Java JRE 1.5 Beta 8.4 OS = Windows XP Locale = English (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 = true 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 1 name: Stainless Steel Zippers Team 1 race: Wood Elf Player 1 name: Agile Player 1: L Wood Elf Lineman 7 3 4 7 [] Player 2 name: Brisk Player 2: L Wood Elf Lineman 7 3 4 7 [] Player 3 name: Careen Player 3: L Wood Elf Lineman 7 3 4 7 [] Player 4 name: Dash Player 4: L Wood Elf Lineman 7 3 4 7 [] Player 5 name: Expedite Player 5: L Wood Elf Lineman 7 3 4 7 [] Player 6 name: Fleet Player 6: L Wood Elf Lineman 7 3 4 7 [] Player 7 name: Gone Player 7: L Wood Elf Lineman 7 3 4 7 [] Player 8 name: Haste Player 8: L Wood Elf Lineman 7 3 4 7 [] Player 9 name: Immediate Player 9: L Wood Elf Lineman 7 3 4 7 [] Player 12 name: Highball Player 12: C Wood Elf Catcher 9 2 4 7 [Block, Catch, Dodge] Player 14 name: Ultrasonic Player 14: Wd Wood Elf Blitzer 8 3 4 7 [Block, Dodge, Leap, Tackle] fumbbl.com/83.227.38.157 Server trying connection... Socket[addr=fumbbl.com/83.227.38.157,port=8081,localport=2624] Connected as server to game 'zippercow'. Sending Team File... Done Sending File Team 2 name: Chaos Ogres Wild Team 2 race: Ogre Player 101 name: Belly Button Player 101: O Ogre 5 5 2 9 [Bone Head, Mighty Blow, Thick Skull, Throw Team-Mate] Player 103 name: Goblin Thrower Player 103: O Ogre 5 5 2 9 [Bone Head, Mighty Blow, Thick Skull, Throw Team-Mate] Player 104 name: Hungry Mutant Player 104: O Ogre 5 5 2 9 [Bone Head, Mighty Blow, Thick Skull, Throw Team-Mate] Player 105 name: Ugly Bastard Player 105: O Ogre 5 5 2 9 [Bone Head, Mighty Blow, Thick Skull, Throw Team-Mate] Player 106 name: Run Away Player 106: G Goblin 6 2 3 7 [Dodge, Right Stuff, Stunty] Player 107 name: Missile Player 107: G Goblin 6 2 3 7 [Dodge, Right Stuff, Stunty] Player 108 name: Killer Greenskin Player 108: G Goblin 6 2 3 7 [Dodge, Right Stuff, Stunty] Player 109 name: Number 9 Player 109: G Goblin 6 2 3 7 [Dodge, Right Stuff, Stunty] Player 110 name: Potato Head Player 110: G Goblin 6 2 3 7 [Dodge, Right Stuff, Stunty] Player 111 name: Cute little goblin Player 111: G Goblin 6 2 3 7 [Dodge, Right Stuff, Stunty] Done loading opponent team. *** Setup start *** Weather roll(2+5) Current Weather: Nice Gate: 37000 screaming fans show up for the game. Handicap result 51:DUH, WHERE AM I. Options Changed on Client to match Server: BB2k1 Take Root, LRB 2003 Handicap, *** Setup start *** Ultrasonic suffers from DUH, WHERE AM I. Picked HEADS. Coin flip is: TAILS! Chaos Ogres Wild win the toss. Stainless Steel Zippers Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 5 moved (SP) to ( 14, 5 ) 5 moved (SP) to ( 0, 4 ) 9 moved location (MPL) to ( 11, 5 ) 8 moved location (MPL) to ( 10, 13 ) 7 moved location (MPL) to ( 14, 9 ) 6 moved location (MPL) to ( 14, 5 ) 14 moved location (MPL) to ( 9, 7 ) 5 moved location (MPL) to ( 14, 7 ) 4 moved location (MPL) to ( 11, 2 ) 3 moved location (MPL) to ( 11, 12 ) 12 moved location (MPL) to ( 7, 7 ) 2 moved location (MPL) to ( 10, 1 ) 1 moved location (MPL) to ( 11, 9 ) 8 moved (SP) to ( 13, 6 ) 6 moved (SP) to ( 17, 6 ) 6 moved (SP) to ( 14, 5 ) 9 moved to dugout ( 0, 0 ) 9 moved location (MPL) to ( 11, 5 ) 8 moved location (MPL) to ( 11, 13 ) 7 moved to dugout ( 0, 0 ) 7 moved location (MPL) to ( 14, 9 ) 6 moved to dugout ( 0, 0 ) 6 moved location (MPL) to ( 14, 5 ) 14 moved to dugout ( 0, 0 ) 14 moved location (MPL) to ( 9, 7 ) 5 moved to dugout ( 0, 0 ) 5 moved location (MPL) to ( 14, 7 ) 4 moved location (MPL) to ( 11, 3 ) 3 moved location (MPL) to ( 11, 11 ) 12 moved to dugout ( 0, 0 ) 12 moved location (MPL) to ( 7, 7 ) 2 moved location (MPL) to ( 11, 1 ) 1 moved to dugout ( 0, 0 ) 1 moved location (MPL) to ( 11, 9 ) 6 moved (SP) to ( 13, 3 ) 4 moved (SP) to ( 14, 5 ) 6 moved (SP) to ( 11, 3 ) Waiting for Chaos Ogres Wild to set players on field. 106 moved (SP) to ( 23, 7 ) 107 moved (SP) to ( 20, 4 ) 109 moved (SP) to ( 20, 10 ) 105 moved (SP) to ( 15, 10 ) 105 moved (SP) to ( 15, 8 ) 104 moved (SP) to ( 16, 5 ) 103 moved (SP) to ( 15, 7 ) 104 moved (SP) to ( 15, 5 ) 103 moved (SP) to ( 15, 6 ) 101 moved (SP) to ( 15, 9 ) *** Setup end *** Stainless Steel Zippers Select a destination square for kick. Press [CTRL][ENTER] when finished. Or click the turn counter. Ball placed at (21, 7) Kickoff Roll (4+2) = Bad Kick Kick result. Direction: 5 Distance: 11 Ball placed at (21, 7) Touchback!! Waiting for Chaos Ogres Wild to give the ball to a member of their team on the field. Ball moved to ( 6, 7 ) [Game Saved] Ball in play. Waiting for Chaos Ogres Wild to finish TURN: 1 104: Select an action for Hungry Mutant Select an action for Hungry Mutant Verified Opponent Roll = 4 (4) BONE HEAD roll passed. 104: tackle zone state changed to true 4 blocked. Block selected. Verified Opponent Roll = POW ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 POW Move ended for Hungry Mutant Dash is knocked over. Player pushed to (16, 6) 4 moved (MP) to ( 13, 6 ) ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 Verified Opponent Roll = 5 MIGHTY BLOW used on armor roll. Verified Opponent Roll = 3 Verified Opponent Roll = 4 (2, 5) + 1, (3, 4) + 0, 0: Dash has been stunned. 4: status changed from 0 to 2. 104 moved (MP) to ( 14, 5 ) [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 (3) BONE HEAD roll passed. 103: tackle zone state changed to true 5 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 PUSHBACK/POW Move ended for Goblin Thrower Expedite is knocked over. Player pushed to (16, 8) 5 moved (MP) to ( 13, 8 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 MIGHTY BLOW used on armor roll. (1, 1) + 1, (0, 0) + 0, 0: Expedite has been knocked prone. 5: status changed from 0 to 1. 103 moved (MP) to ( 14, 7 ) [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 (1) BONE HEAD roll fails! Move ended for Ugly Bastard 105: tackle zone state changed to false [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 (5) BONE HEAD roll passed. 101: tackle zone state changed to true 7 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 PUSHBACK/POW Move ended for Belly Button Gone is knocked over. Player pushed to (16, 10) 7 moved (MP) to ( 13, 10 ) Verified Opponent Roll = 2 Verified Opponent Roll = 3 MIGHTY BLOW used on armor roll. (2, 3) + 1, (0, 0) + 0, 0: Gone has been knocked prone. 7: status changed from 0 to 1. 101 moved (MP) to ( 14, 9 ) [Game Saved] 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 22, 8 ) 106 moved (MP) to ( 21, 8 ) 106 moved (MP) to ( 20, 8 ) 106 moved (MP) to ( 19, 8 ) 106 moved (MP) to ( 18, 7 ) 106 moved (MP) to ( 17, 7 ) Pass selected. Increased range band because of race. LONG PASS ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 PASS BEFORE RE_ROLL: Run Away fumbled the ball! TARGET: 4 --- ROLL: 1 Team re-roll used. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 PASS FINAL RESULT: Run Away TARGET: 4 --- ROLL: 4 + -1Lp = 3 ***Opponent Roll Out of Sync*** Opp Roll = 7 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 7 --- Local Roll = 3 Scatter roll: 7 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 8 Scatter roll: 3 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 7 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 7 Scatter roll: 8 Move ended for Run Away Ball moved to ( 8, 4 ) ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 Scatter roll: 3 Ball moved to ( 9, 3 ) Chaos Ogres Wild turn ended. [Game Saved] 4: status changed from 2 to 1. Dash rolls over. Stainless Steel Zippers start TURN: 1 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Fleet 6: Select an action for Fleet Select an action for Ultrasonic 14: Select an action for Ultrasonic Select an action for Gone 7: Select an action for Gone 7: tackle zone state changed to true 7: status changed from 6 to 4. Normal move selected. 7 moved (MP) to ( 14, 11 ) DODGE FINAL RESULT: Gone TARGET: 2 --- ROLL: 2 + 0 = 2 Gone slips past his opponent(s) unhindered. 7 moved (MP) to ( 15, 11 ) 7 moved (MP) to ( 16, 10 ) 7 moved (MP) to ( 17, 9 ) Move ended for Gone [Game Saved] Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true 5: status changed from 6 to 4. Normal move selected. 5 moved (MP) to ( 12, 9 ) DODGE FINAL RESULT: Expedite TARGET: 2 --- ROLL: 3 + 0 = 3 Expedite slips past his opponent(s) unhindered. 5 moved (MP) to ( 12, 10 ) 5 moved (MP) to ( 13, 11 ) 5 moved (MP) to ( 14, 11 ) Move ended for Expedite [Game Saved] Select an action for Fleet 6: Select an action for Fleet Select an action for Ultrasonic 14: Select an action for Ultrasonic Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Blitz selected. 9 moved (MP) to ( 12, 4 ) 9 moved (MP) to ( 13, 3 ) 9 moved (MP) to ( 14, 3 ) 9 moved (MP) to ( 15, 3 ) 9 moved (MP) to ( 16, 3 ) 9 moved (MP) to ( 17, 3 ) 9 moved (MP) to ( 18, 3 ) (1) Immediate trips and falls trying to go for it! Team re-roll used. (6) Go for it successful. 9 moved (MP) to ( 19, 3 ) 107 blocked. (4) Go for it successful. Stainless Steel Zippers , Choose a block die. PUSHBACK Player pushed to (20, 5) 107 moved (MP) to ( 20, 5 ) 9 moved (MP) to ( 20, 4 ) Move ended for Immediate [Game Saved] Select an action for Fleet 6: Select an action for Fleet Select an action for Ultrasonic 14: Select an action for Ultrasonic Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 12, 3 ) 6 moved (MP) to ( 13, 3 ) 6 moved (MP) to ( 14, 3 ) 6 moved (MP) to ( 15, 3 ) 6 moved (MP) to ( 16, 3 ) 6 moved (MP) to ( 17, 3 ) 6 moved (MP) to ( 18, 3 ) (2) Go for it successful. 