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Takeshishouldbea Sumoguard Profile
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I never win my own
show anymore


Joined: 05-2021
Post Count: 348
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Re: Castle Hunt III


B
25/Nov/21, 3:10 pm Link to this post    PM Takeshishouldbea Sumoguard
 
channel4squares1 Profile
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A very British Keshi Head

Joined: 04-2013
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Re: Castle Hunt III


C please
25/Nov/21, 9:52 pm Link to this post    PM channel4squares1
 
Zaku II Profile
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Honeycomb Maze Fan

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Re: Castle Hunt III


B
25/Nov/21, 10:02 pm Link to this post    PM Zaku II
 
F2 Kubik Profile
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★★

Joined: 06-2018
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Re: Castle Hunt III


I’d like Path A please
27/Nov/21, 12:01 am Link to this post    PM F2 Kubik
 
Messup434 Profile
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Re: Castle Hunt III


Alright, have I got keshi-heads for you? Thank you guys for joining once again. Anyone is welcome to join after this too.

--

Path A - F2 Kubik:

Roulette: Choose even number or odd number and black or red and cross your fingers that you got both sides right. Since this is a 1/4 chance of winning on your first guess, I will spin the wheel a second time (with your same color/number choice) as a second shot. Remember you want to choose the opposite to what is spun.

Ball Cupping: You will be shown a picture of a real Ball Cupping game, and have to predict where the ball will fall.

Skipping Stones: There are three rows of stones, laid out like this:

  ABCDEFGH

1 OOOOOOOO
2 -OOOOOO-
3 OOOOOOOO

You must choose eight stones, starting at A and ending at H. You choose the numbers, but the stones must be adjacent to one another (no going straight from row 1 to 3!). Also note that this time there are only two stones in A and H to resemble the original show. I will explain in-depth when we get there.

Prod: Choose a number 1-3 which will correspond to one of the five opponents listed.

I will roll two dice. Now for what you need me to roll from two dice to beat each guard:

Professional prodder: get a 12
Rambo: get an 8-12
Weak guard: get a 4-12

Honeycomb Maze: The Maze has 12 rooms and two guards (each hiding in one randomly-selected room). You will be shown a picture of the Maze with the rooms numbered, and you will have to choose a route through the Maze, while avoiding the Guards and their black hands!

Yellow Brick Road: You will choose a door 1-5 to enter the pathways and hope it's the path that leads you to the Hawaiian dancers! Also, the guards will be chasing after you so you will have to answer within 12 hours of the game's assignment to avoid losing at the first hurtle!

Slip Way: You will give me a number. I'll roll a six-sided die and multiply the number you give me by the number on it. You must land between 100 and 200 to hit the goal.

Bridge Ball: You must use arrows (< to move forward and > to move backward) to cross the bridge or use a line (|) to stay in place. But every time you make three moves (stops are included as moves) across the bridge, balls will be fired at two random places on the bridge at the same time. Don't get hit or you will fall! A minimum of 12 forward movements are needed to get you across the bridge (more if you move backwards), and it is your choice whether you make a run for it or move slowly across. You must stop upon reaching the third spot on the bridge to catch a golden ball shot by Tani. I will post an example when we get to it.

Space Invaders: There are five stations with a guard at each and you must try to make one of them go up in smoke. Only one of these five guard stations is possible to defeat. You can list as many stations as you like, but one station has high-power laser guns that will eliminate you immediately upon fighting. So you can defeat four of the guards, one of which you MUST compete to pass the game, and the other guard will defeat you. The question is how many stations to choose! Lose this game and you're automatically eliminated regardless of strikes (10 points).

Show Down: Choose a Dodgem 1-6 and then a die will be rolled to see the Guard's cart number. If the numbers are added together turn out even, you hit the guard spot on with the squirtgun, if not you're out (20 points).

If you do defeat the guard, a die will be rolled again, and if you roll a six, you make Keshi Heads history and beat Takeshi (50 points)!

Edited by Messup434, 27/Nov/21, 8:17 am


---
Keshi Heads
27/Nov/21, 8:17 am Link to this post    PM Messup434
 
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Re: Castle Hunt III


Path B - Takeshishouldbea Sumoguard & Zaku II:

The Fortress: A drawing of a natural setting will be posted, and there will be two golden eggs hidden within the picture. You will each have to indicate where one of them is by circling them on a drawing app and posting the edited image to the thread. If there are technical problems we will try to work it out - I've been there! The eggs are first come, first serve - the second person to play must find their own egg, not the one that the earlier player found.

Die or Pie: Choose a letter A-F. This letter will correspond to one of six holes in the ground (randomly matched together). The farther back you are, the less likely you'll be to get hit with a pie! I'll then use a random number generator and if the number that comes up falls within the percent of likelihood to get hit, then you're out!:

Hole #1: 100% chance
Hole #2: 90% chance
Hole #3: 75% chance
Hole #4: 60% chance
Hole #5: 40% chance
Hole #6: 20% chance

Skittles: You will choose a number from 1 to 10. This will not dictate your placement, but this will represent when you choose your card - first (1), second (2)... and so on... last (10). I will run a simulation with your choice deciding which card you pull. Then I will randomly choose a bowl from the original show, and if your number remains standing, you win!

Show of Hands: This game will test your reaction time. At a certain time that will be specified when we get to this step, I will post a simple, several-step math problem. You will have four hours to solve it, using the order of operations. So, if you answer after four hours or answer incorrectly, you lose a strike!

Roll Out the Barrel: You will give me three of the six available keys, while sitting on top of the "barrel". Two keys will cause the slide to tip and get you battered, beaten and humiliated!

