Java JRE 1.3 Beta 8.4 OS = Windows 98 Locale = français (Canada) weather = true kickofftable = true autocatch = true bb2k1mighty = true bb2k1dirty = true bb2k1frenzy = true bb2k1breaktackle = true bb2k1surefeet = true bb2k1leap = true bb2k1takeroot = false bb2k4takeroot = true bb2k1winnings = true bb2k3wildanimal = true bb2k3pilingon = true bb2k3hypnotic = true bb2k4hypnotic = true bb2k4fanfactor = true bb2k4tacklezones = true bb2k3chef = true bb2k3runesmith = true bb2k1igmeoy = true bb2k4kickoff = true negwin = false bb2k1handicap = false bb2k4handicap = true handicapini = false handicap3rd = false sound = true oldsound = false rangeruler = true resizablewindow = false overtime = false gametype = 0 spectators = true verbosedicesync = false nogfiavroll = false usegificons = true pilingalwaysfalls = false useweatherfields = true norangemodfumble = false smallfield = false downloadopponentpics = true fumbbllogin = false expofab = false ruleof11 = true useturnlimit = true language = en country = Team 2 name: Darkness Team 2 race: Dark Elf Player 101 name: Mdadar Reincarnated Player 101: B Dark Elf Blitzer 7 3 4 8 [Block, Dodge, Guard] Player 102 name: Legolas with a goatee Player 102: T Dark Elf Thrower 6 3 4 8 [Accurate, Block, Pass, Safe Throw] Player 103 name: Axir Player 103: L Dark Elf Lineman 5 3 5 7 [+ag, Strip Ball] Player 104 name: Zathcan Iceseeker Player 104: B Dark Elf Blitzer 7 3 4 8 [Block, Mighty Blow, SKILL ROLL(1-1), AGEING ROLL(1-1), AGEING RESULT(5-3)] Player 105 name: Tirad Player 105: L Dark Elf Lineman 6 3 5 8 [+ag, dodge, Block] Player 106 name: Zudun Player 106: L Dark Elf Lineman 6 3 5 8 [+ag, Block, Leap] Player 107 name: Eli Player 107: L Dark Elf Lineman 6 3 4 8 [Block, Dodge] Player 108 name: Tixo Player 108: L Dark Elf Lineman 6 3 4 8 [Block, Kick] Player 109 name: Nekva Demonseeker Player 109: B Dark Elf Blitzer 7 3 4 8 [Block] Player 110 name: Dalamar Player 110: L Dark Elf Lineman 6 3 4 8 [Block] Player 111 name: Zaknafein Do-Urden Player 111: L Dark Elf Lineman 6 3 4 8 [Block, Dodge, Leap] Player 112 name: Darkcloud Player 112: L Dark Elf Lineman 6 3 4 8 [] Player 113 name: Neasa Bloodruin Player 113: W Witch Elf 6 3 4 7 [Dodge, Frenzy, Jump Up, Piling On] Player 114 name: Deb Sangfroid Player 114: B Dark Elf Blitzer 7 3 4 8 [Block, Strip Ball, Tackle] Team 1 name: Cowboys From Hell Team 1 race: Dark Elf Player 1 name: Cowboy Player 1: L Dark Elf Lineman 6 3 4 8 [Block, Dodge] Player 2 name: ConcreteSledge Player 2: L Dark Elf Lineman 6 3 4 8 [Dodge] Player 3 name: PsychoHoliII Player 3: B Dark Elf Blitzer 8 3 4 8 [+ma, Block] Player 4 name: HeresyII Player 4: B Dark Elf Blitzer 7 3 4 8 [Block, Dauntless] Player 5 name: CemeteryGatesII Player 5: L Dark Elf Lineman 6 3 5 8 [+ag] Player 6 name: Dominator Player 6: L Dark Elf Lineman 6 3 3 8 [Block, Guard] Player 7 name: ShatteredII Player 7: B Dark Elf Blitzer 7 3 4 8 [Block] Player 8 name: ClashII Player 8: B Dark Elf Blitzer 7 3 4 8 [Block] Player 9 name: MedecineMan Player 9: L Dark Elf Lineman 6 3 4 8 [Block, Leader] Player 11 name: ASleeper Player 11: T Dark Elf Thrower 7 3 4 8 [+ma, Block, Pass, Safe Throw] Player 12 name: ArtShredder Player 12: L Dark Elf Lineman 6 3 5 8 [+ag] Player 13 name: VulgarDisplayOfPower Player 13: W Witch Elf 8 3 4 7 [+ma, Block, Dodge, Frenzy, Jump Up, Sure Feet] Player 14 name: FarBeyondDriven Player 14: W Witch Elf 7 3 5 7 [+ag, Block, Dodge, Frenzy, Jump Up, Leap] fumbbl.com/83.227.38.157 Server trying connection... Socket[addr=fumbbl.com/83.227.38.157,port=8081,localport=1466] Connected as server to game 'darkhell'. Done receiving file. Cowboys From Hell start TURN: 4 [CTRL][ENTER] to end turn. Or click the turn counter. VulgarDisplayOfPower has already moved this turn. Select an action for HeresyII 4: Select an action for HeresyII 4: tackle zone state changed to true Normal move selected. 4 moved (MP) to ( 15, 1 ) DODGE FINAL RESULT: HeresyII TARGET: 2 --- ROLL: 5 + 0 = 5 HeresyII slips past his opponent(s) unhindered. 4 moved (MP) to ( 16, 1 ) 4 moved (MP) to ( 17, 1 ) 4 moved (MP) to ( 18, 1 ) 4 moved (MP) to ( 19, 1 ) Move ended for HeresyII Cowboys From Hell: All players have moved. Cowboys From Hell turn ended. Waiting for Darkness to finish TURN: 4 [Game Saved] 108: Select an action for Tixo Select an action for Tixo 108: tackle zone state changed to true 108: status changed from 6 to 0. Normal move selected. Move ended for Tixo 112: Select an action for Darkcloud Select an action for Darkcloud 112: tackle zone state changed to true 112: status changed from 6 to 0. Normal move selected. Move ended for Darkcloud 103: Select an action for Axir Select an action for Axir 103: tackle zone state changed to true 103: status changed from 6 to 0. Normal move selected. 103 moved (MP) to ( 23, 12 ) 103 moved (MP) to ( 24, 11 ) Move ended for Axir 105: Select an action for Tirad Select an action for Tirad 105: tackle zone state changed to true 105: status changed from 6 to 0. Normal move selected. 105 moved (MP) to ( 12, 9 ) 105 moved (MP) to ( 13, 9 ) 105 moved (MP) to ( 14, 9 ) Move ended for Tirad 111: Select an action for Zaknafein Do-Urden Select an action for Zaknafein Do-Urden 111: tackle zone state changed to true 111: status changed from 6 to 0. Normal move selected. 111 moved (MP) to ( 10, 9 ) 111 moved (MP) to ( 11, 9 ) 111 moved (MP) to ( 12, 9 ) Move ended for Zaknafein Do-Urden 114: Select an action for Deb Sangfroid Select an action for Deb Sangfroid 114: tackle zone state changed to true 114: status changed from 6 to 0. Normal move selected. 114 moved (MP) to ( 9, 10 ) 114 moved (MP) to ( 10, 10 ) 114 moved (MP) to ( 11, 10 ) 114 moved (MP) to ( 12, 10 ) Move ended for Deb Sangfroid 107: Select an action for Eli Select an action for Eli 107: tackle zone state changed to true Blitz selected. 107 moved (MP) to ( 15, 4 ) 107 moved (MP) to ( 16, 4 ) 12 blocked. Verified Opponent Roll = PUSHBACK Verified Opponent Roll = SKULL PUSHBACK Player pushed to (11, 5) 12 moved (MP) to ( 18, 5 ) Move ended for Eli [Game Saved] 106: Select an action for Zudun Select an action for Zudun 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 15, 4 ) 106 moved (MP) to ( 16, 5 ) 106 moved (MP) to ( 17, 6 ) Move ended for Zudun 109: Select an action for Nekva Demonseeker Select an action for Nekva Demonseeker 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 13, 4 ) 109 moved (MP) to ( 14, 5 ) 109 moved (MP) to ( 15, 6 ) Move ended for Nekva Demonseeker 104: Select an action for Zathcan Iceseeker Select an action for Zathcan Iceseeker 104: tackle zone state changed to true Normal move selected. 104 moved (MP) to ( 11, 2 ) 104 moved (MP) to ( 12, 3 ) 104 moved (MP) to ( 12, 4 ) 104 moved (MP) to ( 13, 5 ) 104 moved (MP) to ( 13, 6 ) 104 moved (MP) to ( 14, 7 ) 104 moved (MP) to ( 14, 8 ) Move ended for Zathcan Iceseeker Darkness turn ended. [Game Saved] Cowboys From Hell start TURN: 5 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for VulgarDisplayOfPower 13: Select an action for VulgarDisplayOfPower Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 25, 5 ) 5 moved (MP) to ( 26, 4 ) 5 moved (MP) to ( 27, 4 ) Move ended for CemeteryGatesII Select an action for ASleeper 11: Select an action for ASleeper 11: tackle zone state changed to true Normal move selected. 