Jump to content
BrainDen.com - Brain Teasers
  • 0


unreality
 Share

Question

Mage Duel!

Simple. Non-Time Consuming. Quick. Fun :D

The Goal: Be the last mage standing!

The Gameplay: the game moves in 'rounds'. In a round, each mage casts a bunch of spells at once, in an epic blur of incantations, curses, hexes and jinxes that dominate the duel chamber with blasting lights and violent sounds.

During the round sometime, each mage must PM me who they are casting each spell on for that round (your potent magical mastery means you can cast all the spells in each round).

The Spells:

* Freeze - paralyzes a mage for the next round only, disabling him/her from casting any spells. Doesn't affect the current round. However, if more than one mage freezes someone, the spells cancel out and no freeze occurs. You CAN freeze yourself if you think that someone else will be freezing you (and nobody else), but of course this can backfire if you end up being the only person freezing yourself :D

* Shield - the Shield is a field of pure energy that surrounds and protects you. Each mage starts with 5 Shield Points, and each round they can cast Shield on another player (not themselves) to add 1 Shield Point to that player's defense. 10 Shield Points is the maximum number of Shield Points you can have

* Curse - remove 1 Shield Point from someone. Shield and Curse are cofluxes, which means that if you choose to not cast Shield, you cannot cast Curse either, and vice versa. The Shield/Curse targets MUST be different, you cannot cast them both on the same person. 0 Shield Points is the minimum number of Shield Points you can have

* Coup de Grace - after all spells (other than Coup de Grace spells) have taken effect, if someone has 0 Shield Points and the Coup de Grace spell is cast on them, they die. Otherwise, the Coup de Grace has no effect

* Flummox - causes someone to be incredibly confused, and mix up their spell targets... 1/3 to mix up Freeze and Shield, 1/3 to mix up Curse and Shield, and 1/3 to mix up Flummox and Curse. The Flummox only has a 1/4 chance of success. Of those that do succeed in the round, the Flummox of the earliest person on the list will take effect first, then the next, and so on

* Vacuum - half the time, it sucks up all the spells cast BY the target. The other half of the time, it sucks up all the spells cast ON the target. The Vacuum only has a 1/8 chance of success. Of those that do succeed in the round, the Vacuum of the earliest person on the list will take effect first, then the next, and so on, just like Flummox

* Spell of Choice - for this spell, you choose from your diverse arsenal of magic: [None of these spells have specific targets, they affect the group as a whole]

** Hexquake - everyone either loses 1 Shield Point (70%) or gains 1 (30%), including yourself

** Magelore - unlocks a new Spell of Choice for everyone to use

** Aqua Vida - gives 2 Shield Points to the mage with the least amount of SP, if there are multiple mages of that amount then the target is chosen randomly from those people

** Magnetic Surge - all Flummoxes move up by 4%. Ie, originally they have a 25% chance. For each Magnetic Surge cast in the round, however, the chance increases by 4%. This value is totaled before the Flummoxes are rolled

** Quid Pro Quo I - everyone that cast Shield on you during the round gains 1 Shield Point themselves

** Quid Pro Quo II - everyone that cast Curse on you during the round loses 1 Shield Point themselves

Note: Shield is the only spell you cannot cast on yourself

The Final Duel: When it gets down to 2 people, rules change. Many spells are no longer castable and rules change. We'll see when it gets to that point :D

Duel Master: Unreality

1) Anyone wanna sign up? :P

Link to comment
Share on other sites

  • Answers 190
  • Created
  • Last Reply

Top Posters For This Question

Recommended Posts

  • 0

~~~

Round Five

~~~

Dawh (roster spot = -1)

Freeze: GC

Shield: foolonthehill

Curse: PG

Coup de Grace: Frost

Flummox: GC

Vacuum: Panther

Spell of Choice: Ascension

Frost

Freeze - dawh

Shield - Panther

Curse - Dragonjest22

Coup de Grace - Dragonjest22

Flummox - dawh

Vacuum - PG

Quid Pro Quo II

FIF

[Paralyzed]

CL

Freeze - dawh

Shield - Frost

Curse - foolonthehill

Coup de Grace - foolonthehill

Flummox

Vacuum

Aqua Excessum

PG

* Freeze - Mekal

* Shield - DMS

* Curse - Cherry Lane

* Coup de Grace - FOH

* Flummox - Frost

* Vacuum - Dawh

* Hexquake

GC

[did not PM]

