Part 39: Interlude: Wars World Bingo
Part 39: Interlude: Wars World BingoThe challenge for the next map is Door Knob 2.0, where every unit gets not one but two turns (ie: each unit type has to get at least two kills in the map). Last time we did this challenge, I made a grid-like checklist to keep track of our progress; with just nine unit types available on that map, it was an easy 3x3 grid.
This time around, we have ground and air units for a total of 13 units types; meaning we need at least 26 kills. I couldn't fit a checklist into a nice grid, but there is something else you can do with a 5x5 grid....bingo cards!
Behold:
Above is the Wars World Bingo card for cardinale, who was the first to pick a number and get a card assigned and built. I took standard bingo cards with the numbers 1-75 on them, and converted the numbers to a unit type and a number from 1 to 5. For each kill made on the map, each player can mark off a square corresponding to the unit that got the kill, and the turn in which the kill occurred. For turns after the 5th turn, just keep subtracting 5 until you get to a number between 1 and 5. For example, a bomber getting a kill on the 15th turn would result in the lower-right space above getting marked. The same for if a bomber gets a kill on the 20th turn, 25th, etc.
Hopefully the unit icons and numbers are clear up there. The tanks and APCs can be a little hard to make out in the second column, but the tanks have a turret on the upper-right; the medium tank is pretty obvious there. Similarly the air units in the fifth column can be hard to tell apart; the scout is the small one, the fighter is the big one with the swept-back wing, and the bomber is the big one with the straight wing. If you can't tell the rest: The first column has infantry and mechs; the third column has artillery and rockets; and the fourth column has AA tanks, AA missiles, and copters.
Now, I know what you're all thinking - the whole fun of bingo is listening to the numbers called out live and yelling out "Bingo!" when you have five marked squares in a row. How will that work in an LP format? Here's my plan: I'll record and write-up the entire battle in advance, but only post it a small bit at a time (maybe a turn at a time, maybe a kill at a time?) by editing the same post over and over. So players will need to keep an eye on when the "numbers" get called; the first one to reply in the thread with "Bingo!" (and an accurate list of which called squares make up five in a row) will win the contest!
The prize: A forum upgrade of your choice, including a new avatar/title. Basically I'll send a gift certificate of your choice from this list, excluding the "Smilie" one.
So far there are four entries, including the one from cardinale above. Here's the current list of cards:
Edit: The contest has concluded! If you want to make your own card and follow along, here's how to do it:
- Pick a random bingo card here: Bingo Cards
- Convert square numbers to unit types and turn numbers as follows:
- 1-5 = Infantry 1-5
- 6-10 = Mech 1-5
- 16-20 = APC 1-5
- 21-25 = Tank 1-5
- 26-30 = Medium Tank 1-5
- 31-35 = Artillery 1-5
- 36-40 = Rocket 1-5
- 46-50 = AA Tank 1-5
- 51-55 = AA Missile 1-5
- 56-60 = Copter 1-5
- 61-65 = Scout 1-5
- 66-70 = Fighter 1-5
- 71-75 = Bomber 1-5
- 1-5 = Infantry 1-5
- Now, you may have some numbers leftover, since we only have 13 unit types. Here's how you deal with those:
- 11-15 = Infantry/Mech 1-5. Use Infantry if the number in the current square and the upper-right square are both even or odd; otherwise use Mech.
- 41-45 = Artillery/Rocket 1-5: Use Artillery if the number in the current square and the lower-right square are both even or odd; otherwise use Rocket.
- If you have a duplicate after either of those steps, flip to the other unit type.
- If you still have a duplicate, subtract one from the square number (or add 4 if you're using squares 11 or 41) and go back to the start of this step and try again.
- 11-15 = Infantry/Mech 1-5. Use Infantry if the number in the current square and the upper-right square are both even or odd; otherwise use Mech.
Now you can go play! The squares get called out in the second update of the next map, Cube