11 moved (MP) to ( 25, 7 ) 11 moved (MP) to ( 26, 6 ) 11 moved (MP) to ( 27, 5 ) Move ended for ASleeper Select an action for MedecineMan 9: Select an action for MedecineMan 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 20, 5 ) 9 moved (MP) to ( 21, 6 ) 9 moved (MP) to ( 22, 7 ) 9 moved (MP) to ( 23, 7 ) 9 moved (MP) to ( 24, 7 ) 9 moved (MP) to ( 25, 7 ) Move ended for MedecineMan Select an action for Dominator 6: Select an action for Dominator 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 20, 3 ) 6 moved (MP) to ( 21, 4 ) 6 moved (MP) to ( 22, 5 ) 6 moved (MP) to ( 23, 5 ) Move ended for Dominator Select an action for HeresyII 4: Select an action for HeresyII 4: tackle zone state changed to true Normal move selected. 4 moved (MP) to ( 20, 1 ) 4 moved (MP) to ( 21, 1 ) 4 moved (MP) to ( 22, 1 ) 4 moved (MP) to ( 23, 2 ) 4 moved (MP) to ( 24, 3 ) Move ended for HeresyII Select an action for ConcreteSledge 2: Select an action for ConcreteSledge 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 20, 7 ) 2 moved (MP) to ( 21, 8 ) 2 moved (MP) to ( 22, 9 ) 2 moved (MP) to ( 23, 9 ) 2 moved (MP) to ( 24, 10 ) Move ended for ConcreteSledge Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven 14: tackle zone state changed to true Blitz selected. 14 moved (MP) to ( 19, 11 ) 14 moved (MP) to ( 20, 11 ) 14 moved (MP) to ( 21, 11 ) 14 moved (MP) to ( 22, 11 ) 14 moved (MP) to ( 23, 12 ) 103 blocked. Cowboys From Hell , Choose a block die. POW Axir is knocked over. Player pushed to (25, 10) 103 moved (MP) to ( 25, 10 ) (5, 3) + 0, (4, 4) + 0, 0: Axir has been knocked out. 103: status changed from 0 to 7. 103 moved to dugout ( 29, 8 ) 14 moved (MP) to ( 24, 11 ) 14 moved (MP) to ( 25, 10 ) Move ended for FarBeyondDriven [Game Saved] Select an action for VulgarDisplayOfPower 13: Select an action for VulgarDisplayOfPower 13: tackle zone state changed to true Pass selected. QUICK PASS PASS FINAL RESULT: VulgarDisplayOfPower TARGET: 3 --- ROLL: 3 + 1Qp = 4 Move ended for VulgarDisplayOfPower Ball moved to ( 27, 4 ) GET BALL FINAL RESULT: CemeteryGatesII TARGET: 1 --- ROLL: 3 + 0 = 3 CemeteryGatesII scores a touchdown! *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=0,y=11] : current status = 8 1 : skipping player in BH, SI, or RIP 2 : current square = java.awt.Point[x=24,y=10] : current status = 0 2 : current square = java.awt.Point[x=24,y=10] : current status = 0 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=24,y=10] 2 : current status = 0 2 : current square = java.awt.Point[x=24,y=10] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=0] 3 : current square = java.awt.Point[x=0,y=12] : current status = 8 3 : skipping player in BH, SI, or RIP 4 : current square = java.awt.Point[x=24,y=3] : current status = 0 4 : current square = java.awt.Point[x=24,y=3] : current status = 0 4: status changed from 0 to 0. 4 : set status normal, current square = java.awt.Point[x=24,y=3] 4 : current status = 0 4 : current square = java.awt.Point[x=24,y=3] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=1] 5 : current square = java.awt.Point[x=27,y=4] : current status = 0 5 : current square = java.awt.Point[x=27,y=4] : current status = 0 5: status changed from 0 to 0. 5 : set status normal, current square = java.awt.Point[x=27,y=4] 5 : current status = 0 5 : current square = java.awt.Point[x=27,y=4] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=2] 6 : current square = java.awt.Point[x=23,y=5] : current status = 0 6 : current square = java.awt.Point[x=23,y=5] : current status = 0 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=23,y=5] 6 : current status = 0 6 : current square = java.awt.Point[x=23,y=5] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=3] 7 : current square = java.awt.Point[x=0,y=8] : current status = 7 7 : current status = 7 (4) ShatteredII regains consciousness. 7: status changed from 7 to 0. 7 : current square = java.awt.Point[x=0,y=8] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=4] 8 : current square = java.awt.Point[x=16,y=7] : current status = 0 8 : current square = java.awt.Point[x=16,y=7] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=16,y=7] 8 : current status = 0 8 : current square = java.awt.Point[x=16,y=7] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=5] 9 : current square = java.awt.Point[x=25,y=7] : current status = 0 9 : current square = java.awt.Point[x=25,y=7] : current status = 0 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=25,y=7] 9 : current status = 0 9 : current square = java.awt.Point[x=25,y=7] : current status = 0 9 : move player (HT) to square java.awt.Point[x=0,y=6] 11 : current square = java.awt.Point[x=27,y=5] : current status = 0 11 : current square = java.awt.Point[x=27,y=5] : current status = 0 11: status changed from 0 to 0. 11 : set status normal, current square = java.awt.Point[x=27,y=5] 11 : current status = 0 11 : current square = java.awt.Point[x=27,y=5] : current status = 0 11 : move player (HT) to square java.awt.Point[x=0,y=7] 12 : current square = java.awt.Point[x=18,y=5] : current status = 0 12 : current square = java.awt.Point[x=18,y=5] : current status = 0 12: status changed from 0 to 0. 12 : set status normal, current square = java.awt.Point[x=18,y=5] 12 : current status = 0 12 : current square = java.awt.Point[x=18,y=5] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=0] 13 : current square = java.awt.Point[x=26,y=5] : current status = 0 13 : current square = java.awt.Point[x=26,y=5] : current status = 0 13: status changed from 0 to 0. 13 : set status normal, current square = java.awt.Point[x=26,y=5] 13 : current status = 0 13 : current square = java.awt.Point[x=26,y=5] : current status = 0 13 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=25,y=10] : current status = 0 14 : current square = java.awt.Point[x=25,y=10] : current status = 0 14: status changed from 0 to 0. 14 : set status normal, current square = java.awt.Point[x=25,y=10] 14 : current status = 0 14 : current square = java.awt.Point[x=25,y=10] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=29,y=0] : current status = 2 101 : current status = 2 102 : current square = java.awt.Point[x=29,y=1] : current status = 0 102 : current status = 0 102 : current square = java.awt.Point[x=29,y=1] : current status = 0 102 : move player (HT) to square java.awt.Point[x=29,y=1] 103 : current square = java.awt.Point[x=29,y=8] : current status = 7 103 : current status = 7 (5) Axir regains consciousness. 103: status changed from 7 to 0. 103 : current square = java.awt.Point[x=29,y=8] : current status = 0 103 : move player (HT) to square java.awt.Point[x=29,y=3] 104 : current square = java.awt.Point[x=14,y=8] : current status = 0 104 : current square = java.awt.Point[x=14,y=8] : current status = 0 104: status changed from 0 to 0. 