I think I like playing Max a little more, since the 2 swing dice in Max add yet another wrinkle to the misere game -- but the general principles are still much the same and often counterintuitive.
Maybe this one is a little simpler, since we're already in the endgame [the usual oddness in a max or supergerm game is how to best steer things to a good endgame] -- but what do I need to do here, do you think?
Skills in this game: Option, Poison, X Swing
Player: ElihuRoot *Dead Dude* *Fanatic*
Your Button Man: Super Germ (p10 p12 p16 p20 p24 p30 p30 pX) Score: -110 (-70.6 sides) Rounds Won/Lost/Tied: 1 / 1 / 0 (Out of 3 wins)
Your Captured Dice: X Swing 4-sided die, Option 6/12 6-sided die
Poison 16-sided die | Poison 20-sided die | Poison 24-sided die | Poison 30-sided die | Poison 30-sided die | Poison X Swing (with 12 sides) | |
1 | 12 | 22 | 23 | 7 | 9 Captured last turn | |
8-sided die | Option 6/12 (with 6 sides) | Option 12/20 (with 12 sides) | ||||
3 | 4 | 1 |
Button Man: Captain Bingo (8 6/12 6/12 12/20 X) Score: -4 (70.6 sides) Rounds Won/Lost/Tied: 1 / 1 / 0
Captured Dice: Poison 10-sided die, Poison 12-sided die, Poison X Swing 12-sided die
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