Mario Party Duel 7 - The Factory (LEAFEON WINS)

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This match will be GOGOGOGREG vs OBOEPRODIGEE

The Factory
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The numbers on the left are connected to a conveyor belt. These are a random sequence. The number in the green box is how many steps each belt will move next. After the belt has moved, the sequence shifts to the left and a new number added to the end. So the movement is random, but you'll know how they move 5 turns in advance. The conveyor belt at the top moves after Gogogogreg's (player 1) turn, and the bottom moves after Oboeprodigee's (player 2) turn. The movement is shown by the arrows ON the belt. The direction players walk on the belts is shown by the arrows in the grey boxes on the side. If you fall off the edge of the belt as it moves, you loop round the other side.

The areas at the top and bottom are hideouts. You can enter this area and pay whatever you want in coins to enter (minimum 1 coin). Whilst you are in this area, your opponent must pay double to enter the area, and move in for the attack. So you must decide whether to spend a little or a lot to stop your opponent from entering.

The hideout areas, and the section in the middle (with the capsule machine) are two-way.

These are the spaces and areas in the game:
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START, Capsule shops and junctions are not spaces, so do not count towards dice roll.

These are the capsules used in the game:
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You can only hold a maximum of 3 capsules at a time. If you receive a fourth, the capsule you've held the longest will be lost. This capsule can be seen in the red circle on the player panels.

These are the partners used in the game
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You can have up to 2 partners at a time. One at the front (for mainly attacking) and one at the back (for mainly defending). If you have two of the same partner, both partners' POW or DEF will increase, depending on the partners.

These are the Bonus Points used in the game:
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After turns 5, 10 and 15, a Bonus Point will be marked off, so after turn 15, you will know what 3 points will be handed out!

Gifts you receive from START:
First time: 10 coins, random capsule, random partner
Second time: 10 coins, random capsule, choice between 3 random partners
Third time: 10 coins, random capsule, choice from all 24 partners.

If you have no partners when you reach START, you will be given the partner THEN you choose a side.
If you already have a partner or two, you will choose the side then given the partner.
Third time reaching START, you can choose both partner and side at the same time.

Minigames:
There will be no Duel Minigames or Bowser Minigames. Any winners will be decided by random.org instantly without any input from players.
Game Guy minigames will remain as in previous MPDs.

Other:
Remain ACTIVE. Updates are frequent and quick during the daytime, particularly in the afternoon/evenings.
If you are leaving the forum for a while, let me know and I'll either put the game on hold or find a replacement.

I'm assuming you both know how the same basically works. If not check out older games (most are in the archives) or the wiki (linked in my signature)(not updated).

The game will last for 25 turns!

And have fun... ;D
 
Before we start...

Choose a character to play as (cannot be a character used as a partner)
Choose a colour to be identified as (make it simple, like red, gree, blue etc, not Cobalt blue, Primrose red, etc)
Choose a starting partner from this list
  • Birdo
  • Bob-Omb
  • Goomba
  • Koopa
  • Luma
  • Mr Blizzard
  • Thwomp
  • Toad
  • Whomp
Choose a side for your starting partner to stand.
Read ALL rules above. Especially the board rules under the image.

The order of play is
GOGOGOGREG first
OBOEPRODIGEE second
 
oboeprodigee said:
mr blizzard back. BABY DAISY
I've coloured you orange as you were on the previous game you played.

OK, we're ready to play.
Make sure you've read the board rules in the first post so you know how the board works.
And please, for the love of god, Read everything in a post. Instructions are in BOLD

Enjoy and good luck!

And another thing I forgot to mention in the first post.
Yellow and red capsules can now be thrown on ANY space, not just basic or character spaces!
 
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Lands on VS Space
Duel Minigame
Winner receives 10 coins
Random.org has spoken :p
OBOEPRODIGEE
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TURN 2/25
Bottom conveyor belt moves 7 steps
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You will reach the capsule shop. In the shop:
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  • SWAP CARD: 3 coins: Swap your partners for new, random partners
  • MAGNET: 5 coins: If you meet your opponent on the board, you will steal 10 coins. Effect lasts 1 turn.
  • LIGHTNING STRIKE: 5 coins: Place on any space, within 5 of your current position. If opponent lands on this space, they will lose all their capsules.
  • DOUBLE: 5 coins: Place on any basic or character space, within 5 of your current position. The coins given and taken from this space will be doubled.
  • DUELLING GLOVE: 5 coins: Play a duel minigame. Choose how many coins to gamble (Maximum is the lowest number of coins any player has got). The winner takes the gambled coins from opponent.
Choose a capsule to buy
or Buy no capsule

Make your move...

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Lands on warp space. You have been warped across the board.
Check the board image below to see where you landed.
Top belt moves 2 steps
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No decision required. No matter what, you only have one scenario that can happen from your move.
Therefore, you're move has been completed.

Lands on Card Space
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Choose a card (1-42)
 
oboeprodigee said:
I will take 19 and wheres the board?
Woops! :-[ ::)

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Card 19 - Receive a red capsule
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TWEESTER: Place on any space on the board, within 5 of your current position. When opponent passes this space, they will fly to a random space on the board. Effect lasts only once.
TURN 3/25
Bottom belt moves 1 step
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No decision required

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Lands on Game Guy Space
All 6 coins at stake.
The minigame is...
SWEET SURPRISE
Two Chain Chomps race to eat cake. Choose the Chomp you think'll win. If you pick right, you multiply your coins. If not, you lose all your coins.

BIG CHOMP: "My stomach hurts". Winnings: x2 (12). Chance: 9/10
SMALL CHOMP: "No more, pleeease". Winnings: x32 (192). Chance: 1/10

Choose a Chomp
 
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