104 : set status normal, current square = java.awt.Point[x=14,y=8] 104 : current status = 0 104 : current square = java.awt.Point[x=14,y=8] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=4] 105 : current square = java.awt.Point[x=14,y=9] : current status = 0 105 : current square = java.awt.Point[x=14,y=9] : current status = 0 105: status changed from 0 to 0. 105 : set status normal, current square = java.awt.Point[x=14,y=9] 105 : current status = 0 105 : current square = java.awt.Point[x=14,y=9] : current status = 0 105 : move player (HT) to square java.awt.Point[x=29,y=5] 106 : current square = java.awt.Point[x=17,y=6] : current status = 0 106 : current square = java.awt.Point[x=17,y=6] : current status = 0 106: status changed from 0 to 0. 106 : set status normal, current square = java.awt.Point[x=17,y=6] 106 : current status = 0 106 : current square = java.awt.Point[x=17,y=6] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=6] 107 : current square = java.awt.Point[x=16,y=4] : current status = 0 107 : current square = java.awt.Point[x=16,y=4] : current status = 0 107: status changed from 0 to 0. 107 : set status normal, current square = java.awt.Point[x=16,y=4] 107 : current status = 0 107 : current square = java.awt.Point[x=16,y=4] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=7] 108 : current square = java.awt.Point[x=17,y=3] : current status = 0 108 : current square = java.awt.Point[x=17,y=3] : current status = 0 108: status changed from 0 to 0. 108 : set status normal, current square = java.awt.Point[x=17,y=3] 108 : current status = 0 108 : current square = java.awt.Point[x=17,y=3] : current status = 0 108 : move player (HT) to square java.awt.Point[x=28,y=0] 109 : current square = java.awt.Point[x=15,y=6] : current status = 0 109 : current square = java.awt.Point[x=15,y=6] : current status = 0 109: status changed from 0 to 0. 109 : set status normal, current square = java.awt.Point[x=15,y=6] 109 : current status = 0 109 : current square = java.awt.Point[x=15,y=6] : current status = 0 109 : move player (HT) to square java.awt.Point[x=28,y=1] 110 : current square = java.awt.Point[x=14,y=6] : current status = 0 110 : current square = java.awt.Point[x=14,y=6] : current status = 0 110: status changed from 0 to 0. 110 : set status normal, current square = java.awt.Point[x=14,y=6] 110 : current status = 0 110 : current square = java.awt.Point[x=14,y=6] : current status = 0 110 : move player (HT) to square java.awt.Point[x=28,y=2] 111 : current square = java.awt.Point[x=12,y=9] : current status = 0 111 : current square = java.awt.Point[x=12,y=9] : current status = 0 111: status changed from 0 to 0. 111 : set status normal, current square = java.awt.Point[x=12,y=9] 111 : current status = 0 111 : current square = java.awt.Point[x=12,y=9] : current status = 0 111 : move player (HT) to square java.awt.Point[x=28,y=3] 112 : current square = java.awt.Point[x=17,y=2] : current status = 0 112 : current square = java.awt.Point[x=17,y=2] : current status = 0 112: status changed from 0 to 0. 112 : set status normal, current square = java.awt.Point[x=17,y=2] 112 : current status = 0 112 : current square = java.awt.Point[x=17,y=2] : current status = 0 112 : move player (HT) to square java.awt.Point[x=28,y=4] 113 : current square = java.awt.Point[x=29,y=2] : current status = 0 113 : current status = 0 113 : current square = java.awt.Point[x=29,y=2] : current status = 0 113 : move player (HT) to square java.awt.Point[x=29,y=2] 114 : current square = java.awt.Point[x=12,y=10] : current status = 0 114 : current square = java.awt.Point[x=12,y=10] : current status = 0 114: status changed from 0 to 0. 114 : set status normal, current square = java.awt.Point[x=12,y=10] 114 : current status = 0 114 : current square = java.awt.Point[x=12,y=10] : current status = 0 114 : move player (HT) to square java.awt.Point[x=28,y=5] ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Cowboys From Hell Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 9 moved location (MPL) to ( 13, 10 ) 8 moved location (MPL) to ( 14, 7 ) 7 moved location (MPL) to ( 13, 5 ) 6 moved location (MPL) to ( 14, 6 ) 14 moved location (MPL) to ( 10, 9 ) 13 moved location (MPL) to ( 13, 12 ) 4 moved location (MPL) to ( 13, 13 ) 12 moved location (MPL) to ( 10, 6 ) 2 moved location (MPL) to ( 14, 8 ) 5 moved (SP) to ( 10, 1 ) 11 moved (SP) to ( 11, 4 ) 5 moved (SP) to ( 13, 2 ) 11 moved (SP) to ( 13, 4 ) 6 moved (SP) to ( 14, 5 ) 2 moved (SP) to ( 14, 9 ) 7 moved (SP) to ( 13, 7 ) 8 moved (SP) to ( 14, 6 ) 6 moved (SP) to ( 14, 7 ) 8 moved (SP) to ( 14, 5 ) 2 moved (SP) to ( 14, 8 ) 8 moved (SP) to ( 14, 6 ) 4 moved (SP) to ( 12, 13 ) 13 moved (SP) to ( 12, 12 ) 14 moved (SP) to ( 12, 3 ) 11 moved (SP) to ( 12, 2 ) 5 moved (SP) to ( 12, 5 ) 12 moved (SP) to ( 12, 9 ) 9 moved (SP) to ( 12, 10 ) 14 moved (SP) to ( 9, 7 ) 5 moved (SP) to ( 12, 3 ) 12 moved (SP) to ( 12, 5 ) 14 moved (SP) to ( 11, 5 ) 12 moved (SP) to ( 10, 6 ) 14 moved (SP) to ( 9, 7 ) 12 moved (SP) to ( 12, 5 ) Waiting for Darkness to set players on field. 104 moved (SP) to ( 16, 1 ) 102 moved (SP) to ( 21, 6 ) 109 moved (SP) to ( 16, 2 ) 107 moved (SP) to ( 15, 8 ) 106 moved (SP) to ( 15, 11 ) 110 moved (SP) to ( 15, 7 ) 105 moved (SP) to ( 16, 10 ) 114 moved (SP) to ( 15, 13 ) 112 moved (SP) to ( 15, 4 ) 103 moved (SP) to ( 29, 4 ) 111 moved (SP) to ( 17, 6 ) 105 moved (SP) to ( 15, 6 ) 106 moved (SP) to ( 15, 12 ) 104 moved (SP) to ( 15, 1 ) 109 moved (SP) to ( 15, 2 ) 111 moved (SP) to ( 15, 10 ) 112 moved (SP) to ( 16, 4 ) 106 moved (SP) to ( 15, 4 ) 112 moved (SP) to ( 15, 12 ) Turn time limit reached. 113 moved (SP) to ( 20, 8 ) 103 moved (SP) to ( -1, -1 ) 103 moved (SP) to ( 29, 1 ) 108 moved (SP) to ( -1, -1 ) 108 moved (SP) to ( 29, 2 ) *** Setup end *** Cowboys From Hell Select a destination square for kick. Press [CTRL][ENTER] when finished. Or click the turn counter. Ball placed at (21, 7) Kickoff Roll (4+6) = Blitz! Kick result. Direction: 4 Distance: 3 Kicking team gets a free turn because of BLITZ kickoff result! Cowboys From Hell start TURN: 5 [CTRL][ENTER] to end turn. Or click the turn counter. [Game Saved] Select an action for ShatteredII 7: Select an action for ShatteredII Select an action for ASleeper 11: Select an action for ASleeper Select an action for ShatteredII 7: Select an action for ShatteredII Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for ShatteredII 7: Select an action for ShatteredII Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for ArtShredder 12: Select an action for ArtShredder 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 13, 4 ) 12 moved (MP) to ( 14, 4 ) Move ended for ArtShredder Select an action for ShatteredII 7: Select an action for ShatteredII 7: tackle zone state changed to true Blitz selected. 7 moved (MP) to ( 13, 6 ) 7 moved (MP) to ( 14, 5 ) 105 blocked. Cowboys From Hell , Choose a block die. POW Tirad is knocked over. Player pushed to (16, 6) 105 moved (MP) to ( 16, 6 ) (6, 5) + 0, (1, 1) + 0, 0: Tirad has been stunned. 