6 moved (MP) to ( 19, 3 ) (4) Go for it successful. 6 moved (MP) to ( 20, 3 ) GET BALL FINAL RESULT: Fleet TARGET: 2 --- ROLL: 2 + 0 = 2 Move ended for Fleet [Game Saved] Select an action for Ultrasonic 14: Select an action for Ultrasonic (6) BONE HEAD roll passed. 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 10, 6 ) 14 moved (MP) to ( 11, 5 ) 14 moved (MP) to ( 12, 4 ) 14 moved (MP) to ( 13, 3 ) 14 moved (MP) to ( 14, 3 ) 14 moved (MP) to ( 15, 3 ) 14 moved (MP) to ( 16, 3 ) 14 moved (MP) to ( 17, 3 ) Move ended for Ultrasonic [Game Saved] Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 12, 1 ) 2 moved (MP) to ( 13, 1 ) 2 moved (MP) to ( 14, 1 ) 2 moved (MP) to ( 15, 2 ) 2 moved (MP) to ( 16, 3 ) 2 moved (MP) to ( 17, 4 ) 2 moved (MP) to ( 18, 5 ) Move ended for Brisk Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Normal move selected. 1 moved (MP) to ( 11, 8 ) 1 moved (MP) to ( 11, 7 ) 1 moved (MP) to ( 11, 6 ) 1 moved (MP) to ( 11, 5 ) 1 moved (MP) to ( 12, 4 ) 1 moved (MP) to ( 13, 3 ) 1 moved (MP) to ( 14, 3 ) Move ended for Agile Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 12, 12 ) 3 moved (MP) to ( 13, 12 ) 3 moved (MP) to ( 14, 12 ) 3 moved (MP) to ( 15, 12 ) 3 moved (MP) to ( 16, 12 ) 3 moved (MP) to ( 17, 12 ) 3 moved (MP) to ( 18, 11 ) Move ended for Careen Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 12, 13 ) 8 moved (MP) to ( 13, 13 ) 8 moved (MP) to ( 14, 13 ) 8 moved (MP) to ( 15, 12 ) 8 moved (MP) to ( 16, 11 ) 8 moved (MP) to ( 17, 10 ) 8 moved (MP) to ( 18, 9 ) Move ended for Haste Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 8, 6 ) 12 moved (MP) to ( 9, 5 ) 12 moved (MP) to ( 10, 4 ) 12 moved (MP) to ( 11, 3 ) 12 moved (MP) to ( 12, 2 ) 12 moved (MP) to ( 13, 2 ) 12 moved (MP) to ( 14, 2 ) 12 moved (MP) to ( 15, 2 ) 12 moved (MP) to ( 16, 2 ) Move ended for Highball Stainless Steel Zippers: All players have moved. Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 2 [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 (3) BONE HEAD roll passed. 105: tackle zone state changed to true Blitz selected. 105 moved (MP) to ( 15, 7 ) 105 moved (MP) to ( 15, 6 ) 105 moved (MP) to ( 16, 5 ) 105 moved (MP) to ( 17, 4 ) 14 blocked. Verified Opponent Roll = POW/SKULL ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 POW Ultrasonic is knocked over. Player pushed to (12, 2) 14 moved (MP) to ( 17, 2 ) ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 MIGHTY BLOW used on armor roll. (3, 2) + 1, (0, 0) + 0, 0: Ultrasonic has been knocked prone. 14: status changed from 0 to 1. 105 moved (MP) to ( 17, 3 ) Move ended for Ugly Bastard [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 (5) BONE HEAD roll passed. 103: tackle zone state changed to true Normal move selected. 103 moved (MP) to ( 15, 6 ) 103 moved (MP) to ( 16, 5 ) 103 moved (MP) to ( 17, 4 ) Move ended for Goblin Thrower [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 (3) BONE HEAD roll passed. 104: tackle zone state changed to true Normal move selected. 104 moved (MP) to ( 15, 6 ) 104 moved (MP) to ( 16, 7 ) 104 moved (MP) to ( 17, 8 ) Move ended for Hungry Mutant [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 18, 7 ) 106 moved (MP) to ( 19, 7 ) 106 moved (MP) to ( 20, 6 ) 106 moved (MP) to ( 21, 5 ) 106 moved (MP) to ( 22, 4 ) STUNTY skill used. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 DODGE FINAL RESULT: Run Away TARGET: 3 --- ROLL: 3 + 0 = 3 Run Away slips past his opponent(s) unhindered. 106 moved (MP) to ( 21, 3 ) Move ended for Run Away [Game Saved] 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 21, 9 ) 109 moved (MP) to ( 21, 8 ) 109 moved (MP) to ( 21, 7 ) 109 moved (MP) to ( 21, 6 ) 109 moved (MP) to ( 21, 5 ) Move ended for Number 9 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 (4) BONE HEAD roll passed. 101: tackle zone state changed to true Normal move selected. 101 moved (MP) to ( 15, 8 ) 101 moved (MP) to ( 16, 7 ) 101 moved (MP) to ( 17, 7 ) 101 moved (MP) to ( 18, 7 ) 101 moved (MP) to ( 19, 6 ) Move ended for Belly Button [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true 9 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 PUSHBACK Move ended for Missile Chaos Ogres Wild: All players have moved. Player pushed to (10, 3) 9 moved (MP) to ( 19, 3 ) 107 moved (MP) to ( 20, 4 ) Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 2 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Blitz selected. 1 moved (MP) to ( 15, 2 ) 1 moved (MP) to ( 16, 1 ) 1 moved (MP) to ( 17, 1 ) 1 moved (MP) to ( 18, 1 ) 1 moved (MP) to ( 19, 1 ) 1 moved (MP) to ( 20, 2 ) 106 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK/POW Run Away saved by dodge skill. Player pushed to (22, 4) 106 moved (MP) to ( 22, 4 ) 1 moved (MP) to ( 21, 3 ) Move ended for Agile [Game Saved] Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Block selected. 107 blocked. Stainless Steel Zippers , Choose a block die. POW Move ended for Immediate Missile is knocked over. Player pushed to (20, 5) 107 moved (MP) to ( 20, 5 ) (1, 4) + 0, (0, 0) + 0, 0: Missile has been knocked prone. 107: status changed from 0 to 1. 9 moved (MP) to ( 20, 4 ) [Game Saved] Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 21, 2 ) 6 moved (MP) to ( 22, 2 ) 6 moved (MP) to ( 23, 2 ) 6 moved (MP) to ( 24, 2 ) 6 moved (MP) to ( 25, 2 ) 6 moved (MP) to ( 26, 2 ) 6 moved (MP) to ( 27, 2 ) Fleet scores a touchdown! *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=21,y=3] : current status = 0 1 : current square = java.awt.Point[x=21,y=3] : current status = 0 1: status changed from 0 to 0. 1 : set status normal, current square = java.awt.Point[x=21,y=3] 1 : current status = 0 1 : current square = java.awt.Point[x=21,y=3] : current status = 0 1 : move player (HT) to square java.awt.Point[x=0,y=0] 2 : current square = java.awt.Point[x=18,y=5] : current status = 0 2 : current square = java.awt.Point[x=18,y=5] : current status = 0 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=18,y=5] 2 : current status = 0 2 : current square = java.awt.Point[x=18,y=5] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=1] 3 : current square = java.awt.Point[x=18,y=11] : current status = 0 3 : current square = java.awt.Point[x=18,y=11] : current status = 0 3: status changed from 0 to 0. 3 : set status normal, current square = java.awt.Point[x=18,y=11] 3 : current status = 0 3 : current square = java.awt.Point[x=18,y=11] : current status = 0 3 : move player (HT) to square java.awt.Point[x=0,y=2] 4 : current square = java.awt.Point[x=13,y=6] : current status = 1 4 : current square = java.awt.Point[x=13,y=6] : current status = 1 4: status changed from 1 to 0. 4 : set status normal, current square = java.awt.Point[x=13,y=6] 4 : current status = 0 4 : current square = java.awt.Point[x=13,y=6] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=3] 5 : current square = java.awt.Point[x=14,y=11] : current status = 4 5 : current square = java.awt.Point[x=14,y=11] : current status = 4 5: status changed from 0 to 0. 5 : set status normal, current square = java.awt.Point[x=14,y=11] 5 : current status = 0 5 : current square = java.awt.Point[x=14,y=11] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=4] 6 : current square = java.awt.Point[x=27,y=2] : current status = 0 6 : current square = java.awt.Point[x=27,y=2] : current status = 0 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=27,y=2] 6 : current status = 0 6 : current square = java.awt.Point[x=27,y=2] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=5] 7 : current square = java.awt.Point[x=17,y=9] : current status = 4 7 : current square = java.awt.Point[x=17,y=9] : current status = 4 7: status changed from 0 to 0. 7 : set status normal, current square = java.awt.Point[x=17,y=9] 7 : current status = 0 7 : current square = java.awt.Point[x=17,y=9] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=6] 8 : current square = java.awt.Point[x=18,y=9] : current status = 0 8 : current square = java.awt.Point[x=18,y=9] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=18,y=9] 8 : current status = 0 8 : current square = java.awt.Point[x=18,y=9] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=7] 9 : current square = java.awt.Point[x=20,y=4] : current status = 0 9 : current square = java.awt.Point[x=20,y=4] : current status = 0 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=20,y=4] 9 : current status = 0 9 : current square = java.awt.Point[x=20,y=4] : current status = 0 9 : move player (HT) to square java.awt.Point[x=1,y=0] 12 : current square = java.awt.Point[x=16,y=2] : current status = 0 12 : current square = java.awt.Point[x=16,y=2] : current status = 0 12: status changed from 0 to 0. 12 : set status normal, current square = java.awt.Point[x=16,y=2] 12 : current status = 0 12 : current square = java.awt.Point[x=16,y=2] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=17,y=2] : current status = 1 14 : current square = java.awt.Point[x=17,y=2] : current status = 1 14: status changed from 1 to 0. 