire teamwork and subterfuge and reward brains and guile, eh? I agree. I dig the ever-loving hell out of this challenge.
In this challenge, you will attempt to defend yourself against your bloodthirsty neighbors by defending against their attacks.
Sending in a move consists of three parts :
Specifying your defensive element – This is the shield you will be putting up against protective attackers.
Specifying your offensive element – This is the attack you will be using against your target.
Specifying your target – This is the target for your offensive attack.
There are four elements. Green, Red, yellow, and Blue. Each element has a weakness (think rock, paper, scissors)
Green is weak to yellow
Yellow is weak to red
Red is weak to blue
Blue is weak to green
An attack on a target who is indifferent (not the same color as the attack, but not weak to it, either) results in 2 damage.
An attack on a target whose defense is weak (such as a blue attack on a red defense) to the attacking element results in 4 damage.
An attack on a defense with the same element as the attack will HEAL the target for a single point (this can be done intentionally).
You start with 10 points. Play will continue until all but two/three/four players are eliminated.
K: This is eerily similar to a game called “Choose Your Destructor” that I was semi-planning for later this season. This is fleshed out much better, though. I like this as a later-game challenge. It might be best played live to inspire speed, or at least three moves a day or something.
You’re sitting around one day minding your own business when a dog walks up to you. It looks at you with sad eyes and whines. Something is wrong! It whimpers and bats a paw at its mouth. Could it be a tooth problem?
The good news: you’re all veterinary dentists, you can help!
The bad news: dogs have 42 teeth!
In this challenge, players will need to probe to find the problem tooth, numb the affected area, and extract the tooth.
Naturally, the way to tackle this challenge is via a spreadsheet. On the spreadsheet, you’ll see 42 white cells. These are teeth.
In round 1, all players will probe. To do this, submit the coordinates of the cell you wish to probe. The outcome will be either growl or silence. Growl means you’re within 2 teeth of the correct tooth. Silence means you’re not even close. Posted results will list player names and the dog’s response but not the cell probed. To make this a little tougher, if two or more players probe the same tooth, the dog will get mad and bite, immediately ejecting those players from the challenge.
In round 2, players can choose to either probe or numb. Probing works the same way as in round 1. To numb, the player must give the coordinates of the cell they wish to numb. They will also numb 1 space on either side of that area. More than one player can numb the same area, as this does not cause the dog pain. Posted results will list player names, action taken, and the dog’s response in the case of probes (but not the specific cell for either probes or numbing).
In round 3, players can choose to probe, numb, or extract. In this round, timing is a factor. A single tooth can only be extracted once, after all! Probing and numbing work the same as in previous rounds. The first player to give the exact coordinates for extracting the correct tooth wins so long as that area has been numbed. (The player who extracts does not have to be the player who numbed the area in the previous round.) Anyone who attempts to extract a tooth that has not been numbed will be bitten and therefore ejected. Anyone who extracts the wrong tooth will remain in the game so long as that area is numbed.
If there hasn’t been a successful extraction after round 3, results will be posted as described for earlier rounds. The game will continue as in round 3 until one player succeeds with the extraction. This player wins sole immunity.
K: Huh. I did not expect to like a challenge based on canine dentistry so damn much, but this seems pretty fun. The “bite” part of it is pretty funny, and the idea that a good listener could poach an extraction makes my heart sing. I also LOVE that you based your challenge on your own name.
K: Players, follow that link and read it. Cats? Spreadsheets? Strategy? This isn’t just a challenge, it’s a FINAL challenge.
Okay, so I think I’ll probably do as many as five or six of these, but for creativity, presentation, spreadsheetery and linguistic awesomeitude the three immunities go to:
The History of Sass
Vote for anyone else by Sunday night at 9pm Central. By all means, if you’re up to the task tomorrow, get a vote in! However, Saturday deadlines have never gone over well around here, so you get a reprieve.