105: status changed from 0 to 2. 7 moved (MP) to ( 15, 6 ) Move ended for ShatteredII [Game Saved] Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 10, 7 ) 14 moved (MP) to ( 11, 7 ) 14 moved (MP) to ( 10, 7 ) Move ended for FarBeyondDriven Sending Team File... Done Sending File Select an action for MedecineMan 9: Select an action for MedecineMan Sending Team File... Done Sending File 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 13, 10 ) Move ended for MedecineMan [Game Saved] Sending Team File... Done Sending File Select an action for ASleeper 11: Select an action for ASleeper 11: tackle zone state changed to true Normal move selected. 11 moved (MP) to ( 12, 1 ) Move ended for ASleeper Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII Cowboys From Hell turn ended. Ball placed at (-1, -1) Ball moved to ( 24, 7 ) Scatter roll: 1 Ball moved to ( 23, 6 ) Waiting for Darkness to finish TURN: 5 [Game Saved] 105: status changed from 2 to 1. Tirad rolls over. 106: Select an action for Zudun Select an action for Zudun 111: Select an action for Zaknafein Do-Urden Select an action for Zaknafein Do-Urden 111: tackle zone state changed to true Normal move selected. 111 moved (MP) to ( 14, 10 ) 111 moved (MP) to ( 12, 9 ) Verified Opponent Roll = 2 Target(3) Roll(2) Zaknafein Do-Urden falls trying to land his leap! Team re-roll used. Verified Opponent Roll = 1 Target(3) Roll(1) Zaknafein Do-Urden falls trying to land his leap! Move ended for Zaknafein Do-Urden 111 moved (MP) to ( 12, 9 ) Verified Opponent Roll = 6 Verified Opponent Roll = 2 (6, 2) + 0, (0, 0) + 0, 0: Zaknafein Do-Urden has been knocked prone. 111: status changed from 0 to 1. Darkness turn ended. [Game Saved] Cowboys From Hell start TURN: 6 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for ClashII 8: Select an action for ClashII 8: tackle zone state changed to true Block selected. 110 blocked. Cowboys From Hell , Choose a block die. PUSHBACK/POW Move ended for ClashII Dalamar is knocked over. Player pushed to (16, 8) 110 moved (MP) to ( 16, 8 ) (5, 4) + 0, (6, 5) + 0, 2: Dalamar has been badly hurt! 110: status changed from 0 to 8. 8 moved (MP) to ( 15, 7 ) Waiting for opponent to decide to use apothecary. No apothecary or not used. 110 moved to dugout ( 29, 11 ) [Game Saved] Select an action for ShatteredII 7: Select an action for ShatteredII Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 13, 4 ) 5 moved (MP) to ( 14, 5 ) Move ended for CemeteryGatesII Select an action for ArtShredder 12: Select an action for ArtShredder 12: tackle zone state changed to true Block selected. 106 blocked. Cowboys From Hell , Choose a block die. PUSHBACK Move ended for ArtShredder Player pushed to (16, 3) 106 moved (MP) to ( 16, 3 ) 12 moved (MP) to ( 15, 4 ) [Game Saved] Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven Select an action for ConcreteSledge 2: Select an action for ConcreteSledge 2: tackle zone state changed to true Block selected. 107 blocked. Cowboys From Hell , Choose a block die. PUSHBACK Move ended for ConcreteSledge Player pushed to (16, 9) 107 moved (MP) to ( 16, 9 ) 2 moved (MP) to ( 15, 8 ) [Game Saved] Select an action for Dominator 6: Select an action for Dominator Select an action for VulgarDisplayOfPower 13: Select an action for VulgarDisplayOfPower 13: tackle zone state changed to true Normal move selected. 13 moved (MP) to ( 13, 11 ) 13 moved (MP) to ( 14, 10 ) 13 moved (MP) to ( 15, 9 ) 13 moved (MP) to ( 16, 8 ) DODGE FINAL RESULT: VulgarDisplayOfPower TARGET: 3 --- ROLL: 6 + 0 = 6 VulgarDisplayOfPower slips past his opponent(s) unhindered. 13 moved (MP) to ( 17, 7 ) DODGE FINAL RESULT: VulgarDisplayOfPower TARGET: 2 --- ROLL: 2 + 0 = 2 VulgarDisplayOfPower slips past his opponent(s) unhindered. 13 moved (MP) to ( 18, 6 ) 13 moved (MP) to ( 19, 6 ) 13 moved (MP) to ( 20, 6 ) Move ended for VulgarDisplayOfPower [Game Saved] Select an action for ShatteredII 7: Select an action for ShatteredII 7: tackle zone state changed to true Blitz selected. 7 moved (MP) to ( 16, 5 ) 7 moved (MP) to ( 17, 5 ) 7 moved (MP) to ( 18, 5 ) 7 moved (MP) to ( 19, 5 ) 7 moved (MP) to ( 20, 5 ) 102 blocked. Cowboys From Hell , Choose a block die. Team re-roll used. 2 db Block re-rolled. POW Legolas with a goatee is knocked over. Player pushed to (21, 7) 102 moved (MP) to ( 21, 7 ) (1, 6) + 0, (0, 0) + 0, 0: Legolas with a goatee has been knocked prone. 102: status changed from 0 to 1. 7 moved (MP) to ( 21, 6 ) 7 moved (MP) to ( 22, 7 ) Move ended for ShatteredII [Game Saved] Select an action for Dominator 6: Select an action for Dominator 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 14, 6 ) 6 moved (MP) to ( 15, 5 ) 6 moved (MP) to ( 16, 5 ) 6 moved (MP) to ( 17, 6 ) 6 moved (MP) to ( 18, 7 ) 6 moved (MP) to ( 19, 8 ) Move ended for Dominator Select an action for MedecineMan 9: Select an action for MedecineMan Select an action for ASleeper 11: Select an action for ASleeper Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven Select an action for MedecineMan 9: Select an action for MedecineMan 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 12, 11 ) 9 moved (MP) to ( 13, 12 ) Move ended for MedecineMan Select an action for HeresyII 4: Select an action for HeresyII 4: tackle zone state changed to true Normal move selected. 4 moved (MP) to ( 13, 13 ) Move ended for HeresyII Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 11, 6 ) 14 moved (MP) to ( 12, 5 ) 14 moved (MP) to ( 12, 4 ) 14 moved (MP) to ( 12, 3 ) Move ended for FarBeyondDriven Cowboys From Hell turn ended. Waiting for Darkness to finish TURN: 6 [Game Saved] 106: Select an action for Zudun Select an action for Zudun 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 17, 4 ) Verified Opponent Roll = 3 DODGE FINAL RESULT: Zudun TARGET: 1 --- ROLL: 3 + 0 = 3 Zudun slips past his opponent(s) unhindered. 106 moved (MP) to ( 18, 5 ) 106 moved (MP) to ( 19, 5 ) 106 moved (MP) to ( 21, 5 ) Verified Opponent Roll = 3 Target(2) Roll(3) Leap successful. 106 moved (MP) to ( 22, 5 ) Verified Opponent Roll = 6 DODGE FINAL RESULT: Zudun TARGET: 1 --- ROLL: 6 + 0 = 6 Zudun slips past his opponent(s) unhindered. Verified Opponent Roll = 3 (3) Go for it successful. 106 moved (MP) to ( 23, 6 ) Verified Opponent Roll = 2 GET BALL FINAL RESULT: Zudun TARGET: 2 --- ROLL: 2 + 0 = 2 Verified Opponent Roll = 2 (2) Go for it successful. 