14 : set status normal, current square = java.awt.Point[x=17,y=2] 14 : current status = 0 14 : current square = java.awt.Point[x=17,y=2] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=19,y=6] : current status = 0 101 : current square = java.awt.Point[x=19,y=6] : current status = 0 101: status changed from 0 to 0. 101 : set status normal, current square = java.awt.Point[x=19,y=6] 101 : current status = 0 101 : current square = java.awt.Point[x=19,y=6] : current status = 0 101 : move player (HT) to square java.awt.Point[x=29,y=0] 103 : current square = java.awt.Point[x=17,y=4] : current status = 0 103 : current square = java.awt.Point[x=17,y=4] : current status = 0 103: status changed from 0 to 0. 103 : set status normal, current square = java.awt.Point[x=17,y=4] 103 : current status = 0 103 : current square = java.awt.Point[x=17,y=4] : current status = 0 103 : move player (HT) to square java.awt.Point[x=29,y=1] 104 : current square = java.awt.Point[x=17,y=8] : current status = 0 104 : current square = java.awt.Point[x=17,y=8] : current status = 0 104: status changed from 0 to 0. 104 : set status normal, current square = java.awt.Point[x=17,y=8] 104 : current status = 0 104 : current square = java.awt.Point[x=17,y=8] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=2] 105 : current square = java.awt.Point[x=17,y=3] : current status = 0 105 : current square = java.awt.Point[x=17,y=3] : current status = 0 105: status changed from 0 to 0. 105 : set status normal, current square = java.awt.Point[x=17,y=3] 105 : current status = 0 105 : current square = java.awt.Point[x=17,y=3] : current status = 0 105 : move player (HT) to square java.awt.Point[x=29,y=3] 106 : current square = java.awt.Point[x=22,y=4] : current status = 0 106 : current square = java.awt.Point[x=22,y=4] : current status = 0 106: status changed from 0 to 0. 106 : set status normal, current square = java.awt.Point[x=22,y=4] 106 : current status = 0 106 : current square = java.awt.Point[x=22,y=4] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=4] 107 : current square = java.awt.Point[x=20,y=5] : current status = 1 107 : current square = java.awt.Point[x=20,y=5] : current status = 1 107: status changed from 1 to 0. 107 : set status normal, current square = java.awt.Point[x=20,y=5] 107 : current status = 0 107 : current square = java.awt.Point[x=20,y=5] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=5] 108 : current square = java.awt.Point[x=29,y=6] : current status = 2 108 : current status = 2 109 : current square = java.awt.Point[x=21,y=5] : current status = 0 109 : current square = java.awt.Point[x=21,y=5] : current status = 0 109: status changed from 0 to 0. 109 : set status normal, current square = java.awt.Point[x=21,y=5] 109 : current status = 0 109 : current square = java.awt.Point[x=21,y=5] : current status = 0 109 : move player (HT) to square java.awt.Point[x=29,y=7] 110 : current square = java.awt.Point[x=28,y=0] : current status = 2 110 : current status = 2 111 : current square = java.awt.Point[x=28,y=1] : current status = 2 111 : current status = 2 ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Stainless Steel Zippers Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 9 moved location (MPL) to ( 11, 5 ) 8 moved location (MPL) to ( 11, 13 ) 7 moved location (MPL) to ( 14, 9 ) 6 moved location (MPL) to ( 14, 5 ) 14 moved location (MPL) to ( 9, 7 ) 5 moved location (MPL) to ( 14, 7 ) 4 moved location (MPL) to ( 11, 3 ) 3 moved location (MPL) to ( 11, 11 ) 12 moved location (MPL) to ( 7, 7 ) 2 moved location (MPL) to ( 11, 1 ) 1 moved location (MPL) to ( 11, 9 ) 14 moved (SP) to ( 11, 7 ) 12 moved (SP) to ( 9, 7 ) Waiting for Chaos Ogres Wild to set players on field. 103 moved (SP) to ( 15, 5 ) 101 moved (SP) to ( 15, 6 ) 104 moved (SP) to ( 15, 8 ) 105 moved (SP) to ( 15, 9 ) 106 moved (SP) to ( 23, 7 ) 107 moved (SP) to ( 17, 7 ) 109 moved (SP) to ( 20, 7 ) 109 moved (SP) to ( 21, 7 ) 106 moved (SP) to ( 20, 7 ) 109 moved (SP) to ( 23, 7 ) *** Setup end *** Stainless Steel Zippers 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: 3 Distance: 5 Kicking team gets a free turn because of BLITZ kickoff result! Stainless Steel Zippers start TURN: 2 [CTRL][ENTER] to end turn. Or click the turn counter. [Game Saved] Select an action for Dash 4: Select an action for Dash 4: tackle zone state changed to true Normal move selected. 4 moved (MP) to ( 12, 3 ) 4 moved (MP) to ( 13, 3 ) 4 moved (MP) to ( 14, 3 ) 4 moved (MP) to ( 15, 3 ) 4 moved (MP) to ( 16, 3 ) 4 moved (MP) to ( 17, 3 ) 4 moved (MP) to ( 18, 3 ) Move ended for Dash Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 12, 1 ) 2 moved (MP) to ( 13, 1 ) 2 moved (MP) to ( 14, 1 ) 2 moved (MP) to ( 15, 1 ) 2 moved (MP) to ( 16, 1 ) 2 moved (MP) to ( 17, 1 ) 2 moved (MP) to ( 18, 1 ) Move ended for Brisk Select an action for Immediate 9: Select an action for Immediate Select an action for Agile 1: Select an action for Agile Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 12, 4 ) 9 moved (MP) to ( 13, 3 ) 9 moved (MP) to ( 14, 3 ) 9 moved (MP) to ( 15, 3 ) 9 moved (MP) to ( 16, 3 ) 9 moved (MP) to ( 16, 4 ) Move ended for Immediate Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Normal move selected. 1 moved (MP) to ( 12, 8 ) 1 moved (MP) to ( 12, 7 ) 1 moved (MP) to ( 12, 6 ) 1 moved (MP) to ( 12, 5 ) 1 moved (MP) to ( 13, 4 ) 1 moved (MP) to ( 14, 4 ) Move ended for Agile Select an action for Ultrasonic 14: Select an action for Ultrasonic (2) BONE HEAD roll passed. 14: tackle zone state changed to true Blitz selected. 14 moved (MP) to ( 12, 6 ) 14 moved (MP) to ( 13, 5 ) 14 moved (MP) to ( 13, 4 ) 14 moved (MP) to ( 14, 3 ) 14 moved (MP) to ( 15, 4 ) 103 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK Player pushed to (16, 6) 103 moved (MP) to ( 16, 6 ) 14 moved (MP) to ( 16, 3 ) 14 moved (MP) to ( 17, 2 ) Move ended for Ultrasonic [Game Saved] Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 12, 11 ) 3 moved (MP) to ( 13, 11 ) 3 moved (MP) to ( 14, 11 ) 3 moved (MP) to ( 15, 11 ) 3 moved (MP) to ( 16, 11 ) 3 moved (MP) to ( 17, 10 ) 3 moved (MP) to ( 18, 9 ) Move ended for Careen Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 12, 13 ) 8 moved (MP) to ( 13, 13 ) 8 moved (MP) to ( 14, 12 ) 8 moved (MP) to ( 15, 11 ) 8 moved (MP) to ( 16, 11 ) 8 moved (MP) to ( 17, 11 ) 8 moved (MP) to ( 18, 10 ) Move ended for Haste Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 10, 8 ) 12 moved (MP) to ( 11, 9 ) 12 moved (MP) to ( 12, 10 ) 12 moved (MP) to ( 13, 11 ) 12 moved (MP) to ( 14, 11 ) 12 moved (MP) to ( 15, 11 ) 12 moved (MP) to ( 16, 11 ) 12 moved (MP) to ( 17, 11 ) 12 moved (MP) to ( 18, 11 ) Move ended for Highball Stainless Steel Zippers: All players have moved. Stainless Steel Zippers turn ended. Ball placed at (-1, -1) Ball moved to ( 26, 2 ) Scatter roll: 3 Ball moved to ( 27, 1 ) Waiting for Chaos Ogres Wild to finish TURN: 3 [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 (3) BONE HEAD roll passed. 105: tackle zone state changed to true 7 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 Verified Opponent Roll = PUSHBACK POW Move ended for Ugly Bastard Gone is knocked over. Player pushed to (16, 9) 7 moved (MP) to ( 13, 9 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 MIGHTY BLOW used on armor roll. (1, 4) + 1, (0, 0) + 0, 0: Gone has been knocked prone. 7: status changed from 0 to 1. 105 moved (MP) to ( 14, 9 ) [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button Verified Opponent Roll = 2 (2) BONE HEAD roll passed. 101: tackle zone state changed to true 5 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 POW Move ended for Belly Button Expedite is knocked over. Player pushed to (16, 8) 5 moved (MP) to ( 13, 8 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 MIGHTY BLOW used on armor roll. (1, 1) + 1, (0, 0) + 0, 0: Expedite has been knocked prone. 5: status changed from 0 to 1. [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 (4) BONE HEAD roll passed. 104: tackle zone state changed to true Blitz selected. 104 moved (MP) to ( 16, 9 ) 104 moved (MP) to ( 16, 10 ) 104 moved (MP) to ( 16, 11 ) 104 moved (MP) to ( 17, 12 ) 12 blocked. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 Verified Opponent Roll = PUSHBACK Verified Opponent Roll = POW POW Highball is knocked over. Player pushed to (10, 10) 12 moved (MP) to ( 19, 10 ) ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 MIGHTY BLOW used on injury roll. (4, 4) + 0, (1, 5) + 1, 0: Highball has been stunned. 12: status changed from 0 to 2. 104 moved (MP) to ( 18, 11 ) Move ended for Hungry Mutant [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 (3) BONE HEAD roll passed. 103: tackle zone state changed to true Normal move selected. 103 moved (MP) to ( 17, 6 ) 103 moved (MP) to ( 18, 5 ) 103 moved (MP) to ( 19, 5 ) 103 moved (MP) to ( 20, 4 ) 103 moved (MP) to ( 20, 3 ) Verified Opponent Roll = 2 (2) Go for it successful. 