Bob Greenwade wrote on Wed, Jan 17, 2024 03:56 PM UTC:
183. Lead Pipe (Plumber). I might as well finish off the classic weapons from the original Clue game.
So far, to list them alphabetically, I've featured -- albeit sometimes under other names -- the Candlestick (#168), Knife (#183), Revolver (#51), Rope (#10*), and Wrench (#181). My hope is to make all of the "weapon" pieces in the game -- including the Poison (#25) and one other (see below) -- roughly equal in power, with little if any overlap.
The Lead Pipe, which can be the Plumber in a non-Clue setting, can move to and capture in any adjacent space, or make a rifle capture to any of those spaces. (KcabK)
This is another case where Musketeer's board painter doesn't really have the symbols needed for the moves, but then again neither does any other system that I'm aware of.
This is one of several pieces that I initially made after importing someone else's work, then went about sculpting my own. I mention this because I got this one particularly (and surprisingly) close to the other's work, and I'm quite happy with it.
Now, the Big Question: The Clue mashup will have a total of eight weapons, including the classic six and the Poison (the most often-seen weapon in expanded games). What should be the eighth weapon? Taking weapons from various expansion games (like VCR Clue, Clue: Master Detective, and others), the options are Axe, Baseball Bat, Dumbbell, Horseshoe, and Trophy. I'm personally leaning toward the Axe, but I'd like to hear what others think (with or without looking at the Thingiverse page that shows the proposed moves).
*The listing says it's #11, but it's really #10. I do need to edit that stretch of mis-numbered entries some time.
183. Lead Pipe (Plumber). I might as well finish off the classic weapons from the original Clue game.
So far, to list them alphabetically, I've featured -- albeit sometimes under other names -- the Candlestick (#168), Knife (#183), Revolver (#51), Rope (#10*), and Wrench (#181). My hope is to make all of the "weapon" pieces in the game -- including the Poison (#25) and one other (see below) -- roughly equal in power, with little if any overlap.
The Lead Pipe, which can be the Plumber in a non-Clue setting, can move to and capture in any adjacent space, or make a rifle capture to any of those spaces. (KcabK)
This is another case where Musketeer's board painter doesn't really have the symbols needed for the moves, but then again neither does any other system that I'm aware of.
This is one of several pieces that I initially made after importing someone else's work, then went about sculpting my own. I mention this because I got this one particularly (and surprisingly) close to the other's work, and I'm quite happy with it.
Now, the Big Question: The Clue mashup will have a total of eight weapons, including the classic six and the Poison (the most often-seen weapon in expanded games). What should be the eighth weapon? Taking weapons from various expansion games (like VCR Clue, Clue: Master Detective, and others), the options are Axe, Baseball Bat, Dumbbell, Horseshoe, and Trophy. I'm personally leaning toward the Axe, but I'd like to hear what others think (with or without looking at the Thingiverse page that shows the proposed moves).
*The listing says it's #11, but it's really #10. I do need to edit that stretch of mis-numbered entries some time.