106 moved (MP) to ( 22, 5 ) Verified Opponent Roll = 2 DODGE FINAL RESULT: Zudun TARGET: 1 --- ROLL: 2 + 0 = 2 Zudun slips past his opponent(s) unhindered. Pass selected. LONG PASS Verified Opponent Roll = 5 PASS FINAL RESULT: Zudun TARGET: 2 --- ROLL: 5 + -1Lp = 4 Move ended for Zudun Ball moved to ( 14, 1 ) Verified Opponent Roll = 1 GET BALL BEFORE RE_ROLL: Zathcan Iceseeker dropped the ball. TARGET: 2 --- ROLL: 1 + 0 = 1 Team re-roll used. Verified Opponent Roll = 1 GET BALL FINAL RESULT: Zathcan Iceseeker TARGET: 2 --- ROLL: 1 + 0 = 1 Verified Opponent Roll = 5 Scatter roll: 5 Ball moved to ( 15, 2 ) Darkness turn ended. [Game Saved] Cowboys From Hell start TURN: 7 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for ASleeper 11: Select an action for ASleeper Select an action for ClashII 8: Select an action for ClashII 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 15, 6 ) 8 moved (MP) to ( 15, 5 ) 8 moved (MP) to ( 16, 4 ) 8 moved (MP) to ( 17, 3 ) 8 moved (MP) to ( 17, 2 ) 8 moved (MP) to ( 16, 2 ) Move ended for ClashII Select an action for ConcreteSledge 2: Select an action for ConcreteSledge Select an action for ArtShredder 12: Select an action for ArtShredder 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 15, 3 ) Move ended for ArtShredder Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven Select an action for ASleeper 11: Select an action for ASleeper 11: tackle zone state changed to true Blitz selected. 11 moved (MP) to ( 13, 2 ) 11 moved (MP) to ( 14, 3 ) 109 blocked. Cowboys From Hell , Choose a block die. PUSHBACK/POW Nekva Demonseeker is knocked over. Player pushed to (16, 1) 109 moved (MP) to ( 16, 1 ) (5, 5) + 0, (3, 6) + 0, 0: Nekva Demonseeker has been knocked out. 109: status changed from 0 to 7. 109 moved to dugout ( 29, 8 ) 11 moved (MP) to ( 13, 2 ) 11 moved (MP) to ( 13, 1 ) Move ended for ASleeper [Game Saved] Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 14, 4 ) 5 moved (MP) to ( 14, 3 ) 5 moved (MP) to ( 14, 2 ) GET BALL FINAL RESULT: CemeteryGatesII TARGET: 2 --- ROLL: 5 + 0 = 5 5 moved (MP) to ( 14, 3 ) DODGE FINAL RESULT: CemeteryGatesII TARGET: 1 --- ROLL: 4 + 0 = 4 CemeteryGatesII slips past his opponent(s) unhindered. 5 moved (MP) to ( 15, 4 ) 5 moved (MP) to ( 16, 5 ) Pass selected. SHORT PASS PASS FINAL RESULT: CemeteryGatesII TARGET: 2 --- ROLL: 2 + 0 = 2 Move ended for CemeteryGatesII Ball moved to ( 22, 7 ) GET BALL FINAL RESULT: ShatteredII TARGET: 2 --- ROLL: 3 + 0 = 3 [Game Saved] Select an action for ShatteredII 7: Select an action for ShatteredII 7: tackle zone state changed to true Normal move selected. 7 moved (MP) to ( 23, 7 ) 7 moved (MP) to ( 24, 7 ) 7 moved (MP) to ( 25, 7 ) 7 moved (MP) to ( 26, 7 ) 7 moved (MP) to ( 27, 7 ) ShatteredII scores a touchdown! *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=0,y=11] : current status = 8 1 : skipping player in BH, SI, or RIP 2 : current square = java.awt.Point[x=15,y=8] : current status = 0 2 : current square = java.awt.Point[x=15,y=8] : current status = 0 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=15,y=8] 2 : current status = 0 2 : current square = java.awt.Point[x=15,y=8] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=0] 3 : current square = java.awt.Point[x=0,y=12] : current status = 8 3 : skipping player in BH, SI, or RIP 4 : current square = java.awt.Point[x=13,y=13] : current status = 0 4 : current square = java.awt.Point[x=13,y=13] : current status = 0 4: status changed from 0 to 0. 4 : set status normal, current square = java.awt.Point[x=13,y=13] 4 : current status = 0 4 : current square = java.awt.Point[x=13,y=13] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=1] 5 : current square = java.awt.Point[x=16,y=5] : current status = 0 5 : current square = java.awt.Point[x=16,y=5] : current status = 0 5: status changed from 0 to 0. 5 : set status normal, current square = java.awt.Point[x=16,y=5] 5 : current status = 0 5 : current square = java.awt.Point[x=16,y=5] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=2] 6 : current square = java.awt.Point[x=19,y=8] : current status = 0 6 : current square = java.awt.Point[x=19,y=8] : current status = 0 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=19,y=8] 6 : current status = 0 6 : current square = java.awt.Point[x=19,y=8] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=3] 7 : current square = java.awt.Point[x=27,y=7] : current status = 0 7 : current square = java.awt.Point[x=27,y=7] : current status = 0 7: status changed from 0 to 0. 7 : set status normal, current square = java.awt.Point[x=27,y=7] 7 : current status = 0 7 : current square = java.awt.Point[x=27,y=7] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=4] 8 : current square = java.awt.Point[x=16,y=2] : current status = 0 8 : current square = java.awt.Point[x=16,y=2] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=16,y=2] 8 : current status = 0 8 : current square = java.awt.Point[x=16,y=2] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=5] 9 : current square = java.awt.Point[x=13,y=12] : current status = 0 9 : current square = java.awt.Point[x=13,y=12] : current status = 0 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=13,y=12] 9 : current status = 0 9 : current square = java.awt.Point[x=13,y=12] : current status = 0 9 : move player (HT) to square java.awt.Point[x=0,y=6] 11 : current square = java.awt.Point[x=13,y=1] : current status = 0 11 : current square = java.awt.Point[x=13,y=1] : current status = 0 11: status changed from 0 to 0. 11 : set status normal, current square = java.awt.Point[x=13,y=1] 11 : current status = 0 11 : current square = java.awt.Point[x=13,y=1] : current status = 0 11 : move player (HT) to square java.awt.Point[x=0,y=7] 12 : current square = java.awt.Point[x=15,y=3] : current status = 0 12 : current square = java.awt.Point[x=15,y=3] : current status = 0 12: status changed from 0 to 0. 12 : set status normal, current square = java.awt.Point[x=15,y=3] 12 : current status = 0 12 : current square = java.awt.Point[x=15,y=3] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=0] 13 : current square = java.awt.Point[x=20,y=6] : current status = 0 13 : current square = java.awt.Point[x=20,y=6] : current status = 0 13: status changed from 0 to 0. 13 : set status normal, current square = java.awt.Point[x=20,y=6] 13 : current status = 0 13 : current square = java.awt.Point[x=20,y=6] : current status = 0 13 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=12,y=3] : current status = 0 14 : current square = java.awt.Point[x=12,y=3] : current status = 0 14: status changed from 0 to 0. 14 : set status normal, current square = java.awt.Point[x=12,y=3] 14 : current status = 0 14 : current square = java.awt.Point[x=12,y=3] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=29,y=0] : current status = 2 101 : current status = 2 102 : current square = java.awt.Point[x=21,y=7] : current status = 1 102 : current square = java.awt.Point[x=21,y=7] : current status = 1 102: status changed from 1 to 0. 102 : set status normal, current square = java.awt.Point[x=21,y=7] 102 : current status = 0 102 : current square = java.awt.Point[x=21,y=7] : current status = 0 102 : move player (HT) to square java.awt.Point[x=29,y=3] 103 : current square = java.awt.Point[x=29,y=1] : current status = 0 103 : current status = 0 103 : current square = java.awt.Point[x=29,y=1] : current status = 0 103 : move player (HT) to square java.awt.Point[x=29,y=1] 104 : current square = java.awt.Point[x=15,y=1] : current status = 0 104 : current square = java.awt.Point[x=15,y=1] : current status = 0 104: status changed from 0 to 0. 