103 moved (MP) to ( 19, 2 ) Move ended for Goblin Thrower [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 18, 6 ) 107 moved (MP) to ( 19, 5 ) 107 moved (MP) to ( 20, 4 ) 107 moved (MP) to ( 20, 3 ) 107 moved (MP) to ( 20, 2 ) 107 moved (MP) to ( 20, 1 ) Move ended for Missile 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 20, 6 ) 106 moved (MP) to ( 20, 5 ) 106 moved (MP) to ( 20, 4 ) Move ended for Run Away 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 24, 6 ) 109 moved (MP) to ( 25, 5 ) 109 moved (MP) to ( 26, 4 ) 109 moved (MP) to ( 27, 3 ) 109 moved (MP) to ( 27, 2 ) 109 moved (MP) to ( 27, 1 ) ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 GET BALL FINAL RESULT: Number 9 TARGET: 3 --- ROLL: 3 + 0 = 3 Move ended for Number 9 Chaos Ogres Wild: All players have moved. Chaos Ogres Wild turn ended. [Game Saved] 12: status changed from 2 to 1. Highball rolls over. Stainless Steel Zippers start TURN: 3 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Blitz selected. 3 moved (MP) to ( 19, 8 ) 3 moved (MP) to ( 20, 7 ) 3 moved (MP) to ( 21, 6 ) 3 moved (MP) to ( 22, 5 ) 3 moved (MP) to ( 23, 4 ) 3 moved (MP) to ( 24, 3 ) 3 moved (MP) to ( 25, 2 ) (6) Go for it successful. 3 moved (MP) to ( 26, 2 ) 109 blocked. (5) Go for it successful. Stainless Steel Zippers , Choose a block die. POW Number 9 is knocked over. Player pushed to (27, 0) 109 moved (MP) to ( 27, 0 ) (6, 1) + 0, (0, 0) + 0, 0: Number 9 has been knocked prone. 109: status changed from 3 to 1. 3 moved (MP) to ( 27, 1 ) Ball throw-in: 1, 8 (27, 0) Ball moved to ( 20, 7 ) Scatter roll: 4 Ball moved to ( 21, 7 ) Move ended for Careen [Game Saved] Select an action for Haste 8: Select an action for Haste Select an action for Expedite 5: Select an action for Expedite Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 19, 9 ) DODGE FINAL RESULT: Haste TARGET: 2 --- ROLL: 5 + 0 = 5 Haste slips past his opponent(s) unhindered. 8 moved (MP) to ( 20, 8 ) 8 moved (MP) to ( 21, 7 ) GET BALL FINAL RESULT: Haste TARGET: 2 --- ROLL: 5 + 0 = 5 8 moved (MP) to ( 22, 7 ) 8 moved (MP) to ( 23, 7 ) 8 moved (MP) to ( 24, 7 ) 8 moved (MP) to ( 25, 7 ) (6) Go for it successful. 8 moved (MP) to ( 26, 7 ) (5) Go for it successful. 8 moved (MP) to ( 27, 7 ) Haste scores a touchdown! *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=14,y=4] : current status = 0 1 : current square = java.awt.Point[x=14,y=4] : current status = 0 1: status changed from 0 to 0. 1 : set status normal, current square = java.awt.Point[x=14,y=4] 1 : current status = 0 1 : current square = java.awt.Point[x=14,y=4] : current status = 0 1 : move player (HT) to square java.awt.Point[x=0,y=0] 2 : current square = java.awt.Point[x=18,y=1] : current status = 0 2 : current square = java.awt.Point[x=18,y=1] : current status = 0 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=18,y=1] 2 : current status = 0 2 : current square = java.awt.Point[x=18,y=1] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=1] 3 : current square = java.awt.Point[x=27,y=1] : current status = 0 3 : current square = java.awt.Point[x=27,y=1] : current status = 0 3: status changed from 0 to 0. 3 : set status normal, current square = java.awt.Point[x=27,y=1] 3 : current status = 0 3 : current square = java.awt.Point[x=27,y=1] : current status = 0 3 : move player (HT) to square java.awt.Point[x=0,y=2] 4 : current square = java.awt.Point[x=18,y=3] : current status = 0 4 : current square = java.awt.Point[x=18,y=3] : current status = 0 4: status changed from 0 to 0. 4 : set status normal, current square = java.awt.Point[x=18,y=3] 4 : current status = 0 4 : current square = java.awt.Point[x=18,y=3] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=3] 5 : current square = java.awt.Point[x=13,y=8] : current status = 1 5 : current square = java.awt.Point[x=13,y=8] : current status = 1 5: status changed from 1 to 0. 5 : set status normal, current square = java.awt.Point[x=13,y=8] 5 : current status = 0 5 : current square = java.awt.Point[x=13,y=8] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=4] 6 : current square = java.awt.Point[x=14,y=5] : current status = 0 6 : current square = java.awt.Point[x=14,y=5] : current status = 0 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=14,y=5] 6 : current status = 0 6 : current square = java.awt.Point[x=14,y=5] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=5] 7 : current square = java.awt.Point[x=13,y=9] : current status = 1 7 : current square = java.awt.Point[x=13,y=9] : current status = 1 7: status changed from 1 to 0. 7 : set status normal, current square = java.awt.Point[x=13,y=9] 7 : current status = 0 7 : current square = java.awt.Point[x=13,y=9] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=6] 8 : current square = java.awt.Point[x=27,y=7] : current status = 0 8 : current square = java.awt.Point[x=27,y=7] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=27,y=7] 8 : current status = 0 8 : current square = java.awt.Point[x=27,y=7] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=7] 9 : current square = java.awt.Point[x=16,y=4] : current status = 0 9 : current square = java.awt.Point[x=16,y=4] : current status = 0 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=16,y=4] 9 : current status = 0 9 : current square = java.awt.Point[x=16,y=4] : current status = 0 9 : move player (HT) to square java.awt.Point[x=1,y=0] 12 : current square = java.awt.Point[x=19,y=10] : current status = 1 12 : current square = java.awt.Point[x=19,y=10] : current status = 1 12: status changed from 1 to 0. 12 : set status normal, current square = java.awt.Point[x=19,y=10] 12 : current status = 0 12 : current square = java.awt.Point[x=19,y=10] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=17,y=2] : current status = 0 14 : current square = java.awt.Point[x=17,y=2] : current status = 0 14: status changed from 0 to 0. 14 : set status normal, current square = java.awt.Point[x=17,y=2] 14 : current status = 0 14 : current square = java.awt.Point[x=17,y=2] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=15,y=6] : current status = 0 101 : current square = java.awt.Point[x=15,y=6] : current status = 0 101: status changed from 0 to 0. 101 : set status normal, current square = java.awt.Point[x=15,y=6] 101 : current status = 0 101 : current square = java.awt.Point[x=15,y=6] : current status = 0 101 : move player (HT) to square java.awt.Point[x=29,y=0] 103 : current square = java.awt.Point[x=19,y=2] : current status = 0 103 : current square = java.awt.Point[x=19,y=2] : current status = 0 103: status changed from 0 to 0. 103 : set status normal, current square = java.awt.Point[x=19,y=2] 103 : current status = 0 103 : current square = java.awt.Point[x=19,y=2] : current status = 0 103 : move player (HT) to square java.awt.Point[x=29,y=1] 104 : current square = java.awt.Point[x=18,y=11] : current status = 0 104 : current square = java.awt.Point[x=18,y=11] : current status = 0 104: status changed from 0 to 0. 104 : set status normal, current square = java.awt.Point[x=18,y=11] 104 : current status = 0 104 : current square = java.awt.Point[x=18,y=11] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=2] 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=3] 106 : current square = java.awt.Point[x=20,y=4] : current status = 0 106 : current square = java.awt.Point[x=20,y=4] : current status = 0 106: status changed from 0 to 0. 106 : set status normal, current square = java.awt.Point[x=20,y=4] 106 : current status = 0 106 : current square = java.awt.Point[x=20,y=4] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=4] 107 : current square = java.awt.Point[x=20,y=1] : current status = 0 107 : current square = java.awt.Point[x=20,y=1] : current status = 0 107: status changed from 0 to 0. 107 : set status normal, current square = java.awt.Point[x=20,y=1] 107 : current status = 0 107 : current square = java.awt.Point[x=20,y=1] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=5] 108 : current square = java.awt.Point[x=29,y=6] : current status = 2 108 : current status = 2 109 : current square = java.awt.Point[x=27,y=0] : current status = 1 109 : current square = java.awt.Point[x=27,y=0] : current status = 1 109: status changed from 1 to 0. 109 : set status normal, current square = java.awt.Point[x=27,y=0] 109 : current status = 0 109 : current square = java.awt.Point[x=27,y=0] : current status = 0 109 : move player (HT) to square java.awt.Point[x=29,y=7] 110 : current square = java.awt.Point[x=28,y=0] : current status = 2 110 : current status = 2 111 : current square = java.awt.Point[x=28,y=1] : current status = 2 111 : current status = 2 ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Stainless Steel Zippers Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 9 moved location (MPL) to ( 11, 5 ) 8 moved location (MPL) to ( 11, 13 ) 7 moved location (MPL) to ( 14, 9 ) 6 moved location (MPL) to ( 14, 5 ) 14 moved location (MPL) to ( 9, 7 ) 5 moved location (MPL) to ( 14, 7 ) 4 moved location (MPL) to ( 11, 3 ) 3 moved location (MPL) to ( 11, 11 ) 12 moved location (MPL) to ( 7, 7 ) 2 moved location (MPL) to ( 11, 1 ) 1 moved location (MPL) to ( 11, 9 ) Waiting for Chaos Ogres Wild to set players on field. 105 moved (SP) to ( 15, 9 ) 104 moved (SP) to ( 15, 5 ) 103 moved (SP) to ( 15, 7 ) 101 moved (SP) to ( 15, 8 ) 103 moved (SP) to ( 15, 6 ) 106 moved (SP) to ( 20, 7 ) 107 moved (SP) to ( 23, 7 ) 109 moved (SP) to ( 18, 7 ) 106 moved (SP) to ( 21, 7 ) 107 moved (SP) to ( 24, 7 ) 107 moved (SP) to ( 23, 7 ) 106 moved (SP) to ( 20, 7 ) 109 moved (SP) to ( 17, 7 ) *** Setup end *** Stainless Steel Zippers Select a destination square for kick. Press [CTRL][ENTER] when finished. Or click the turn counter. Ball placed at (21, 7) Kickoff Roll (3+4) = Changing Weather Weather roll(1+4) Current Weather: Nice Kick result. Direction: 4 Distance: 5 Ball placed at (21, 7) Scatter roll: 3 Ball moved to ( 27, 6 ) [Game Saved] Ball in play. Waiting for Chaos Ogres Wild to finish TURN: 4 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 (1) BONE HEAD roll fails! Move ended for Hungry Mutant 104: tackle zone state changed to false [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 (2) BONE HEAD roll passed. 