Conquer Clue: Complete!!! - LHDD Win!

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DJENRE
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Re: Conquer Clue Turn 13 Due WED @ 2400 CCT

Post by DJENRE »

Hello HH,
Are you going to WWII? We can meet if you want. We'll be there waiting for you.
DJ
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by t4mcr53s2 »

Fall will go to world 2.1 and challenge low to quads ; if they aren't there we'll challenge anyone who is
I wish either my father or my mother, or indeed both of them as they were in duty both equally bound to it, had minded what they were about when....

If 2 player fog game,please allow 12 hour snap courtesy, or post what I could have seen.... Thank you
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LiveLoveTeach
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by LiveLoveTeach »

t4mcr53s2 wrote:Fall will go to world 2.1 and challenge low to quads ; if they aren't there we'll challenge anyone who is


We'll be sitting outside the door... Ice doesn't seem to want us to go to World 2.1, since we keep getting 1s! ;) :P
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by IcePack »

LiveLoveTeach wrote:
t4mcr53s2 wrote:Fall will go to world 2.1 and challenge low to quads ; if they aren't there we'll challenge anyone who is


We'll be sitting outside the door... Ice doesn't seem to want us to go to World 2.1, since we keep getting 1s! ;) :P


Hahaha sorry! I roll the dice first, enter that and then I randomize the clan list order using random.org so I dont know whose getting what dice when I roll it ;)
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by DJENRE »

LiveLoveTeach wrote:
t4mcr53s2 wrote:Fall will go to world 2.1 and challenge low to quads ; if they aren't there we'll challenge anyone who is


We'll be sitting outside the door... Ice doesn't seem to want us to go to World 2.1, since we keep getting 1s! ;) :P


If you afraid about dice :arrow: : on 14 rounds, we rolled 8 times a 2, once a 3 and once a 1!!! = 10 rolls low average for 14 rolls! :roll:
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by IcePack »

Thankfully moving corner to corner only takes 1 =)
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by DJENRE »

IcePack wrote:Thankfully moving corner to corner only takes 1 =)

Indeed! Hopefully!
Now the stats should let us move quickly to other rooms! 8-)
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by IcePack »

So far (including games im about to send out):

Clan / # of games / # of Clues Earned

FOED / 14 / 2
RET / 11 / 1
LOW / 18 / 1
LHDD / 16 / 5
S&M / 7 / 1
PACK / 16 / 2
HH / 10 / 0
FALL / 12 / 1
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LiveLoveTeach
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by LiveLoveTeach »

Hey t4, we're moving into World 2.1 (finally!)

Are you planning on staying around there so we can try to get a few more games going? We need to hop over to Feudal Epic at least once to get a doubles going there, but besides that, we'd like to get World 2.1 knocked out.
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LiveLoveTeach
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by LiveLoveTeach »

S&M, are you guys going to stick around the World 2.1 area so we can all get those games going to clear out that room?
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by t4mcr53s2 »

LLT and S and M ; lets stay around; I am going to K 18 so I hope s and M wili sgo out the right hand door and stay a 2 away ... you can come in and challended us (s and m will be gone) and hopefully youll be there when we come back in next turn
I wish either my father or my mother, or indeed both of them as they were in duty both equally bound to it, had minded what they were about when....

If 2 player fog game,please allow 12 hour snap courtesy, or post what I could have seen.... Thank you
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by The_Samurai »

Anyone interested in meeting us at New World ?
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by ElricTheGreat »

FOED is moving to WWII Europe for whoever is going to be there for turn 15
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by groovysmurf »

ElricTheGreat wrote:FOED is moving to WWII Europe for whoever is going to be there for turn 15


We'll already be gone by the time you move, but HH will not have gone yet, so will still be chilling there. We plan to go back next round. If you're still there, we'd be happy to set a game against you. :-)


Question for the ghost of IcePack: If you go to Classic and guess wrong, the rules state you are out of the game...is that like, permanently out?
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by IcePack »

If you go to classic you have to play vs someone and win, then guess.
If you guess wrong then yes, you are perma out
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by DJENRE »

Hello Ice,
Sorry again but I think there is a mistake for last round.
S&M is not supposed to be in WOrld 2.1 because LOW played before and stuck into the door.
Am I right?
DJ
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by LiveLoveTeach »

DJENRE wrote:Hello Ice,
Sorry again but I think there is a mistake for last round.
S&M is not supposed to be in WOrld 2.1 because LOW played before and stuck into the door.
Am I right?
DJ


Somewhere around here: https://www.conquerclub.com/forum/viewt ... 0#p4979302 - things were changed per ETG's suggestion, so that you can move through each other, but can't stop on an occupied space.

On Oct 19, Ice sent us a message titled "Clue Movement" - here's the text from it:
[spoiler=PM FROM ICE]
IcePack wrote:Greetings,
A few things:

1) Please realize you dont have to move within the rooms. Just like the boardgame, the rooms are one big "square". You just move in, and out of the room.

Example, if you are on G4 in the Battle of Iraq room, you dont have to go G5, H5, H6 etc to get out...you just go to H6 as your first movement. The square you are placed on in the room itself is just representative of you being in the room, the actual square has no impact on your movement to leave the room.

2) We will now randomize turn orders as well as the movement. You'll find them both on the second tab of the game board, and I'll send it out in the turn updates just like I did rolls.