104 : set status normal, current square = java.awt.Point[x=15,y=1] 104 : current status = 0 104 : current square = java.awt.Point[x=15,y=1] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=4] 105 : current square = java.awt.Point[x=16,y=6] : current status = 1 105 : current square = java.awt.Point[x=16,y=6] : current status = 1 105: status changed from 1 to 0. 105 : set status normal, current square = java.awt.Point[x=16,y=6] 105 : current status = 0 105 : current square = java.awt.Point[x=16,y=6] : current status = 0 105 : move player (HT) to square java.awt.Point[x=29,y=5] 106 : current square = java.awt.Point[x=22,y=5] : current status = 0 106 : current square = java.awt.Point[x=22,y=5] : current status = 0 106: status changed from 0 to 0. 106 : set status normal, current square = java.awt.Point[x=22,y=5] 106 : current status = 0 106 : current square = java.awt.Point[x=22,y=5] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=6] 107 : current square = java.awt.Point[x=16,y=9] : current status = 0 107 : current square = java.awt.Point[x=16,y=9] : current status = 0 107: status changed from 0 to 0. 107 : set status normal, current square = java.awt.Point[x=16,y=9] 107 : current status = 0 107 : current square = java.awt.Point[x=16,y=9] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=7] 108 : current square = java.awt.Point[x=29,y=2] : current status = 0 108 : current status = 0 108 : current square = java.awt.Point[x=29,y=2] : current status = 0 108 : move player (HT) to square java.awt.Point[x=29,y=2] 109 : current square = java.awt.Point[x=29,y=8] : current status = 7 109 : current status = 7 (5) Nekva Demonseeker regains consciousness. 109: status changed from 7 to 0. 109 : current square = java.awt.Point[x=29,y=8] : current status = 0 109 : move player (HT) to square java.awt.Point[x=28,y=0] 110 : current square = java.awt.Point[x=29,y=11] : current status = 8 110 : skipping player in BH, SI, or RIP 111 : current square = java.awt.Point[x=12,y=9] : current status = 1 111 : current square = java.awt.Point[x=12,y=9] : current status = 1 111: status changed from 1 to 0. 111 : set status normal, current square = java.awt.Point[x=12,y=9] 111 : current status = 0 111 : current square = java.awt.Point[x=12,y=9] : current status = 0 111 : move player (HT) to square java.awt.Point[x=28,y=1] 112 : current square = java.awt.Point[x=15,y=12] : current status = 0 112 : current square = java.awt.Point[x=15,y=12] : current status = 0 112: status changed from 0 to 0. 112 : set status normal, current square = java.awt.Point[x=15,y=12] 112 : current status = 0 112 : current square = java.awt.Point[x=15,y=12] : current status = 0 112 : move player (HT) to square java.awt.Point[x=28,y=2] 113 : current square = java.awt.Point[x=20,y=8] : current status = 0 113 : current square = java.awt.Point[x=20,y=8] : current status = 0 113: status changed from 0 to 0. 113 : set status normal, current square = java.awt.Point[x=20,y=8] 113 : current status = 0 113 : current square = java.awt.Point[x=20,y=8] : current status = 0 113 : move player (HT) to square java.awt.Point[x=28,y=3] 114 : current square = java.awt.Point[x=15,y=13] : current status = 0 114 : current square = java.awt.Point[x=15,y=13] : current status = 0 114: status changed from 0 to 0. 114 : set status normal, current square = java.awt.Point[x=15,y=13] 114 : current status = 0 114 : current square = java.awt.Point[x=15,y=13] : current status = 0 114 : move player (HT) to square java.awt.Point[x=28,y=4] ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Cowboys From Hell Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 9 moved location (MPL) to ( 13, 10 ) 8 moved location (MPL) to ( 14, 7 ) 7 moved location (MPL) to ( 13, 5 ) 6 moved location (MPL) to ( 14, 6 ) 14 moved location (MPL) to ( 10, 9 ) 13 moved location (MPL) to ( 13, 12 ) 4 moved location (MPL) to ( 13, 13 ) 12 moved location (MPL) to ( 10, 6 ) 2 moved location (MPL) to ( 14, 8 ) 5 moved (SP) to ( 12, 2 ) 11 moved (SP) to ( 13, 3 ) 5 moved (SP) to ( 13, 2 ) 6 moved (SP) to ( 13, 6 ) 6 moved (SP) to ( 14, 6 ) 9 moved (SP) to ( 13, 9 ) 11 moved (SP) to ( 12, 2 ) 5 moved (SP) to ( 13, 3 ) 11 moved (SP) to ( 13, 2 ) 9 moved (SP) to ( 13, 10 ) Waiting for Darkness to set players on field. 105 moved (SP) to ( 15, 2 ) 102 moved (SP) to ( 21, 6 ) 106 moved (SP) to ( 15, 13 ) 104 moved (SP) to ( 15, 12 ) 109 moved (SP) to ( 15, 1 ) Turn time limit reached. 105 moved (SP) to ( 15, 4 ) 106 moved (SP) to ( 15, 10 ) 111 moved (SP) to ( 16, 10 ) 111 moved (SP) to ( 16, 5 ) 105 moved (SP) to ( 15, 2 ) 111 moved (SP) to ( 15, 4 ) 112 moved (SP) to ( 15, 7 ) 107 moved (SP) to ( 15, 8 ) 114 moved (SP) to ( 15, 13 ) 102 moved (SP) to ( 21, 7 ) 113 moved (SP) to ( 15, 5 ) 102 moved (SP) to ( 19, 7 ) 108 moved (SP) to ( 15, 6 ) 103 moved (SP) to ( -1, -1 ) 103 moved (SP) to ( 29, 1 ) *** Setup end *** Cowboys From Hell Select a destination square for kick. Press [CTRL][ENTER] when finished. Or click the turn counter. Ball placed at (21, 7) Kickoff Roll (5+5) = Blitz! Kick result. Direction: 3 Distance: 4 Kicking team gets a free turn because of BLITZ kickoff result! Cowboys From Hell start TURN: 7 [CTRL][ENTER] to end turn. Or click the turn counter. [Game Saved] Select an action for ShatteredII 7: Select an action for ShatteredII Select an action for MedecineMan 9: Select an action for MedecineMan Select an action for VulgarDisplayOfPower 13: Select an action for VulgarDisplayOfPower Dominator has already moved this turn. Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII Select an action for ShatteredII 7: Select an action for ShatteredII Select an action for ASleeper 11: Select an action for ASleeper Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for MedecineMan 9: Select an action for MedecineMan Select an action for MedecineMan 9: Select an action for MedecineMan Select an action for ArtShredder 12: Select an action for ArtShredder 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 11, 5 ) 12 moved (MP) to ( 12, 4 ) 12 moved (MP) to ( 13, 4 ) 12 moved (MP) to ( 14, 4 ) Move ended for ArtShredder Select an action for ShatteredII 7: Select an action for ShatteredII 7: tackle zone state changed to true Blitz selected. 7 moved (MP) to ( 14, 5 ) 113 blocked. Cowboys From Hell , Choose a block die. POW/SKULL Neasa Bloodruin is knocked over. (3, 2) + 0, (0, 0) + 0, 0: Neasa Bloodruin has been knocked prone. 113: status changed from 0 to 1. ShatteredII saved by block skill. Move ended for ShatteredII [Game Saved] Select an action for MedecineMan 9: Select an action for MedecineMan Select an action for ASleeper 11: Select an action for ASleeper Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 10, 8 ) 14 moved (MP) to ( 10, 7 ) Move ended for FarBeyondDriven Cowboys From Hell turn ended. Ball placed at (-1, -1) Ball moved to ( 25, 3 ) Scatter roll: 3 Ball moved to ( 26, 2 ) Waiting for Darkness to finish TURN: 7 [Game Saved] 113: Select an action for Neasa Bloodruin Select an action for Neasa Bloodruin 113: tackle zone state changed to true 113: status changed from 6 to 0. Normal move selected. Move ended for Neasa Bloodruin 111: Select an action for Zaknafein Do-Urden Select an action for Zaknafein Do-Urden 111: tackle zone state changed to true Normal move selected. 