103: tackle zone state changed to true 6 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 PUSHBACK/POW Move ended for Goblin Thrower Fleet is knocked over. Player pushed to (16, 5) 6 moved (MP) to ( 13, 5 ) ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 MIGHTY BLOW used on armor roll. (2, 1) + 1, (0, 0) + 0, 0: Fleet has been knocked prone. 6: status changed from 0 to 1. 103 moved (MP) to ( 14, 5 ) [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 (2) BONE HEAD roll passed. 101: tackle zone state changed to true 5 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 PUSHBACK Move ended for Belly Button Player pushed to (16, 6) 5 moved (MP) to ( 13, 6 ) 101 moved (MP) to ( 14, 7 ) [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 (6) BONE HEAD roll passed. 105: tackle zone state changed to true 7 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 Verified Opponent Roll = PUSHBACK PUSHBACK Move ended for Ugly Bastard Player pushed to (16, 8) 7 moved (MP) to ( 13, 8 ) 105 moved (MP) to ( 14, 9 ) [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 24, 6 ) 107 moved (MP) to ( 25, 6 ) 107 moved (MP) to ( 26, 6 ) 107 moved (MP) to ( 27, 6 ) ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 GET BALL FINAL RESULT: Missile TARGET: 3 --- ROLL: 6 + 0 = 6 107 moved (MP) to ( 26, 7 ) 107 moved (MP) to ( 25, 7 ) Move ended for Missile [Game Saved] 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 21, 6 ) 106 moved (MP) to ( 22, 6 ) 106 moved (MP) to ( 23, 6 ) 106 moved (MP) to ( 24, 6 ) Move ended for Run Away 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 18, 8 ) 109 moved (MP) to ( 19, 8 ) 109 moved (MP) to ( 20, 8 ) 109 moved (MP) to ( 21, 8 ) 109 moved (MP) to ( 22, 8 ) 109 moved (MP) to ( 23, 8 ) Move ended for Number 9 Chaos Ogres Wild: All players have moved. Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 4 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true 6: status changed from 6 to 4. Normal move selected. 6 moved (MP) to ( 12, 6 ) DODGE FINAL RESULT: Fleet TARGET: 2 --- ROLL: 2 + 0 = 2 Fleet slips past his opponent(s) unhindered. 6 moved (MP) to ( 12, 7 ) 6 moved (MP) to ( 12, 8 ) 6 moved (MP) to ( 13, 9 ) Move ended for Fleet [Game Saved] Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 12, 7 ) DODGE BEFORE RE_ROLL: Expedite knocked over trying to dodge. TARGET: 2 --- ROLL: 1 + 0 = 1 Team re-roll used. DODGE FINAL RESULT: Expedite TARGET: 2 --- ROLL: 3 + 0 = 3 Expedite slips past his opponent(s) unhindered. 5 moved (MP) to ( 12, 8 ) 5 moved (MP) to ( 12, 9 ) 5 moved (MP) to ( 12, 10 ) 5 moved (MP) to ( 13, 11 ) 5 moved (MP) to ( 14, 11 ) 5 moved (MP) to ( 15, 10 ) Move ended for Expedite [Game Saved] Select an action for Careen 3: Select an action for Careen Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 11, 6 ) 9 moved (MP) to ( 11, 7 ) 9 moved (MP) to ( 11, 8 ) 9 moved (MP) to ( 12, 9 ) 9 moved (MP) to ( 12, 10 ) 9 moved (MP) to ( 13, 11 ) 9 moved (MP) to ( 14, 10 ) Move ended for Immediate Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Blitz selected. 1 moved (MP) to ( 12, 10 ) 1 moved (MP) to ( 13, 10 ) 105 blocked. Stainless Steel Zippers , Choose a block die. POW Ugly Bastard is knocked over. Player pushed to (15, 8) 105 moved (MP) to ( 15, 8 ) (5) Ugly Bastard is saved by his thick skull (6, 4) + 0, (3, 6) + 0, 0: Ugly Bastard has been stunned. 105: status changed from 0 to 2. 1 moved (MP) to ( 14, 9 ) 1 moved (MP) to ( 15, 9 ) 1 moved (MP) to ( 16, 9 ) 1 moved (MP) to ( 17, 9 ) 1 moved (MP) to ( 18, 9 ) Move ended for Agile [Game Saved] Select an action for Dash 4: Select an action for Dash 4: tackle zone state changed to true Normal move selected. 4 moved (MP) to ( 12, 3 ) 4 moved (MP) to ( 13, 3 ) 4 moved (MP) to ( 14, 3 ) 4 moved (MP) to ( 15, 3 ) 4 moved (MP) to ( 16, 3 ) 4 moved (MP) to ( 17, 4 ) 4 moved (MP) to ( 18, 5 ) Move ended for Dash Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 12, 1 ) 2 moved (MP) to ( 13, 1 ) 2 moved (MP) to ( 14, 1 ) 2 moved (MP) to ( 15, 1 ) 2 moved (MP) to ( 16, 1 ) 2 moved (MP) to ( 17, 2 ) 2 moved (MP) to ( 18, 3 ) Move ended for Brisk Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 12, 11 ) 3 moved (MP) to ( 13, 11 ) 3 moved (MP) to ( 14, 11 ) 3 moved (MP) to ( 15, 11 ) 3 moved (MP) to ( 16, 11 ) 3 moved (MP) to ( 17, 11 ) 3 moved (MP) to ( 18, 11 ) Move ended for Careen Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 12, 12 ) 8 moved (MP) to ( 13, 12 ) 8 moved (MP) to ( 14, 12 ) 8 moved (MP) to ( 15, 11 ) 8 moved (MP) to ( 16, 10 ) 8 moved (MP) to ( 17, 9 ) 8 moved (MP) to ( 18, 8 ) (6) Go for it successful. 8 moved (MP) to ( 19, 7 ) Move ended for Haste [Game Saved] Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 8, 8 ) 12 moved (MP) to ( 9, 9 ) 12 moved (MP) to ( 10, 10 ) 12 moved (MP) to ( 11, 11 ) 12 moved (MP) to ( 12, 12 ) 12 moved (MP) to ( 13, 12 ) 12 moved (MP) to ( 14, 12 ) 12 moved (MP) to ( 15, 12 ) 12 moved (MP) to ( 16, 12 ) Move ended for Highball Select an action for Ultrasonic 14: Select an action for Ultrasonic (5) BONE HEAD roll passed. 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 10, 6 ) 14 moved (MP) to ( 11, 5 ) 14 moved (MP) to ( 12, 4 ) 14 moved (MP) to ( 13, 3 ) 14 moved (MP) to ( 14, 2 ) 14 moved (MP) to ( 15, 2 ) 14 moved (MP) to ( 16, 2 ) 14 moved (MP) to ( 17, 2 ) Move ended for Ultrasonic [Game Saved] Select an action for Gone 7: Select an action for Gone 7: tackle zone state changed to true Normal move selected. 7 moved (MP) to ( 12, 7 ) DODGE FINAL RESULT: Gone TARGET: 2 --- ROLL: 6 + 0 = 6 Gone slips past his opponent(s) unhindered. 7 moved (MP) to ( 12, 6 ) 7 moved (MP) to ( 12, 5 ) 7 moved (MP) to ( 12, 4 ) 7 moved (MP) to ( 13, 3 ) 7 moved (MP) to ( 14, 3 ) 7 moved (MP) to ( 15, 3 ) Move ended for Gone Stainless Steel Zippers: All players have moved. Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 5 [Game Saved] 105: status changed from 2 to 1. Ugly Bastard rolls over. 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 22, 7 ) 109 moved (MP) to ( 21, 6 ) 109 moved (MP) to ( 20, 5 ) 109 moved (MP) to ( 19, 5 ) Move ended for Number 9 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 23, 5 ) 106 moved (MP) to ( 22, 5 ) 106 moved (MP) to ( 21, 5 ) Move ended for Run Away 107: Select an action for Missile Select an action for Missile 101: Select an action for Belly Button Select an action for Belly Button 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 (2) BONE HEAD roll passed. 104: tackle zone state changed to true Blitz selected. 104 moved (MP) to ( 16, 6 ) 104 moved (MP) to ( 17, 6 ) 4 blocked. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 PUSHBACK/POW Dash is knocked over. Player pushed to (10, 4) 4 moved (MP) to ( 19, 4 ) Verified Opponent Roll = 6 Verified Opponent Roll = 4 Verified Opponent Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 MIGHTY BLOW used on injury roll. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 (6, 4) + 0, (4, 4) + 1, 0: Dash has been knocked out. 4: status changed from 0 to 7. 4 moved (SP) to ( 0, 8 ) 104 moved (MP) to ( 18, 5 ) 104 moved (MP) to ( 17, 5 ) 104 moved (MP) to ( 16, 4 ) Move ended for Hungry Mutant [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 24, 6 ) 107 moved (MP) to ( 23, 6 ) 107 moved (MP) to ( 22, 6 ) 107 moved (MP) to ( 21, 6 ) 107 moved (MP) to ( 20, 5 ) Pass selected. Increased range band because of race. LONG PASS ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 PASS FINAL RESULT: Missile TARGET: 4 --- ROLL: 5 + -1Lp = 4 Move ended for Missile Ball moved to ( 15, 5 ) ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 GET BALL FINAL RESULT: Goblin Thrower TARGET: 4 --- ROLL: 2 + 0 = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 Scatter roll: 5 Ball moved to ( 16, 6 ) Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 5 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 12, 8 ) 6 moved (MP) to ( 13, 7 ) Move ended for Fleet Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 17, 10 ) 3 moved (MP) to ( 16, 9 ) 3 moved (MP) to ( 16, 8 ) 3 moved (MP) to ( 15, 7 ) Move ended for Careen Select an action for Agile 1: Select an action for Agile Select an action for Immediate 9: Select an action for Immediate Select an action for Agile 1: Select an action for Agile Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 13, 9 ) 9 moved (MP) to ( 13, 8 ) Move ended for Immediate Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Blitz selected. 5 moved (MP) to ( 14, 9 ) 5 moved (MP) to ( 14, 8 ) 101 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK Player pushed to (15, 6) 101 moved (MP) to ( 15, 6 ) 5 moved (MP) to ( 15, 9 ) 5 moved (MP) to ( 16, 10 ) 5 moved (MP) to ( 17, 10 ) Move ended for Expedite [Game Saved] Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Normal move selected. 