WELCOME TO THE CUBE:- The cube is a series of extremely complex, shifting rooms that continue to move one after the other. Though the
rooms may be similar, though players may overlap sometimes in room numbers, unfortunately, even if they intend to move to the same room together, space seems to have no meaning here as the slightest budge could send anyone hurtling five or ten rooms down.
- There are
five keys. You may collect them on the way, they serve as a small bonus.
- You have UNLIMITED turns until you hit tile 28. If you hit it.
RULES:- This is a BOARD GAME. Each player starts at
TILE ONE. You may take as many turns as you need to get to
TILE NUMBER 28. On the way you may also pass by KEYS. Once you are at tile 28, you can try to solve the puzzle in that room to move on!
- Make sure to BOLD at the top of your post which ROOM NUMBER you are in. Anyone in your room number posting next to you can rp with you, but not if you are in different rooms.
- You do not NEED to get to the end, but there is a special reward for those who do...
- EACH TILE HAS A SPECIAL EFFECT. If you land on that tile, you must follow the effect of the tile, and also quickly rp out any rp related effects
- You start by starting, once again, at tile ONE. Roll a 6-sided dice. This dictates how many tiles
you can move forward. So if you are on TILE ONE and you roll a 4, then you are on TILE 4 (you include the tile you are stepping on). If you are on tile 4 and you roll a 6-sided dice and get a 2, you are on tile 6. Make sure to read BELOW the effect on tile 6 before rolling.
- There are some tiles that will TELEPORT/ shift you to random room tiles. If you are shifted, you just continue rolling from the shifted position.
- You DO NOT count the effects of any rooms you PASS over ie: if you are at tile 1, and you move to tile 4, you DO NOT count anything that happens in tile 2 or 3, you simply SKIP OVER them, that includes any keys in those past two tiles. You ONLY count the effect on tile 4. HOWEVER, if tile four requests you move to tile eight, you also count the effect on tile 8 for that turn.
- The rooms
oddly regenerate. That means everything in the rooms regenerates even if broken including the stairs, ladders, furniture, doors, and of course, the keys. That means that more than one person can obtain a key from the same room.
- Once you hit the FINAL ROOM
tally up how many keys your character has obtained. If you are in for example, room 27, and you roll a 6, that still brings you to the FINAL ROOM (room 28 )
- If you PASS OUT, you end up
back at room 1 with full health. You keep with you all the keys you have obtained so far.
Room 1: STARTING ZONE. Roll your 6-sided dice. Move as seen above
Room 2: You hear a loud rumbling noise as spears appear from all directions, attempting to impale you! You take -5 damage.
Room 3: You see a strange cord from above when ZAP, you suddenly appear in another room after a strong electric jolt. You are in room TEN.
Room 4: You smell a strange noxious gas and feel extremely tired.... Roll a 10-sided dice. If you roll odd, you fall asleep. If even you wake up and move on. You need to CONTINUE rolling until you wake up.
Room 5: Nothing special about this room....
Room 6: You see a rather large room, and within it something shimmering a soft silver. You get
A SILVER KEY.
Room 7: A sick
squelch is heard, and you realize you are stepping in something odd, pink, and fleshy, very much like the
inside of a mouth or perhaps stomach lining as strange fleshy pink tentacles attempt to pick you up and swallow you into a jagged teethy crater of a mouth above. In your attempt to escape you take 5 damage.
Room 8: You feel as if something is watching you from this room... but nothing else happens.
Room 9: What is that weird cord from above? As you stare at it you feel a strange electric tingle. Roll a 100-sided dice. If odd you end up in another coloured room. (You are now in tile/room number TWENTY-SIX). If even, nothing happens
sad Room 10: Nothing special about this room....
Room 11: Suddenly, a giant fuzzy white thing with rabbit ears springs out, the cutest thing you have possibly ever seen asking you if you want to be its FRIEND. PLEASE STAY. FOREVER. PLEASE PLEASE PLEASE PLEASE PLEASE. (You can only escape this room by rolling a 100-sided dice and rolling even)
Room 12: You find a LEGENDARY SWORD!!!! Unfortunately it can't be pulled out of its sheath because you are a minipet duh.
Room 13: A chandelier swings above almost in slow motion, and you feel almost ridiculous as it crashes upon you. Ouch! You take -5 damage.
Room 14: STAIRS! You walk up them and end up in ROOM NINE.
Room 15: You see something glinting GOLD, and manage to pick up a key. YOU FIND
A GOLD KEY.Room 16: The skeletons of dead minipets seem to breathe in this landscape along with an odd feeling, as if eyes are staring at you whenever you turn around. It is probably your imagination...
Room 17: Large axes swing from above, and you barely miss being cleaved in half! Oh noes! You take 5 damage.
Room 18: You find a really nifty door and walk in. Ooh another room! (You end up back in ROOM 1)
Room 19: You find a really small, interesting room, but it doesn't seem to open unless you have ONE KEY. (Then it goes to room 27)
Room 20: A small group of minipet-eating plants seem to be guarding something inside... it glistens a strange glassy colour. You find
A GLASS KEY. Wait a second.. MINIPET EATING? You take - 5 damage.
Room 21: Nothing particularly special about this room.... that is until you fail to see that this room has no floor. OH NO. You end up back in room 16.
Room 22: You manage to navigate the rugged landscape in the room to see a key! It glistens a bloody red. YOU FIND
A BLOOD KEY.
Room 23: Thankfully this room seems safe...
Room 24: You walk into this room... it seems normal until you see an evil clone version of your minipet self oh noes! You spend an eternity battling your evil clone version before the two of you call a truce and they explain to you you are actually in a parallel dimension and none of this actually happened and you wake up
sad Room 25: Stairs! You take them up and find yourself in room TWENTY THREE
Room 26: There seems to be a key in this room! YOU FIND
A TOXIC KEY. Better not hold it too closely...
Room 27: Nothing particularly special in this room....
Room 28: LABORATORY ROOM. You are in the lab room, there is equipment strewn everywhere, but it seems noone is home. All the flasks on the table have helpful signs such as "XMAS REVENGE" and "EAT ME" and "GINGERBREAD, MOSTLY HARMLESS". You can try... using one of the flasks, though it is as your discretion. There seems to also be a door that is oddly, colour coded with a series of dots:
**** * *Trying a flask: Your minipet may try a flask. The second they uncork it, a smoke billows out and engulfs your minipet into it so BE CAREFUL! You can try up to TWO FLASKS at a time, both the effects stack.
Make sure to note at the bottom of your posts which flasks you are trying.
Red: Turns your minipet into the opposite gender
sad Yellow: Makes you minipet float! You're flying.. .hapl, you can't get down.
Blue: Your minipet feels odd.... what is this feeling... could it be... LOVE? (They fall in love with the first minipet they see)
Black: Your minipet feels as if the world is ending. Everything is wrong. Everyone hates them. Noone appreciates them for who they are......... and they missed a minipet game....
White: Your minipet suddenly realizes their true intent and purpose as a HERO, to SAVE THE WORLD, and rescue those who are in harm! They must live to preserve and protect! They are the chosen one!
Trying the door: For anyone trying the door, please post your attempts in BOLD RED (whatever you try to do to it) and quote Zoobey.