111 moved (MP) to ( 13, 5 ) Verified Opponent Roll = 1 Target(3) Roll(1) Zaknafein Do-Urden falls trying to land his leap! Team re-roll used. Verified Opponent Roll = 3 Target(3) Roll(3) Leap successful. 111 moved (MP) to ( 12, 5 ) Verified Opponent Roll = 2 DODGE FINAL RESULT: Zaknafein Do-Urden TARGET: 2 --- ROLL: 2 + 0 = 2 Zaknafein Do-Urden slips past his opponent(s) unhindered. 111 moved (MP) to ( 11, 5 ) 111 moved (MP) to ( 10, 5 ) 111 moved (MP) to ( 9, 6 ) Move ended for Zaknafein Do-Urden [Game Saved] 106: Select an action for Zudun Select an action for Zudun 106: tackle zone state changed to true Blitz selected. Verified Opponent Roll = 3 Target(2) Roll(3) Leap successful. 106 moved (MP) to ( 13, 8 ) 106 moved (MP) to ( 12, 8 ) Verified Opponent Roll = 3 DODGE FINAL RESULT: Zudun TARGET: 1 --- ROLL: 3 + 0 = 3 Zudun slips past his opponent(s) unhindered. 106 moved (MP) to ( 11, 8 ) 14 blocked. Verified Opponent Roll = POW/SKULL Verified Opponent Roll = POW/SKULL POW/SKULL FarBeyondDriven saved by block skill. Zudun saved by block skill. 106 moved (MP) to ( 10, 9 ) Verified Opponent Roll = 3 DODGE FINAL RESULT: Zudun TARGET: 1 --- ROLL: 3 + 0 = 3 Zudun slips past his opponent(s) unhindered. Move ended for Zudun [Game Saved] 109: Select an action for Nekva Demonseeker Select an action for Nekva Demonseeker 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 14, 0 ) 109 moved (MP) to ( 13, 0 ) 109 moved (MP) to ( 12, 0 ) 109 moved (MP) to ( 11, 0 ) 109 moved (MP) to ( 10, 1 ) 109 moved (MP) to ( 9, 2 ) 109 moved (MP) to ( 8, 3 ) Move ended for Nekva Demonseeker 105: Select an action for Tirad Select an action for Tirad 105: tackle zone state changed to true Normal move selected. 105 moved (MP) to ( 15, 1 ) 105 moved (MP) to ( 14, 0 ) 105 moved (MP) to ( 13, 0 ) 105 moved (MP) to ( 12, 0 ) 105 moved (MP) to ( 11, 1 ) 105 moved (MP) to ( 10, 2 ) Move ended for Tirad 104: Select an action for Zathcan Iceseeker Select an action for Zathcan Iceseeker 114: Select an action for Deb Sangfroid Select an action for Deb Sangfroid 102: Select an action for Legolas with a goatee Select an action for Legolas with a goatee 102: tackle zone state changed to true Normal move selected. 102 moved (MP) to ( 20, 6 ) 102 moved (MP) to ( 21, 5 ) 102 moved (MP) to ( 22, 4 ) 102 moved (MP) to ( 23, 3 ) 102 moved (MP) to ( 24, 2 ) 102 moved (MP) to ( 25, 2 ) Verified Opponent Roll = 1 (1) Legolas with a goatee trips and falls trying to go for it! Move ended for Legolas with a goatee 102 moved (MP) to ( 26, 2 ) Verified Opponent Roll = 6 Verified Opponent Roll = 3 Verified Opponent Roll = 6 Verified Opponent Roll = 5 Verified Opponent Roll = 5 Verified Opponent Roll = 2 Verified Opponent Roll = 6 (6, 3) + 0, (6, 5) + 0, 5: Legolas with a goatee has been seriously injured!! (26) Gouged Eye - Miss next game 102: status changed from 0 to 9. Verified Opponent Roll = 1 Scatter roll: 1 Ball moved to ( 2, 1 ) Verified Opponent Roll = 6 (6) Apothecary SUCCEEDS! 102: status changed from 9 to 1. Darkness turn ended. [Game Saved] Cowboys From Hell start TURN: 8 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for Dominator 6: Select an action for Dominator Select an action for MedecineMan 9: Select an action for MedecineMan 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 14, 9 ) Move ended for MedecineMan Select an action for ConcreteSledge 2: Select an action for ConcreteSledge Select an action for ClashII 8: Select an action for ClashII 8: tackle zone state changed to true Block selected. 107 blocked. Cowboys From Hell , Choose a block die. PUSHBACK/POW Eli saved by dodge skill. Player pushed to (16, 9) 107 moved (MP) to ( 16, 9 ) 8 moved (MP) to ( 15, 8 ) Block selected. 107 blocked. Cowboys From Hell , Choose a block die. POW/SKULL Move ended for ClashII Eli saved by block skill. ClashII saved by block skill. [Game Saved] Select an action for ConcreteSledge 2: Select an action for ConcreteSledge Select an action for Dominator 6: Select an action for Dominator 6: tackle zone state changed to true Block selected. 112 blocked. Cowboys From Hell , Choose a block die. POW/SKULL Move ended for Dominator Darkcloud is knocked over. (5, 4) + 0, (3, 6) + 0, 0: Darkcloud has been knocked out. 112: status changed from 0 to 7. 112 moved to dugout ( 29, 8 ) Dominator saved by block skill. [Game Saved] Select an action for ShatteredII 7: Select an action for ShatteredII 7: tackle zone state changed to true Block selected. 108 blocked. Cowboys From Hell , Choose a block die. PUSHBACK/POW Move ended for ShatteredII Tixo is knocked over. Player pushed to (16, 7) 108 moved (MP) to ( 16, 7 ) (3, 3) + 0, (0, 0) + 0, 0: Tixo has been knocked prone. 108: status changed from 0 to 1. [Game Saved] Select an action for CemeteryGatesII 5: Select an action for CemeteryGatesII 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 14, 2 ) 5 moved (MP) to ( 15, 2 ) 5 moved (MP) to ( 16, 3 ) 5 moved (MP) to ( 17, 4 ) 5 moved (MP) to ( 17, 5 ) 5 moved (MP) to ( 16, 6 ) Move ended for CemeteryGatesII Select an action for ArtShredder 12: Select an action for ArtShredder Select an action for ASleeper 11: Select an action for ASleeper 11: tackle zone state changed to true Normal move selected. 11 moved (MP) to ( 14, 2 ) 11 moved (MP) to ( 15, 2 ) 11 moved (MP) to ( 16, 3 ) 11 moved (MP) to ( 16, 4 ) Move ended for ASleeper Select an action for ArtShredder 12: Select an action for ArtShredder 12: tackle zone state changed to true Block selected. 113 blocked. Cowboys From Hell , Choose a block die. Team re-roll used. 3 db Block re-rolled. PUSHBACK Move ended for ArtShredder Player pushed to (15, 6) 113 moved (MP) to ( 15, 6 ) [Game Saved] Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven Select an action for HeresyII 4: Select an action for HeresyII Select an action for ConcreteSledge 2: Select an action for ConcreteSledge 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 13, 7 ) 2 moved (MP) to ( 12, 6 ) 2 moved (MP) to ( 11, 5 ) 2 moved (MP) to ( 10, 4 ) 2 moved (MP) to ( 9, 5 ) Move ended for ConcreteSledge Select an action for FarBeyondDriven 14: Select an action for FarBeyondDriven 14: tackle zone state changed to true Block selected. 111 blocked. Cowboys From Hell , Choose a block die. POW Move ended for FarBeyondDriven Zaknafein Do-Urden is knocked over. Player pushed to (8, 5) 111 moved (MP) to ( 8, 5 ) (3, 4) + 0, (0, 0) + 0, 0: Zaknafein Do-Urden has been knocked prone. 111: status changed from 0 to 1. 14 moved (MP) to ( 9, 6 ) [Game Saved] Select an action for VulgarDisplayOfPower 13: Select an action for VulgarDisplayOfPower Select an action for HeresyII 4: Select an action for HeresyII Select an action for VulgarDisplayOfPower 13: Select an action for VulgarDisplayOfPower 13: tackle zone state changed to true Blitz selected. 