1 moved (MP) to ( 17, 9 ) 1 moved (MP) to ( 16, 9 ) 1 moved (MP) to ( 15, 10 ) Move ended for Agile Select an action for Highball 12: Select an action for Highball Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 19, 8 ) 8 moved (MP) to ( 19, 9 ) 8 moved (MP) to ( 19, 10 ) 8 moved (MP) to ( 19, 11 ) 8 moved (MP) to ( 18, 12 ) Move ended for Haste Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 15, 11 ) 12 moved (MP) to ( 14, 10 ) 12 moved (MP) to ( 13, 9 ) 12 moved (MP) to ( 12, 8 ) 12 moved (MP) to ( 12, 7 ) 12 moved (MP) to ( 13, 6 ) GET BALL FINAL RESULT: Highball TARGET: 3 --- ROLL: 3 + 0 = 3 12 moved (MP) to ( 12, 7 ) DODGE FINAL RESULT: Highball TARGET: 2 --- ROLL: 6 + 0 = 6 Highball slips past his opponent(s) unhindered. 12 moved (MP) to ( 12, 8 ) 12 moved (MP) to ( 13, 9 ) (6) Go for it successful. 12 moved (MP) to ( 14, 10 ) (3) Go for it successful. 12 moved (MP) to ( 15, 11 ) Move ended for Highball [Game Saved] Select an action for Gone 7: Select an action for Gone Select an action for Brisk 2: Select an action for Brisk Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 17, 3 ) Move ended for Brisk Select an action for Ultrasonic 14: Select an action for Ultrasonic (6) BONE HEAD roll passed. 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 16, 3 ) Move ended for Ultrasonic [Game Saved] Select an action for Gone 7: Select an action for Gone 7: tackle zone state changed to true Block selected. 104 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK Move ended for Gone Stainless Steel Zippers: All players have moved. Player pushed to (16, 5) 104 moved (MP) to ( 16, 5 ) Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 6 [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 (6) BONE HEAD roll passed. 101: tackle zone state changed to true 3 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 Verified Opponent Roll = PUSHBACK PUSHBACK/POW Move ended for Belly Button Careen is knocked over. Player pushed to (15, 8) 3 moved (MP) to ( 14, 8 ) ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 MIGHTY BLOW used on armor roll. (2, 3) + 1, (0, 0) + 0, 0: Careen has been knocked prone. 3: status changed from 0 to 1. 101 moved (MP) to ( 15, 7 ) [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 (3) BONE HEAD roll passed. 105: tackle zone state changed to true 105: status changed from 6 to 0. Blitz selected. 105 moved (MP) to ( 15, 9 ) 1 blocked. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 SKULL Ugly Bastard is knocked over. Move ended for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 (1, 1) + 0, (0, 0) + 0, 0: Ugly Bastard has been knocked prone. 105: status changed from 0 to 1. Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 6 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 18, 3 ) 2 moved (MP) to ( 19, 3 ) 2 moved (MP) to ( 20, 3 ) 2 moved (MP) to ( 21, 3 ) 2 moved (MP) to ( 22, 3 ) 2 moved (MP) to ( 23, 4 ) 2 moved (MP) to ( 23, 5 ) Move ended for Brisk Select an action for Gone 7: Select an action for Gone 7: tackle zone state changed to true Normal move selected. 7 moved (MP) to ( 16, 2 ) 7 moved (MP) to ( 17, 2 ) 7 moved (MP) to ( 18, 2 ) 7 moved (MP) to ( 19, 2 ) 7 moved (MP) to ( 20, 2 ) 7 moved (MP) to ( 21, 2 ) 7 moved (MP) to ( 22, 2 ) Move ended for Gone Select an action for Ultrasonic 14: Select an action for Ultrasonic (4) BONE HEAD roll passed. 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 17, 3 ) 14 moved (MP) to ( 18, 3 ) 14 moved (MP) to ( 19, 3 ) 14 moved (MP) to ( 20, 3 ) 14 moved (MP) to ( 21, 3 ) 14 moved (MP) to ( 22, 3 ) 14 moved (MP) to ( 23, 4 ) Move ended for Ultrasonic [Game Saved] Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 19, 12 ) 8 moved (MP) to ( 20, 12 ) 8 moved (MP) to ( 21, 12 ) 8 moved (MP) to ( 22, 12 ) 8 moved (MP) to ( 23, 12 ) 8 moved (MP) to ( 24, 12 ) 8 moved (MP) to ( 25, 12 ) Move ended for Haste Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 18, 10 ) 5 moved (MP) to ( 19, 10 ) 5 moved (MP) to ( 20, 10 ) 5 moved (MP) to ( 21, 10 ) 5 moved (MP) to ( 22, 10 ) 5 moved (MP) to ( 23, 10 ) 5 moved (MP) to ( 24, 10 ) Move ended for Expedite Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Normal move selected. 1 moved (MP) to ( 16, 10 ) 1 moved (MP) to ( 17, 10 ) 1 moved (MP) to ( 18, 10 ) 1 moved (MP) to ( 19, 10 ) 1 moved (MP) to ( 20, 10 ) 1 moved (MP) to ( 21, 10 ) 1 moved (MP) to ( 22, 11 ) Move ended for Agile Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 14, 9 ) 9 moved (MP) to ( 15, 10 ) 9 moved (MP) to ( 16, 10 ) 9 moved (MP) to ( 17, 11 ) 9 moved (MP) to ( 18, 11 ) 9 moved (MP) to ( 19, 11 ) 9 moved (MP) to ( 20, 12 ) Move ended for Immediate Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 13, 8 ) 6 moved (MP) to ( 14, 9 ) 6 moved (MP) to ( 15, 10 ) 6 moved (MP) to ( 16, 11 ) 6 moved (MP) to ( 17, 12 ) 6 moved (MP) to ( 18, 13 ) 6 moved (MP) to ( 19, 13 ) Move ended for Fleet Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 16, 11 ) 12 moved (MP) to ( 17, 11 ) 12 moved (MP) to ( 18, 11 ) 12 moved (MP) to ( 19, 11 ) 12 moved (MP) to ( 20, 11 ) 12 moved (MP) to ( 21, 12 ) 12 moved (MP) to ( 22, 12 ) 12 moved (MP) to ( 23, 12 ) 12 moved (MP) to ( 24, 12 ) Pass selected. QUICK PASS PASS FINAL RESULT: Highball TARGET: 3 --- ROLL: 2 + 1Qp = 3 Move ended for Highball Ball moved to ( 25, 12 ) GET BALL FINAL RESULT: Haste TARGET: 2 --- ROLL: 6 + 0 = 6 [Game Saved] Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true 3: status changed from 6 to 4. Normal move selected. 3 moved (MP) to ( 14, 9 ) DODGE FINAL RESULT: Careen TARGET: 2 --- ROLL: 5 + 0 = 5 Careen slips past his opponent(s) unhindered. 3 moved (MP) to ( 15, 10 ) 3 moved (MP) to ( 16, 10 ) 3 moved (MP) to ( 17, 10 ) Move ended for Careen Stainless Steel Zippers: All players have moved. Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 7 [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 21, 6 ) 107 moved (MP) to ( 22, 7 ) 107 moved (MP) to ( 23, 8 ) 107 moved (MP) to ( 24, 9 ) 107 moved (MP) to ( 25, 10 ) STUNTY skill used. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 DODGE FINAL RESULT: Missile TARGET: 3 --- ROLL: 6 + 0 = 6 Missile slips past his opponent(s) unhindered. 107 moved (MP) to ( 26, 11 ) STUNTY skill used. Verified Opponent Roll = 6 DODGE FINAL RESULT: Missile TARGET: 3 --- ROLL: 6 + 0 = 6 Missile slips past his opponent(s) unhindered. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 (6) Go for it successful. 107 moved (MP) to ( 26, 12 ) STUNTY skill used. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 DODGE FINAL RESULT: Missile TARGET: 3 --- ROLL: 3 + 0 = 3 Missile slips past his opponent(s) unhindered. Move ended for Missile [Game Saved] 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 20, 6 ) 109 moved (MP) to ( 21, 7 ) 109 moved (MP) to ( 22, 7 ) 109 moved (MP) to ( 23, 7 ) 109 moved (MP) to ( 24, 7 ) 109 moved (MP) to ( 25, 7 ) Move ended for Number 9 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Blitz selected. 106 moved (MP) to ( 22, 6 ) 106 moved (MP) to ( 23, 7 ) STUNTY skill used. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 DODGE FINAL RESULT: Run Away TARGET: 3 --- ROLL: 4 + 0 = 4 Run Away slips past his opponent(s) unhindered. 106 moved (MP) to ( 24, 8 ) 106 moved (MP) to ( 25, 9 ) 106 moved (MP) to ( 26, 10 ) STUNTY skill used. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 DODGE FINAL RESULT: Run Away TARGET: 3 --- ROLL: 3 + 0 = 3 Run Away slips past his opponent(s) unhindered. 106 moved (MP) to ( 26, 11 ) 8 blocked. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 (3) Go for it successful. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 SKULL Run Away is knocked over. Move ended for Run Away Verified Opponent Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 (6, 1) + 0, (0, 0) + 0, 0: Run Away has been knocked prone. 106: status changed from 0 to 1. Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 7 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Blitz selected. 6 moved (MP) to ( 20, 13 ) 6 moved (MP) to ( 21, 13 ) 6 moved (MP) to ( 22, 13 ) 6 moved (MP) to ( 23, 13 ) 6 moved (MP) to ( 24, 13 ) 6 moved (MP) to ( 25, 13 ) 107 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK Player pushed to (27, 11) 107 moved (MP) to ( 27, 11 ) 6 moved (MP) to ( 26, 12 ) Move ended for Fleet [Game Saved] Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 26, 13 ) 8 moved (MP) to ( 27, 13 ) Haste scores a touchdown! *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=22,y=11] : current status = 0 1 : current square = java.awt.Point[x=22,y=11] : current status = 0 1: status changed from 0 to 0. 1 : set status normal, current square = java.awt.Point[x=22,y=11] 1 : current status = 0 1 : current square = java.awt.Point[x=22,y=11] : current status = 0 1 : move player (HT) to square java.awt.Point[x=0,y=0] 2 : current square = java.awt.Point[x=23,y=5] : current status = 0 2 : current square = java.awt.Point[x=23,y=5] : current status = 0 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=23,y=5] 2 : current status = 0 2 : current square = java.awt.Point[x=23,y=5] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=1] 3 : current square = java.awt.Point[x=17,y=10] : current status = 4 3 : current square = java.awt.Point[x=17,y=10] : current status = 4 3: status changed from 0 to 0. 