Daniel Lepage on 11 Sep 2003 03:57:53 -0000


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Re: [spoon-discuss] Tunnelers discussion



On Wednesday, September 10, 2003, at 11:34 PM, Baron von Skippy wrote:

-Hmm, time to add my own waste of spac... er, suggestions.

And you accuse *me* of overcomplicating things? ;)

Gladiator Trap: Traps a mole until another mole comes to an adjacent space. Then that mole is also trapped - the only way out is for them to fight, and neither can move until the other is dead.

Cave-in Trap: The tunnel collapses on the mole.

Elevator Trap: The mole is rocketed to the surface and must tunnel back onto the playing field (translation: the mole is removed from play for three rounds, then placed at a random location on the board).

F*%@ing Camper!!! Trap: Whenever a mole is placed on the board within three spaces of this trap, that mole dies.

Since Glotmorf gets to place any new Moles after the game starts, doesn't this just amount to, "Glotmorf can choose to arbitrarily kill newbies"?

Big Red Button Trap: Tunnels out every square adjacent to the trap and leaves the mole with one hit point. (And preferably all of their fur blackened and sticking out on end. If they could have a startled expression and remain in the position they occupied before pushing the button, that would also be great.)

I like the last two best.-

How about:
Possession Trap: The layer of trap takes that Mole's next turn for em.
Weenie Trap: The victim gets -1 to all stats, with a minimum at the starting stats.
Vacuum Trap: The victim discards eir hand.

--
Wonko

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