13 moved (MP) to ( 13, 11 ) 13 moved (MP) to ( 14, 10 ) 13 moved (MP) to ( 15, 10 ) 107 blocked. Cowboys From Hell , Choose a block die. PUSHBACK Player pushed to (16, 8) 107 moved (MP) to ( 16, 8 ) 13 moved (MP) to ( 16, 9 ) 107 blocked. Cowboys From Hell , Choose a block die. PUSHBACK Player pushed to (15, 7) 107 moved (MP) to ( 15, 7 ) 13 moved (MP) to ( 16, 8 ) Move ended for VulgarDisplayOfPower Cowboys From Hell turn ended. Waiting for Darkness to finish TURN: 8 [Game Saved] 102: Select an action for Legolas with a goatee Select an action for Legolas with a goatee 102: tackle zone state changed to true 102: status changed from 6 to 0. Normal move selected. 102 moved (MP) to ( 27, 1 ) Verified Opponent Roll = 4 GET BALL FINAL RESULT: Legolas with a goatee TARGET: 2 --- ROLL: 4 + 0 = 4 102 moved (MP) to ( 26, 2 ) 102 moved (MP) to ( 25, 3 ) Pass selected. LONG BOMB Verified Opponent Roll = 4 ACCURATE skill used. PASS FINAL RESULT: Legolas with a goatee TARGET: 3 --- ROLL: 4 + -2Lb + 1Acc = 3 Move ended for Legolas with a goatee Ball moved to ( 14, 12 ) Verified Opponent Roll = 6 GET BALL FINAL RESULT: Zathcan Iceseeker TARGET: 2 --- ROLL: 6 + 0 = 6 [Game Saved] 104: Select an action for Zathcan Iceseeker Select an action for Zathcan Iceseeker 104: tackle zone state changed to true Normal move selected. 104 moved (MP) to ( 14, 11 ) 104 moved (MP) to ( 13, 11 ) 104 moved (MP) to ( 12, 11 ) 104 moved (MP) to ( 11, 10 ) Hand off selected. Move ended for Zathcan Iceseeker Ball moved to ( 19, 9 ) Verified Opponent Roll = 5 GET BALL FINAL RESULT: Zudun TARGET: 1 --- ROLL: 5 + 0 = 5 [Game Saved] 106: Select an action for Zudun Select an action for Zudun 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 9, 9 ) 106 moved (MP) to ( 8, 9 ) 106 moved (MP) to ( 7, 9 ) 106 moved (MP) to ( 6, 9 ) 106 moved (MP) to ( 5, 9 ) 106 moved (MP) to ( 4, 9 ) Verified Opponent Roll = 3 (3) Go for it successful. 106 moved (MP) to ( 3, 9 ) Verified Opponent Roll = 4 (4) Go for it successful. 106 moved (MP) to ( 2, 9 ) Zudun scores a touchdown! End of the regulation game time. *** Setup start *** 102: status changed from 0 to 0. 102 moved (SP) to ( -1, -1 ) 102 moved (SP) to ( 29, 2 ) 103 moved (SP) to ( -1, -1 ) 103 moved (SP) to ( 29, 1 ) 104: status changed from 0 to 0. 104 moved (SP) to ( -1, -1 ) 104 moved (SP) to ( 29, 3 ) 105: status changed from 0 to 0. 105 moved (SP) to ( -1, -1 ) 105 moved (SP) to ( 29, 4 ) 106: status changed from 4 to 0. 106 moved (SP) to ( -1, -1 ) 106 moved (SP) to ( 29, 5 ) 107: status changed from 0 to 0. 107 moved (SP) to ( -1, -1 ) 107 moved (SP) to ( 29, 6 ) 108: status changed from 1 to 0. 108 moved (SP) to ( -1, -1 ) 108 moved (SP) to ( 29, 7 ) 109: status changed from 0 to 0. 109 moved (SP) to ( -1, -1 ) 109 moved (SP) to ( 28, 0 ) 111: status changed from 1 to 0. 111 moved (SP) to ( -1, -1 ) 111 moved (SP) to ( 28, 1 ) Verified Opponent Roll = 2 (2) Darkcloud stays UNconscious. 112 moved (SP) to ( -1, -1 ) 112 moved (SP) to ( 29, 8 ) 113: status changed from 0 to 0. 113 moved (SP) to ( -1, -1 ) 113 moved (SP) to ( 28, 2 ) 114: status changed from 0 to 0. 114 moved (SP) to ( -1, -1 ) 114 moved (SP) to ( 28, 3 ) 2: status changed from 0 to 0. 2 moved (SP) to ( -1, -1 ) 2 moved (SP) to ( 0, 0 ) 4: status changed from 0 to 0. 4 moved (SP) to ( -1, -1 ) 4 moved (SP) to ( 0, 1 ) 5: status changed from 0 to 0. 5 moved (SP) to ( -1, -1 ) 5 moved (SP) to ( 0, 2 ) 6: status changed from 0 to 0. 6 moved (SP) to ( -1, -1 ) 6 moved (SP) to ( 0, 3 ) 7: status changed from 0 to 0. 7 moved (SP) to ( -1, -1 ) 7 moved (SP) to ( 0, 4 ) 8: status changed from 0 to 0. 8 moved (SP) to ( -1, -1 ) 8 moved (SP) to ( 0, 5 ) 9: status changed from 0 to 0. 9 moved (SP) to ( -1, -1 ) 9 moved (SP) to ( 0, 6 ) 11: status changed from 0 to 0. 11 moved (SP) to ( -1, -1 ) 11 moved (SP) to ( 0, 7 ) 12: status changed from 0 to 0. 12 moved (SP) to ( -1, -1 ) 12 moved (SP) to ( 1, 0 ) 13: status changed from 0 to 0. 13 moved (SP) to ( -1, -1 ) 13 moved (SP) to ( 1, 1 ) 14: status changed from 0 to 0. 14 moved (SP) to ( -1, -1 ) 14 moved (SP) to ( 1, 2 ) Verified Opponent Roll = 5 Darkness Winnings Roll: 5 + -1 Verified Opponent Roll = 5 Cowboys From Hell Winnings Roll: 5 + 1 Verified Opponent Roll = 6 Zudun gets an MVP award. Verified Opponent Roll = 8 ClashII gets an MVP award. Verified Opponent Roll = 6 Darkness FF Roll: 6 + 0 Verified Opponent Roll = 4 Cowboys From Hell FF Roll: 4 + 1 Verified Opponent Roll = 1 Verified Opponent Roll = 6 Verified Opponent Roll = 1 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 4 Verified Opponent Roll = 5 Verified Opponent Roll = 4 Verified Opponent Roll = 6 Verified Opponent Roll = 2 Verified Opponent Roll = 2 Verified Opponent Roll = 2 Verified Opponent Roll = 5 Verified Opponent Roll = 5 Verified Opponent Roll = 5 Verified Opponent Roll = 4 Verified Opponent Roll = 6 Verified Opponent Roll = 3 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 2 Verified Opponent Roll = 6 Verified Opponent Roll = 1 Verified Opponent Roll = 3 Verified Opponent Roll = 5 Verified Opponent Roll = 4 Verified Opponent Roll = 3 Verified Opponent Roll = 5 Verified Opponent Roll = 2 Verified Opponent Roll = 4 Verified Opponent Roll = 3 Verified Opponent Roll = 3 Verified Opponent Roll = 2 Verified Opponent Roll = 4 Verified Opponent Roll = 3 Verified Opponent Roll = 6 Verified Opponent Roll = 5 Verified Opponent Roll = 4 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 2 Verified Opponent Roll = 2 Verified Opponent Roll = 4 Verified Opponent Roll = 1 Verified Opponent Roll = 3 Verified Opponent Roll = 1 Verified Opponent Roll = 6 Verified Opponent Roll = 1 Verified Opponent Roll = 2 Verified Opponent Roll = 3 Verified Opponent Roll = 4 Verified Opponent Roll = 3 Verified Opponent Roll = 2 Verified Opponent Roll = 4 Verified Opponent Roll = 3 Verified Opponent Roll = 3 Verified Opponent Roll = 3 Verified Opponent Roll = 2 Verified Opponent Roll = 4 Verified Opponent Roll = 6 Verified Opponent Roll = 1 Verified Opponent Roll = 6 Verified Opponent Roll = 3 Verified Opponent Roll = 3 Verified Opponent Roll = 2 Verified Opponent Roll = 2 Verified Opponent Roll = 4 Verified Opponent Roll = 1 Verified Opponent Roll = 4 Verified Opponent Roll = 6 Verified Opponent Roll = 4 Verified Opponent Roll = 2 Verified Opponent Roll = 3 Verified Opponent Roll = 5 Verified Opponent Roll = 1 Verified Opponent Roll = 3 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 3 Verified Opponent Roll = 4 Verified Opponent Roll = 1 Verified Opponent Roll = 5 Verified Opponent Roll = 1 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 6 Verified Opponent Roll = 5 Verified Opponent Roll = 1 Verified Opponent Roll = 5 Verified Opponent Roll = 6 Verified Opponent Roll = 1 Verified Opponent Roll = 1 Verified Opponent Roll = 3 Verified Opponent Roll = 2 D6: 1(68) 2(80) 3(86) 4(64) 5(75) 6(90) Total(463) D8: 1(3) 2(0) 3(2) 4(1) 5(2) 6(0) 7(0) 8(0) Total(8) GAME OVER Final Score: Cowboys From Hell: 5 Darkness: 1 WINNINGS Cowboys From Hell: 60000 Darkness: 40000