3 : set status normal, current square = java.awt.Point[x=17,y=10] 3 : current status = 0 3 : current square = java.awt.Point[x=17,y=10] : current status = 0 3 : move player (HT) to square java.awt.Point[x=0,y=2] 4 : current square = java.awt.Point[x=0,y=8] : current status = 7 4 : current status = 7 (6) Dash regains consciousness. 4: status changed from 7 to 0. 4 : current square = java.awt.Point[x=0,y=8] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=3] 5 : current square = java.awt.Point[x=24,y=10] : current status = 0 5 : current square = java.awt.Point[x=24,y=10] : current status = 0 5: status changed from 0 to 0. 5 : set status normal, current square = java.awt.Point[x=24,y=10] 5 : current status = 0 5 : current square = java.awt.Point[x=24,y=10] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=4] 6 : current square = java.awt.Point[x=26,y=12] : current status = 4 6 : current square = java.awt.Point[x=26,y=12] : current status = 4 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=26,y=12] 6 : current status = 0 6 : current square = java.awt.Point[x=26,y=12] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=5] 7 : current square = java.awt.Point[x=22,y=2] : current status = 0 7 : current square = java.awt.Point[x=22,y=2] : current status = 0 7: status changed from 0 to 0. 7 : set status normal, current square = java.awt.Point[x=22,y=2] 7 : current status = 0 7 : current square = java.awt.Point[x=22,y=2] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=6] 8 : current square = java.awt.Point[x=27,y=13] : current status = 0 8 : current square = java.awt.Point[x=27,y=13] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=27,y=13] 8 : current status = 0 8 : current square = java.awt.Point[x=27,y=13] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=7] 9 : current square = java.awt.Point[x=20,y=12] : current status = 0 9 : current square = java.awt.Point[x=20,y=12] : current status = 0 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=20,y=12] 9 : current status = 0 9 : current square = java.awt.Point[x=20,y=12] : current status = 0 9 : move player (HT) to square java.awt.Point[x=1,y=0] 12 : current square = java.awt.Point[x=24,y=12] : current status = 0 12 : current square = java.awt.Point[x=24,y=12] : current status = 0 12: status changed from 0 to 0. 12 : set status normal, current square = java.awt.Point[x=24,y=12] 12 : current status = 0 12 : current square = java.awt.Point[x=24,y=12] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=23,y=4] : current status = 0 14 : current square = java.awt.Point[x=23,y=4] : current status = 0 14: status changed from 0 to 0. 14 : set status normal, current square = java.awt.Point[x=23,y=4] 14 : current status = 0 14 : current square = java.awt.Point[x=23,y=4] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=15,y=7] : current status = 0 101 : current square = java.awt.Point[x=15,y=7] : current status = 0 101: status changed from 0 to 0. 101 : set status normal, current square = java.awt.Point[x=15,y=7] 101 : current status = 0 101 : current square = java.awt.Point[x=15,y=7] : current status = 0 101 : move player (HT) to square java.awt.Point[x=29,y=0] 103 : current square = java.awt.Point[x=14,y=5] : current status = 0 103 : current square = java.awt.Point[x=14,y=5] : current status = 0 103: status changed from 0 to 0. 103 : set status normal, current square = java.awt.Point[x=14,y=5] 103 : current status = 0 103 : current square = java.awt.Point[x=14,y=5] : current status = 0 103 : move player (HT) to square java.awt.Point[x=29,y=1] 104 : current square = java.awt.Point[x=16,y=5] : current status = 0 104 : current square = java.awt.Point[x=16,y=5] : current status = 0 104: status changed from 0 to 0. 104 : set status normal, current square = java.awt.Point[x=16,y=5] 104 : current status = 0 104 : current square = java.awt.Point[x=16,y=5] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=2] 105 : current square = java.awt.Point[x=15,y=9] : current status = 1 105 : current square = java.awt.Point[x=15,y=9] : current status = 1 105: status changed from 1 to 0. 105 : set status normal, current square = java.awt.Point[x=15,y=9] 105 : current status = 0 105 : current square = java.awt.Point[x=15,y=9] : current status = 0 105 : move player (HT) to square java.awt.Point[x=29,y=3] 106 : current square = java.awt.Point[x=26,y=11] : current status = 1 106 : current square = java.awt.Point[x=26,y=11] : current status = 1 106: status changed from 1 to 0. 106 : set status normal, current square = java.awt.Point[x=26,y=11] 106 : current status = 0 106 : current square = java.awt.Point[x=26,y=11] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=4] 107 : current square = java.awt.Point[x=27,y=11] : current status = 0 107 : current square = java.awt.Point[x=27,y=11] : current status = 0 107: status changed from 0 to 0. 107 : set status normal, current square = java.awt.Point[x=27,y=11] 107 : current status = 0 107 : current square = java.awt.Point[x=27,y=11] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=5] 108 : current square = java.awt.Point[x=29,y=6] : current status = 2 108 : current status = 2 109 : current square = java.awt.Point[x=25,y=7] : current status = 0 109 : current square = java.awt.Point[x=25,y=7] : current status = 0 109: status changed from 0 to 0. 109 : set status normal, current square = java.awt.Point[x=25,y=7] 109 : current status = 0 109 : current square = java.awt.Point[x=25,y=7] : current status = 0 109 : move player (HT) to square java.awt.Point[x=29,y=7] 110 : current square = java.awt.Point[x=28,y=0] : current status = 2 110 : current status = 2 111 : current square = java.awt.Point[x=28,y=1] : current status = 2 111 : current status = 2 ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Stainless Steel Zippers Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 9 moved location (MPL) to ( 11, 5 ) 8 moved location (MPL) to ( 11, 13 ) 7 moved location (MPL) to ( 14, 9 ) 6 moved location (MPL) to ( 14, 5 ) 14 moved location (MPL) to ( 9, 7 ) 5 moved location (MPL) to ( 14, 7 ) 4 moved location (MPL) to ( 11, 3 ) 3 moved location (MPL) to ( 11, 11 ) 12 moved location (MPL) to ( 7, 7 ) 2 moved location (MPL) to ( 11, 1 ) 1 moved location (MPL) to ( 11, 9 ) 14 moved (SP) to ( 12, 7 ) 14 moved (SP) to ( 11, 7 ) 12 moved (SP) to ( 9, 7 ) Waiting for Chaos Ogres Wild to set players on field. 104 moved (SP) to ( 15, 9 ) 105 moved (SP) to ( 15, 8 ) 103 moved (SP) to ( 15, 5 ) 101 moved (SP) to ( 15, 6 ) 106 moved (SP) to ( 20, 7 ) 107 moved (SP) to ( 24, 7 ) 109 moved (SP) to ( 17, 7 ) 106 moved (SP) to ( 21, 7 ) *** Setup end *** Stainless Steel Zippers Select a destination square for kick. Press [CTRL][ENTER] when finished. Or click the turn counter. Ball placed at (21, 7) Kickoff Roll (5+3) = Quick Snap Kick result. Direction: 4 Distance: 6 Quick snap. Waiting for Chaos Ogres Wild to re-arrange players on field. 107 moved (SP) to ( 25, 7 ) 106 moved (SP) to ( 22, 7 ) 109 moved (SP) to ( 18, 7 ) 104 moved (SP) to ( 14, 10 ) 105 moved (SP) to ( 14, 8 ) 101 moved (SP) to ( 14, 6 ) 103 moved (SP) to ( 14, 4 ) Ball placed at (21, 7) Ball placed at (21, 7) Scatter roll: 5 Touchback!! Waiting for Chaos Ogres Wild to give the ball to a member of their team on the field. Turn time limit reached. Ball moved to ( 7, 7 ) [Game Saved] Ball in play. Waiting for Chaos Ogres Wild to finish TURN: 8 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 (6) BONE HEAD roll passed. 104: tackle zone state changed to true 7 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 PUSHBACK Move ended for Hungry Mutant Player pushed to (16, 8) 7 moved (MP) to ( 13, 8 ) 104 moved (MP) to ( 14, 9 ) [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 (2) BONE HEAD roll passed. 103: tackle zone state changed to true 6 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 POW Move ended for Goblin Thrower Fleet is knocked over. Player pushed to (16, 6) 6 moved (MP) to ( 13, 6 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 MIGHTY BLOW used on armor roll. (1, 4) + 1, (0, 0) + 0, 0: Fleet has been knocked prone. 6: status changed from 0 to 1. 103 moved (MP) to ( 14, 5 ) [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 (3) BONE HEAD roll passed. 101: tackle zone state changed to true 5 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 PUSHBACK Move ended for Belly Button Player pushed to (14, 8) 5 moved (MP) to ( 15, 8 ) 101 moved (MP) to ( 14, 7 ) [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 (2) BONE HEAD roll passed. 105: tackle zone state changed to true 5 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 PUSHBACK/POW Move ended for Ugly Bastard Expedite is knocked over. Player pushed to (13, 9) 5 moved (MP) to ( 16, 9 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 Verified Opponent Roll = 6 MIGHTY BLOW used on armor roll. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 (1, 6) + 1, (6, 1) + 0, 0: Expedite has been stunned. 5: status changed from 0 to 2. 