Panther

Shield - Frost

Curse - Foolonthehill

Coup de Grace - Foolonthehill

Assassin Bolt

Dragonjest22

[Paralyzed]

Foolonthehill

[Paralyzed]

Mekal

* Freeze - PG

* Shield - GC

* Curse - frost

* Coup de Grace - CL

* Flummox - PG

* Vacuum - Dawh

* SOC-Magelore

DMS

Freeze:dawh

Shield: Frost

Curse: dragonjest

Coup de Grace: dragonjest

Flummox:dawh

Vacuum:mekal

Spell of Choice: Aqua Vida

* Vacuums: both Frost and Mekal succeeded - two people! And I didn't even double the chance, though that would've been cool :P

** Frost's Vacuum sucks up all spells cast by PG

** Mekal's Vacuum sucks up all spells cast on Dawh

* No Magnetic Surges, normal Flummox chance. No Flummoxes succeeded!

* PG and Mekal Froze each other, except PG's spells were vacuumed so only PG and GC were frozen for next round (GC was frozen by Dawh)

* After applying Curses and Shields: (ignoring spells cast by PG and on Dawh)

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 7

4) PG - 5 **

5) GC - 6 **

6) Panther - 4

7) Dragonjest22 - 0

8) foolonthehill - 0

9) Mekal - 4

10) Dawh - 7

11) DMS - 6

After Frost's Quid Pro Quo II (was going to apply PG's Hexquake as well, but then realized she was Vacuumed), and then Aqua Vida [but Aqua Excessum was cast, thus it's -2 not +2]. It doesn't apply to 0 SP people cuz then it'd be worthless, so it was picked randomly between Frost (3 SP) and Mekal (he had 4 SP before, but had 3 after Frost's QPQ II). Even for Frost, odd for Mekal, the All-Knowing Die chose 5, thus Mekal ended up with 3-2, or 1 SP:

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 7

4) PG - 5 **

5) GC - 6 **

6) Panther - 4

7) Dragonjest22 - 0

8) foolonthehill - 0

9) Mekal - 1

10) Dawh - 7

11) DMS - 6

Frost and DMS Coup de Graced Dragonjest22, CL Coup de Graced Fool... but more importantly, Panther Coup de Graced Fool, and also used Assassin Bolt, which means Panther Coup de Graced Dragonjest22, Fool AND Mekal, since they were the the three adjacent names centered on Fool (whom Panther targeted). Remember that, in the Double Round, you can be Coup de Graced if you have 1 Shield Point!!! :o

After Coup de Graces:

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 7

4) PG - 5 **

5) GC - 6 **

6) Panther - 4

7) Dragonjest22 - DEAD

8) foolonthehill - DEAD

9) Mekal - DEAD

10) Dawh - 7

11) DMS - 6

Sorry Dragonjest, Fool and Mekal :( You guys played a great game, and better luck next time [if the Mage Duel chamber isn't shaken apart first lol]

The new roster:

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 7

4) PG - 5 **

5) GC - 6 **

6) Panther - 4

7) Dawh - 7

8) DMS - 6

** = Frozen

Congratulations to the remaining 8! With three enemy mages out of the way, your competition has been reduced and you're that much closer to the ultimate victory. The game is intensifying and spells are heating up!! How far will you make it?

Also, we cannot forget Mekal's Magelore spell, even if he's dead. His parting gift before tearing into pure arcane energy is a new Spell of Choice: Rain of Dual Bombardment!

* Spell of Choice - for this spell, you choose from your diverse arsenal of magic: [None of these spells have specific targets, they affect the group as a whole]

** Hexquake - everyone either loses 1 Shield Point (70%) or gains 1 (30%), including yourself

** Magelore - unlocks a new Spell of Choice for everyone to use

** Aqua Vida - gives 2 Shield Points to the mage with the least amount of SP, if there are multiple mages of that amount then the target is chosen randomly from those people

** Magnetic Surge - all Flummoxes move up by 4%. Ie, originally they have a 25% chance. For each Magnetic Surge cast in the round, however, the chance increases by 4%. This value is totaled before the Flummoxes are rolled

** Quid Pro Quo I - everyone that cast Shield on you during the round gains 1 Shield Point themselves

** Quid Pro Quo II - everyone that cast Curse on you during the round loses 1 Shield Point themselves

** Ascension - [takes effect before anything else] during the round that you used it in, your rank is as if it subtracted 11. For example, the 11th person becomes 11-11 = rank 0. The 8th person becomes 8-11 = -3. This gives the upper hand in Vacuums and Flummoxes