Honeycomb Maze: The Maze has 12 rooms and two guards (each hiding in one randomly-selected room). You will be shown a picture of the Maze with the rooms numbered, and you will have to choose a route through the Maze, while avoiding the Guards and their black hands!

Knock Knock: There are four walls, each one with four doors in it. One door in each wall is locked (or netted off), which you obviously want to avoid. The doors are numbered 1-4 from left to right. You must choose four doors starting with the first wall going to the fourth wall and not hit a bad one to win the game.

Skipping Stones: There are three rows of stones, laid out like this:

  ABCDEFGH

1 OOOOOOOO
2 -OOOOOO-
3 OOOOOOOO

You must choose eight stones, starting at A and ending at H. You choose the numbers, but the stones must be adjacent to one another (no going straight from row 1 to 3!). Also note that this time there are only two stones in A and H to resemble the original show. I will explain in-depth when we get there.

Final Fall: You will post a number 1-5 to choose your hole. As always, two holes are bad. Don't find the demons or you will be immediately out of the game (but take 10 points).

Show Down: Choose a Dodgem 1-6 and then a die will be rolled to see the Guard's cart number. If the numbers are added together turn out even, you hit the guard spot on with the squirtgun, if not you're out (20 points).

If you do defeat the guard, a die will be rolled again, and if you roll a six, you make Keshi Heads history and beat Takeshi (50 points)!

---
Keshi Heads
27/Nov/21, 8:31 am Link to this post    PM Messup434
 
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Re: Castle Hunt III


Path C (Fantasy league) - channel4squares1:

Flag Down: You're on a team with nine other (imaginary) players and trying to defend your flag. Your teammates have already individually decided whether they would guard their flag or try and take down the opponent flag. A balance of five flag defenders and five flag attackers is needed to win this game - and your choice will decide whether the game is won or lost. It's a shame your opponents couldn't have communicated better to you! Decide whether to defend or attack - and choose wisely as only one decision will allow you to beat the guards, while the other will cause you to lose the game.

Skipping Stones: There are three rows of stones, laid out like this:

  ABCDEFGH

1 OOOOOOOO
2 -OOOOOO-
3 OOOOOOOO

You must choose eight stones, starting at A and ending at H. You choose the numbers, but the stones must be adjacent to one another (no going straight from row 1 to 3!). Also note that this time there are only two stones in A and H to resemble the original show. I will explain in-depth when we get there.

Sumo Rings: Choose a ring #1-5 which will correspond to one of the five opponents listed.

I will roll two dice. Now for what you need me to roll from two dice to beat each guard:

Spud: get a 2-12
Shin: get a 2-8
Jo: get a 2-6
Ueda: get a 2-4
Large Fuji: get a 2

Up the Creek: You will be given an image of the Up the Creek set - most important to you will be the position of the yellow box and the stone you have to land on. I will also say how many pulls it took to get the box to where it is on the track. You will then have to use this as a reference point to how many times you will pull the rope to reach the landing - it will be a range of ten that lands you safe.

Tug of War: You'll choose a rope (1-5) and I'll reveal who you're up against. I'll roll two dice to see if you get a winning number. Here's the opponent list:

Tractor: X
Three Black-Hearted Guards: 9-12 wins
Boxing Monster: 6-12 wins
Yousichi: 5-12 wins
Schoolkids: 3-12 wins

Slip Way: You will give me a number. I'll roll a six-sided die and multiply the number you give me by the number on it. You must land between 100 and 180 to hit the goal.

Game #7: Choose Ball Cupping, Prod, Yellow Brick Road or Bridge Ball! (When we get there)

Game #8: Choose Die or Pie, Skittles, Show of Hands, Roll Out the Barrel, Honeycomb Maze or Knock Knock!

Space Invaders: There are five stations with a guard at each and you must try to make one of them go up in smoke. Only one of these five guard stations is possible to defeat. You can list as many stations as you like, but one station has high-power laser guns that will eliminate you immediately upon fighting. So you can defeat four of the guards, one of which you MUST compete to pass the game, and the other guard will defeat you. The question is how many stations to choose! Lose this game and you're automatically eliminated regardless of strikes (10 points).

Show Down: Choose a Dodgem 1-6 and then a die will be rolled to see the Guard's cart number. If the numbers are added together turn out even, you hit the guard spot on with the squirtgun, if not you're out (20 points).

If you do defeat the guard, a die will be rolled again, and if you roll a six, you make Keshi Heads history and beat Takeshi (50 points)!

---
Keshi Heads
27/Nov/21, 9:13 am Link to this post    PM Messup434
 
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Re: Castle Hunt III


Task post tomorrow, sorry guys. I need to get to bed!

EDIT: Though paths A and C don't need me to post the image, so those players can start.

Yes, I couldn't sleep so I came back to at least correct my post emoticon

Edited by Messup434, 27/Nov/21, 9:59 am


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Keshi Heads
27/Nov/21, 9:14 am Link to this post    PM Messup434
 
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Re: Castle Hunt III


Path B folks, sorry for the wait! Find your own egg and post directly in the thread:

Image

Path A & C, proceed as you were!

---
Keshi Heads
28/Nov/21, 8:11 am Link to this post    PM Messup434
 
channel4squares1 Profile
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A very British Keshi Head

Joined: 04-2013
Post Count: 1076
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Re: Castle Hunt III


I have friends in real life that can be hard to chat due to being deaf or they can't understand me.

Well, thinking about it, I'm gonna attack.
28/Nov/21, 9:49 am Link to this post    PM channel4squares1
 


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