3) Moving forward (Turn 6+) You will be allowed to move through an occupied location, but NOT end the turn on the same space as someone else. If there are not enough steps available to safely move to the final destination ... he will move it as far as possible and the token's final destination will be the farthest number of steps where it can rest in an unoccupied location. At no time will the token be allowed to move MORE than the number of spaces equal to the number rolled. If when travelling in a straight line to the intended destination there is no UNOCCUPIED safe landing space then the token remains in place and the turn ends.

so as an example ... the team rolls a 6 ...

steps 4 and 5 are occupied but 6 (final destination) is open then the token moves to step 6.

case 2: roll again a 6 ... step 5 and 6 are occupied .. the token can only move 4 safely so it does so and completes the rest of their turn on location 4. At no time would the token advance past the max number of spots for example skip 5 and 6 to land on the next vacant spot which is #7.

case 3: roll is 6 ... 4 and 6 are occupied so the farthest safe landing for the token would be the 5 step so that is where it stops.

Thanks,
IcePack
[/spoiler]
Based on this, S&M was able to move through us, because they had a 5. We were on the 4th square they were to go on - so they moved through us and into the room (the 5th square).
I actually asked Ice about this last night when they weren't in the room initially, because we changed that.

Teach
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by DJENRE »

LiveLoveTeach wrote:
DJENRE wrote:Hello Ice,
Sorry again but I think there is a mistake for last round.
S&M is not supposed to be in WOrld 2.1 because LOW played before and stuck into the door.
Am I right?
DJ


Somewhere around here: viewtopic.php?f=438&t=224911&start=100#p4979302 - things were changed per ETG's suggestion, so that you can move through each other, but can't stop on an occupied space.

On Oct 19, Ice sent us a message titled "Clue Movement" - here's the text from it:
[spoiler=PM FROM ICE]
IcePack wrote:Greetings,
A few things:

1) Please realize you dont have to move within the rooms. Just like the boardgame, the rooms are one big "square". You just move in, and out of the room.

Example, if you are on G4 in the Battle of Iraq room, you dont have to go G5, H5, H6 etc to get out...you just go to H6 as your first movement. The square you are placed on in the room itself is just representative of you being in the room, the actual square has no impact on your movement to leave the room.

2) We will now randomize turn orders as well as the movement. You'll find them both on the second tab of the game board, and I'll send it out in the turn updates just like I did rolls.

3) Moving forward (Turn 6+) You will be allowed to move through an occupied location, but NOT end the turn on the same space as someone else. If there are not enough steps available to safely move to the final destination ... he will move it as far as possible and the token's final destination will be the farthest number of steps where it can rest in an unoccupied location. At no time will the token be allowed to move MORE than the number of spaces equal to the number rolled. If when travelling in a straight line to the intended destination there is no UNOCCUPIED safe landing space then the token remains in place and the turn ends.

so as an example ... the team rolls a 6 ...

steps 4 and 5 are occupied but 6 (final destination) is open then the token moves to step 6.

case 2: roll again a 6 ... step 5 and 6 are occupied .. the token can only move 4 safely so it does so and completes the rest of their turn on location 4. At no time would the token advance past the max number of spots for example skip 5 and 6 to land on the next vacant spot which is #7.

case 3: roll is 6 ... 4 and 6 are occupied so the farthest safe landing for the token would be the 5 step so that is where it stops.

Thanks,
IcePack
[/spoiler]
Based on this, S&M was able to move through us, because they had a 5. We were on the 4th square they were to go on - so they moved through us and into the room (the 5th square).
I actually asked Ice about this last night when they weren't in the room initially, because we changed that.

Teach

Ok I see, sorry about that. I totally forgot that new rule. 8-)
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IcePack
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by IcePack »

Np so did I until LLT reminded me :) lol
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Re: Conquer Clue Turn 14 Due Monday @ 2400 CCT

Post by DJENRE »

IcePack wrote:Np so did I until LLT reminded me :) lol

:lol: :lol: :lol:
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Re: Conquer Clue Turn 15 Due Wed @ 2400 CCT

Post by t4mcr53s2 »

round 16 ; fall will move back to world 2.1and challeng LOW to dubs

if s and m wants to meet us there .... we'll be waiting ... how abotu a trips game s and m ?
I wish either my father or my mother, or indeed both of them as they were in duty both equally bound to it, had minded what they were about when....

If 2 player fog game,please allow 12 hour snap courtesy, or post what I could have seen.... Thank you
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Re: Conquer Clue Turn 17 Due Wed @ 2400 CCT

Post by IcePack »

FYI we are still going on strong, I received a few comments about game loads so I slowed things down a bit during holidays to try

A) allowing people to enjoy holidays
B) allow people to lower game counts from Clue

We will pick up today with an update and start our regularly scheduled turn every 2-3 days once again.

Thanks :)
IP
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Re: Conquer Clue Turn 17 Due Wed @ 2400 CCT

Post by IcePack »

If U haven’t already don’t forget Clue turns are due today
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Re: Conquer Clue Turn 18 Due Sat @ 2400 CCT

Post by IcePack »

Updated
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Re: Conquer Clue Turn 18 Due Sat @ 2400 CCT

Post by DJENRE »

IcePack wrote:Updated

Can you draw, at least once, more than a 3 for us??? :lol: :lol:
Also is there any chance we ever start any round?!! ;)

Also, I'm away next week so if you need any quick answer, ask [player]Donelladan[/player]. Thanks!
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