** Assassin Bolt - your Coup de Grace spell is amplified to affect not just the person you selected but the person above and below them, ignoring Vacuums on either of the three targets or on you. This takes affect no matter what, even if you are one of the adjacent victims (remember that Coup de Grace only succeeds if someone's SP is 0, and Assassin Bolt just triples the Coup de Graces you get and makes them unstoppable)

** Vacuum Warp - [takes effect after Ascension, before Vacuums] this spell will affect the Vacuum-type chance. Normally it's 1/2 and 1/2 whether the Vacuum will absorb all spells cast ON the person or all spells cast BY the person. When you cast Vacuum Warp, you change the chances to 70% & 30%, weighted in either direction, which you choose (for example, "Vacuum Warp - 70% spells cast on me, 30% spells cast by me")

** Aqua Excessum - this spell poisons the reviving water of the Aqua Vida spell, causing it to take away 2 Shield Points from the lowest instead of giving 2 SPs. Aqua Excessum obviously has no effect if Aqua Vida is not cast in the same round

** Rain of Dual Bombardment - harness of the power of weather to bring a ripple of devastating energy into the Duel Chamber! Not only does the Rain of Dual Bombardment bring about a Double Round the next round IF and only if EXACTLY TWO Dual Bombardment spells are cast, regardless of that, the Rain morphs the power of the other natural disaster spell: Hexquakes. The Rain allows you to transfer up to 5% of one the chances to the other, and multiple people using Rain all combine their effects on Hexquake. The Rain of Dual Bombardment may cause other random, adverse changes on the Hexquake spell as well

Edited by unreality
Link to comment
Share on other sites

  • 0

Wow! That was one effective Assassin Bolt, Panther!

I have a question about freezing - I thought it required 2 freezes to be effective this round? Shouldn't everyone get to cast spells next round?

Link to comment
Share on other sites

  • 0
~~~

Round Five

~~~

Dawh (roster spot = -1)

Shield: foolonthehill

CL

Curse - foolonthehill

Coup de Grace - foolonthehill

Panther

Curse - Foolonthehill

Coup de Grace - Foolonthehill

After Coup de Graces:

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 7

4) PG - 5 **

5) GC - 6 **

6) Panther - 4

7) Dragonjest22 - DEAD

8) foolonthehill - DEAD

9) Mekal - DEAD

10) Dawh - 7

11) DMS - 6

That was not entirely unexpected, so for my death quote:

"Alliances are forming - alone, you cannot win against them."

Actually, hang on, if dawh shielded me (thanks, by the way), don't I end up on 1 SP. Oh yeah - double round :(

Link to comment
Share on other sites

  • 0
** Rain of Dual Bombardment - harness of the power of weather to bring a ripple of devastating energy into the Duel Chamber! Not only does the Rain of Dual Bombardment bring about a Double Round the next round IF and only if EXACTLY TWO Dual Bombardment spells are cast, regardless of that, the Rain morphs the power of the other natural disaster spell: Hexquakes. The Rain allows you to transfer up to 5% of one the chances to the other, and multiple people using Rain all combine their effects on Hexquake. The Rain of Dual Bombardment may cause other random, adverse changes on the Hexquake spell as well

So if I understand this, two people casting RoDB could cancel out the Hexquake effect if they chose opposite extremes, right? :unsure:

Link to comment
Share on other sites

  • 0

~~~

Round Six

~~~

DMS (roster spot 0 [8 - 8])

Freeze - FIF

Shield - panther

Curse - PG

Coup de Grace - PG

Flummox-GC

Vacuum-GC

Ascension

Frost

Freeze - Dawh

Shield - Panther

Curse - PG

Coup de Grace - Frozen

Flummox - GC

Vacuum - GC

Quid Pro Quo II

Frozen

Freeze-GC

Shield-PG

Curse-Frost

Coup de Grace-Frost

Flummox-dawh

Vacuum-DMS

Quid Pro Quo I

Cherry Lane

* Freeze - GC

* Shield - Frost

* Curse - PG

* Coup de Grace - PG

* Flummox - FIF

* Vacuum - FIF

* Quid Pro Quo II

PG

Freeze: CL

Shield: FIF

Curse: Frost

Coup de Grace: Panther

Flummox: GC

Vacuum: Dawh

QPQ I

GC

Freeze: GC

Shield: Panther

Curse: Frost

Coup de Grace: Frost

Flummox: CL

Vacuum: Frozen in fire

Spell of Choice: Aqua Vida

Panther

Freeze - Dawh

Shield - Frost

Curse - PG

Coup de Grace - PG

Flummox - Frozen

Vacuum - Frozen

Magelore

Dawh

Freeze: CL

Shield: Panther

Curse: GC

Coup de Grace: Frost

Flummox: DMS

Vacuum: FIF

Spell of Choice: Rain of Dual Bombardment - Lose shield point: 75%, gain shield point: 25%

Whoo hoo, everyone PMed! :P

* Vacuum-wise, Frozen and Dawh succeeded. Frozen blocked all spells cast on DMS before Dawh's Vacuum sucked up all spells cast on Frozen.

* Only Cherry Lane's Flummox succeeded, but because it was cast on Frozen, it was absorbed by Dawh's Vacuum

* Nobody is paralyzed next round

* After Shields and Curses:

Duel Master: Unreality

1) Frost - 2

2) Frozen in Fire - 5

3) CL - 7

4) PG - 2

5) GC - 5

6) Panther - 8

7) Dawh - 7

8) DMS - 6

After QPQ I and II spells:

Duel Master: Unreality

1) Frost - 2

2) Frozen in Fire - 5

3) CL - 7

4) PG - 1

5) GC - 4

6) Panther - 8

7) Dawh - 7

8) DMS - 6

Rain of Dual Bombardment has no affect, and Magelore will come in a sec, the only other SoC cast was GC's Aqua Vida, which applies to PG:

Duel Master: Unreality

1) Frost - 2

2) Frozen in Fire - 5

3) CL - 7

4) PG - 3

5) GC - 4

6) Panther - 8

7) Dawh - 7

8) DMS - 6

[Nobody Paralyzed]

* Spell of Choice - for this spell, you choose from your diverse arsenal of magic: [None of these spells have specific targets, they affect the group as a whole]

** Hexquake - everyone either loses 1 Shield Point (70%) or gains 1 (30%), including yourself

** Magelore - unlocks a new Spell of Choice for everyone to use

** Aqua Vida - gives 2 Shield Points to the mage with the least amount of SP, if there are multiple mages of that amount then the target is chosen randomly from those people

** Magnetic Surge - all Flummoxes move up by 4%. Ie, originally they have a 25% chance. For each Magnetic Surge cast in the round, however, the chance increases by 4%. This value is totaled before the Flummoxes are rolled

** Quid Pro Quo I - everyone that cast Shield on you during the round gains 1 Shield Point themselves

** Quid Pro Quo II - everyone that cast Curse on you during the round loses 1 Shield Point themselves

** Ascension - [takes effect before anything else] during the round that you used it in, your rank is as if it subtracted 11. For example, the 11th person becomes 11-11 = rank 0. The 8th person becomes 8-11 = -3. This gives the upper hand in Vacuums and Flummoxes

** Assassin Bolt - your Coup de Grace spell is amplified to affect not just the person you selected but the person above and below them, ignoring Vacuums on either of the three targets or on you. This takes affect no matter what, even if you are one of the adjacent victims (remember that Coup de Grace only succeeds if someone's SP is 0, and Assassin Bolt just triples the Coup de Graces you get and makes them unstoppable)

** Vacuum Warp - [takes effect after Ascension, before Vacuums] this spell will affect the Vacuum-type chance. Normally it's 1/2 and 1/2 whether the Vacuum will absorb all spells cast ON the person or all spells cast BY the person. When you cast Vacuum Warp, you change the chances to 70% & 30%, weighted in either direction, which you choose (for example, "Vacuum Warp - 70% spells cast on me, 30% spells cast by me")

** Aqua Excessum - this spell poisons the reviving water of the Aqua Vida spell, causing it to take away 2 Shield Points from the lowest instead of giving 2 SPs. Aqua Excessum obviously has no effect if Aqua Vida is not cast in the same round

** Rain of Dual Bombardment - harness of the power of weather to bring a ripple of devastating energy into the Duel Chamber! Not only does the Rain of Dual Bombardment bring about a Double Round the next round IF and only if EXACTLY TWO Dual Bombardment spells are cast, regardless of that, the Rain morphs the power of the other natural disaster spell: Hexquakes. The Rain allows you to transfer up to 5% of one the chances to the other, and multiple people using Rain all combine their effects on Hexquake. The Rain of Dual Bombardment may cause other random, adverse changes on the Hexquake spell as well

** Spellguard - also known as the Antiflummox, this spell forges a barrier of force that surrounds and protects your spells from confusion and switching. In the round that you cast Spellguard, all Flummoxes used against you fail. Spellguard takes effect AFTER Vacuums

Bring on Round 7! ;D

Edited by unreality
Link to comment
Share on other sites

  • 0
Hey! I just noticed that almost all of you guys are after me. Don't mess with me folks, I have 2 partner mages now. :P

I picked (somewhat :P ) randomly, and apparently four people (somewhat :P ) randomly decided to shield Panther, doubling his shield points :o

Link to comment
Share on other sites

  • 0

~~~

Round Seven

~~~

GC (roster spot = -4)

Freeze: GC

Shield: Frozen

Curse: Frost

Coup de Grace: Frost

Flummox: Dawh

Vacuum: Frozen

Ascension

Frost

Freeze - Dawh

Shield - DMS

Curse - GC

Coup de Grace - PG

Flummox - Dawh

Vacuum - Frozen

Quid Pro Quo II

Frozen

Freeze-GC

Curse-Frost Did not work - did not use the coflux, Shield

Coup de Grace-Frost

Flummox-GC

Vacuum-CL

QPQ II

CL

Freeze - dawh

Shield - Frost

Curse - GC

Coup de Grace - GC

Flummox- GC

Vacuum - dawh

Aqua Excessum

PG

Freeze: Panther

Shield: DMS

Curse: CL

Coup de Grace: Frost

Flummox: GC

Vacuum: Dawh

Assasin Bolt

Panther

Freeze - GC

Shield - Frost

Curse - GC

Flummox - Frozen

Qui Pro Quo II

Dawh

Freeze: FIF

Shield: Frost

Curse: GC

Coup de Grace: PG

Flummox: Panther

Vacuum: DMS

Spell of Choice: Assassin Bolt

DMS

* Freeze - PG

* Shield - Frost

* Curse - GC

* Coup de Grace - GC

* Flummox - FIF

* Vacuum - FIF

* Magnetic Surge

Round 7! It's been one week since the beginning of this mighty duel - scroll down for the ONE WEEK ANNIVERSARY EXPLOSION!

* GC and DMS succeeded in their Vacuums

** GC blocked all spells cast by Frozen

** DMS blocked all spells cast on Frozen

** wow :P

* DMS used Magnetic Surge, increasing the Flummox success chance to 29% - and everyone's Flummoxes except CL and PG succeeded! Of course Frozen's didn't work because of GC's Vacuum, and the Vacuums of Panther and DMS failed because of DMS's Vacuum on FIF. So the Flummox order is:

1. GC Flummoxes Dawh's Shield and Curse

2. Frost Flummoxes Dawh's Freeze and Shield

3. Dawh Flummoxes Panther's Curse and Flummox, however Panther already attempted his Flummox (against FIF, and failed) so he's Cursing Frozen now (which fails) and Flummoxing GC (which doesn't happen because Panther's Flummox attempt already failed) so basically Panther doesn't Curse OR Flummox anyone as a result

Dawh's double-Flummoxification was a bit confusing, so re-posting his stats with Flummoxes applied:

Dawh

Freeze: GC

Shield: FIF

Curse: Frost

Coup de Grace: PG

Flummox: Panther

Vacuum: DMS

Spell of Choice: Assassin Bolt

* People Paralyzed next round: Panther and Puzzlegirl

And now for Shields and Curses: {remember that Panther's Curse fails, all of Frozen's stuff fails, and anything against Frozen fails}

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 6

4) PG - 3

5) GC - 0

6) Panther - 8

7) Dawh - 7

8) DMS - 8

After the QPQ II's of Frost and Panther: (though Panther's had no effect)

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 6

4) PG - 3

5) GC - 0

6) Panther - 8

7) Dawh - 6

8) DMS - 8

CL's Aqua Excessum has no effect because Aqua Vida was not cast. Now for Coup de Graces (we'll see if GC gets hit)

- CL and DMS Coup de Graced GC. PG Coup de Graced Frost with Assassin Bolt, which also hits GC since GC used Ascension. Dawh used Assassin Bolt as well, and Coup de Graced PG, so his Coup de Grace affects GC too ;D So GC got quadruple-killed :P

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 6

4) PG - 3

5) GC - DEAD

6) Panther - 8

7) Dawh - 6

8) DMS - 8

Goodbye GC :( It was fun playing with you! The final roster after Round Seven, using double asterisks to represent those who are paralyzed next turn:

Duel Master: Unreality

1) Frost - 3

2) Frozen in Fire - 5

3) CL - 6

4) PG - 3 **

5) Panther - 8 **

6) Dawh - 6

7) DMS - 8

THE ONE WEEK ANNIVERSARY EXPLOSION!

Next round, you can pick ANY SINGLE spell from the 7 magical spells (Freeze, Shield, Curse, Coup de Grace, Flummox, Vacuum, SoC) and do TWO of that spell! The target does not have to be the same both times, and the SoC can be different too if you want. You can only double up on ONE spell ;D (Note that 7 is a magical number, and there's 7 spells and this occurs at the 7th round :P) - oh and I just realized, there are 7 players left alive too! :o

Good luck next round everybody! :P

Edited by unreality
Link to comment
Share on other sites

  • 0

~~~

Round Eight

~~~

Frost

Freeze - Frozen

Shield - CL

Curse - PG, Frozen

Coup de Grace - PG

Flummox - Frozen

Vacuum - Dawh

Quid Pro Quo II

Frozen

Freeze-CL

Curse-Frost

Curse-Frost

Shield-Panther

Flummox-dawh

Vacuum-DMS

QPQ II

Cherry Lane

Freeze - frozen

Shield - Frost

Curse - PG

Curse - Frozen

Coup de Grace - PG

Flummox- frozen

Vacuum - dawh

Quid Pro Quo II

Dawh

Freeze: Panther

Shield: Frost

Curse: DMS

Coup de Grace: PG

Flummox: DMS

Vacuum: CL

Spell of Choice: RoDB (Curse 75%, Shield 25%)

Spell of Choice: Hexquake

DMS

* Freeze - PG

* Shield - Frost

* Shield- frost

* Curse - PG

* Coup de Grace - PG

* Flummox - FIF

* Vacuum - FIF

* Magnetic Surge

- No Vacuums succeeded

- One Magnetic Surge, Flummox chance 29%

- Frost, Frozen, and CL all succeeded in their Flummoxes!

-- Frost swapped Frozen's Shield and Curse

-- Frozen swapped Dawh's Curse and Flummox

-- CL swapped Frozen's Shield and Curse

After Frost and CL's swaps, Frozen's spells are back to normal (Frost swapped his Shield and Curse, CL swapped them back), the only thing affected is that Dawh Curses DMS instead of his previous Curse target... which was DMS! Lol so no changes due to Flummoxes :P

Next round, Cherry Lane is paralyzed, along with (and this is cruel :P) Panther and PG, again. Sorry guys :o

Back to this round, the Shields and Curses and their effect on the roster:

Duel Master: Unreality

1) Frost - 5

2) Frozen in Fire - 3

3) CL - 7

4) PG - 0

5) Panther - 9

6) Dawh - 6

7) DMS - 7

After QPQ II's: (if you double-curse someone, you get double-cursed yourself in this case)

Duel Master: Unreality

1) Frost - 4

2) Frozen in Fire - 1

3) CL - 6

4) PG - 0

5) Panther - 9

6) Dawh - 6

7) DMS - 7

Now for Dawh's Hexquake, which was affected by the Rain of Dual Bombardment (also cast by Dawh :P), to cause the Hexquake chances to be 75-25 instead of 70-30. The RoDB also has one other random effect on the Hexquake, and in this case, if someone loses 1 Shield Point, they have an x/10 chance to lose ANOTHER Shield Point, where x = Shield Points after the first loss

Duel Master: Unreality

1) Frost - 5

2) Frozen in Fire - 2

3) CL - 7

4) PG - 1

5) Panther - 7

6) Dawh - 4

7) DMS - 6

Frost, Frozen, CL and PG all gained 1 Shield Point, lol. Panther lost a Shield Point and then lost another. Dawh lost one, then lost another. DMS lost only one

Almost everyone Coup de Graced PG, but she was saved by Dawh's Hexquake, probably inadvertently, seeing as he Coup de Graced PG too ;D

So the final roster, with asterisks for paralyzed people:

Duel Master: Unreality

1) Frost - 5

2) Frozen in Fire - 2

3) CL - 7 **

4) PG - 1 **

5) Panther - 7 **

6) Dawh - 4

7) DMS - 6

Good luck in Round 9, valiant mages! :P I might not be around at the normal times, since it's Homecoming Weekend AND a weekend where I'm visiting my sister in college, so I'll see when I get on ;D Thanks for understanding! (That is, if in fact you are understanding ;D)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...