105 moved (MP) to ( 15, 8 ) [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 24, 8 ) 107 moved (MP) to ( 23, 9 ) 107 moved (MP) to ( 22, 10 ) 107 moved (MP) to ( 21, 10 ) 107 moved (MP) to ( 20, 10 ) 107 moved (MP) to ( 19, 10 ) Move ended for Missile 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 21, 8 ) 106 moved (MP) to ( 20, 9 ) 106 moved (MP) to ( 19, 9 ) 106 moved (MP) to ( 18, 9 ) 106 moved (MP) to ( 17, 9 ) 106 moved (MP) to ( 16, 10 ) Pass selected. Increased range band because of race. SHORT PASS ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 PASS FINAL RESULT: Run Away TARGET: 4 --- ROLL: 2 + 0 = 2 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 Scatter roll: 6 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 6 Scatter roll: 8 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 7 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 7 Scatter roll: 6 Move ended for Run Away Ball moved to ( 10, 9 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 8 Scatter roll: 1 Ball moved to ( 9, 8 ) Chaos Ogres Wild turn ended. [Game Saved] 5: status changed from 2 to 1. Expedite rolls over. Stainless Steel Zippers start TURN: 8 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 12, 1 ) 2 moved (MP) to ( 13, 2 ) 2 moved (MP) to ( 14, 3 ) 2 moved (MP) to ( 15, 4 ) Move ended for Brisk Select an action for Dash 4: Select an action for Dash 4: tackle zone state changed to true Normal move selected. 4 moved (MP) to ( 12, 3 ) 4 moved (MP) to ( 13, 3 ) 4 moved (MP) to ( 14, 4 ) Move ended for Dash Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 12, 4 ) 9 moved (MP) to ( 13, 4 ) Move ended for Immediate Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Blitz selected. 3 moved (MP) to ( 12, 10 ) 3 moved (MP) to ( 12, 9 ) 3 moved (MP) to ( 12, 8 ) 3 moved (MP) to ( 12, 7 ) 3 moved (MP) to ( 12, 6 ) 3 moved (MP) to ( 13, 5 ) 103 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK/POW Goblin Thrower is knocked over. Player pushed to (15, 6) 103 moved (MP) to ( 15, 6 ) (2, 3) + 0, (0, 0) + 0, 0: Goblin Thrower has been knocked prone. 103: status changed from 0 to 1. 3 moved (MP) to ( 14, 5 ) Move ended for Careen [Game Saved] Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true 6: status changed from 6 to 4. Normal move selected. Move ended for Fleet Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 12, 12 ) 8 moved (MP) to ( 13, 11 ) 8 moved (MP) to ( 14, 10 ) Move ended for Haste Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Normal move selected. 1 moved (MP) to ( 12, 10 ) 1 moved (MP) to ( 13, 10 ) Move ended for Agile Select an action for Ultrasonic 14: Select an action for Ultrasonic (4) BONE HEAD roll passed. 14: tackle zone state changed to true Normal move selected. 14 moved (MP) to ( 12, 8 ) 14 moved (MP) to ( 13, 9 ) Move ended for Ultrasonic [Game Saved] Select an action for Gone 7: Select an action for Gone 7: tackle zone state changed to true Block selected. 104 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK/POW Move ended for Gone Hungry Mutant is knocked over. Player pushed to (15, 9) 104 moved (MP) to ( 15, 9 ) (4, 4) + 0, (0, 0) + 0, 0: Hungry Mutant has been knocked prone. 104: status changed from 0 to 1. 7 moved (MP) to ( 14, 9 ) [Game Saved] Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 10, 8 ) 12 moved (MP) to ( 11, 9 ) 12 moved (MP) to ( 12, 10 ) 12 moved (MP) to ( 13, 11 ) 12 moved (MP) to ( 14, 12 ) 12 moved (MP) to ( 15, 12 ) 12 moved (MP) to ( 16, 11 ) 12 moved (MP) to ( 17, 10 ) DODGE FINAL RESULT: Highball TARGET: 3 --- ROLL: 5 + 0 = 5 Highball slips past his opponent(s) unhindered. 12 moved (MP) to ( 18, 9 ) DODGE BEFORE RE_ROLL: Highball knocked over trying to dodge. TARGET: 3 --- ROLL: 2 + 0 = 2 Reroll using DODGE. DODGE FINAL RESULT: Highball TARGET: 3 --- ROLL: 5 + 0 = 5 Highball slips past his opponent(s) unhindered. (1) Highball trips and falls trying to go for it! Move ended for Highball Stainless Steel Zippers: All players have moved. 12 moved (MP) to ( 19, 8 ) (1, 2) + 0, (0, 0) + 0, 0: Highball has been knocked prone. 12: status changed from 0 to 1. Stainless Steel Zippers turn ended. *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=13,y=10] : current status = 0 1 : current square = java.awt.Point[x=13,y=10] : current status = 0 1: status changed from 0 to 0. 1 : set status normal, current square = java.awt.Point[x=13,y=10] 1 : current status = 0 1 : current square = java.awt.Point[x=13,y=10] : current status = 0 1 : move player (HT) to square java.awt.Point[x=0,y=0] 2 : current square = java.awt.Point[x=15,y=4] : current status = 0 2 : current square = java.awt.Point[x=15,y=4] : current status = 0 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=15,y=4] 2 : current status = 0 2 : current square = java.awt.Point[x=15,y=4] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=1] 3 : current square = java.awt.Point[x=14,y=5] : current status = 0 3 : current square = java.awt.Point[x=14,y=5] : current status = 0 3: status changed from 0 to 0. 3 : set status normal, current square = java.awt.Point[x=14,y=5] 3 : current status = 0 3 : current square = java.awt.Point[x=14,y=5] : current status = 0 3 : move player (HT) to square java.awt.Point[x=0,y=2] 4 : current square = java.awt.Point[x=14,y=4] : current status = 0 4 : current square = java.awt.Point[x=14,y=4] : current status = 0 4: status changed from 0 to 0. 4 : set status normal, current square = java.awt.Point[x=14,y=4] 4 : current status = 0 4 : current square = java.awt.Point[x=14,y=4] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=3] 5 : current square = java.awt.Point[x=16,y=9] : current status = 1 5 : current square = java.awt.Point[x=16,y=9] : current status = 1 5: status changed from 1 to 0. 5 : set status normal, current square = java.awt.Point[x=16,y=9] 5 : current status = 0 5 : current square = java.awt.Point[x=16,y=9] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=4] 6 : current square = java.awt.Point[x=13,y=6] : current status = 4 6 : current square = java.awt.Point[x=13,y=6] : current status = 4 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=13,y=6] 6 : current status = 0 6 : current square = java.awt.Point[x=13,y=6] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=5] 7 : current square = java.awt.Point[x=14,y=9] : current status = 0 7 : current square = java.awt.Point[x=14,y=9] : current status = 0 7: status changed from 0 to 0. 7 : set status normal, current square = java.awt.Point[x=14,y=9] 7 : current status = 0 7 : current square = java.awt.Point[x=14,y=9] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=6] 8 : current square = java.awt.Point[x=14,y=10] : current status = 0 8 : current square = java.awt.Point[x=14,y=10] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=14,y=10] 8 : current status = 0 8 : current square = java.awt.Point[x=14,y=10] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=7] 9 : current square = java.awt.Point[x=13,y=4] : current status = 0 9 : current square = java.awt.Point[x=13,y=4] : current status = 0 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=13,y=4] 9 : current status = 0 9 : current square = java.awt.Point[x=13,y=4] : current status = 0 9 : move player (HT) to square java.awt.Point[x=1,y=0] 12 : current square = java.awt.Point[x=19,y=8] : current status = 1 12 : current square = java.awt.Point[x=19,y=8] : current status = 1 12: status changed from 1 to 0. 12 : set status normal, current square = java.awt.Point[x=19,y=8] 12 : current status = 0 12 : current square = java.awt.Point[x=19,y=8] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=13,y=9] : current status = 0 14 : current square = java.awt.Point[x=13,y=9] : current status = 0 14: status changed from 0 to 0. 14 : set status normal, current square = java.awt.Point[x=13,y=9] 14 : current status = 0 14 : current square = java.awt.Point[x=13,y=9] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=14,y=7] : current status = 0 101 : current square = java.awt.Point[x=14,y=7] : current status = 0 101: status changed from 0 to 0. 101 : set status normal, current square = java.awt.Point[x=14,y=7] 101 : current status = 0 101 : current square = java.awt.Point[x=14,y=7] : current status = 0 101 : move player (HT) to square java.awt.Point[x=29,y=0] 103 : current square = java.awt.Point[x=15,y=6] : current status = 1 103 : current square = java.awt.Point[x=15,y=6] : current status = 1 103: status changed from 1 to 0. 103 : set status normal, current square = java.awt.Point[x=15,y=6] 103 : current status = 0 103 : current square = java.awt.Point[x=15,y=6] : 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=9] : current status = 1 104 : current square = java.awt.Point[x=15,y=9] : current status = 1 104: status changed from 1 to 0. 104 : set status normal, current square = java.awt.Point[x=15,y=9] 104 : current status = 0 104 : current square = java.awt.Point[x=15,y=9] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=2] 105 : current square = java.awt.Point[x=15,y=8] : current status = 0 105 : current square = java.awt.Point[x=15,y=8] : current status = 0 105: status changed from 0 to 0. 105 : set status normal, current square = java.awt.Point[x=15,y=8] 105 : current status = 0 105 : current square = java.awt.Point[x=15,y=8] : current status = 0 105 : move player (HT) to square java.awt.Point[x=29,y=3] 106 : current square = java.awt.Point[x=16,y=10] : current status = 0 106 : current square = java.awt.Point[x=16,y=10] : current status = 0 106: status changed from 0 to 0. 106 : set status normal, current square = java.awt.Point[x=16,y=10] 106 : current status = 0 106 : current square = java.awt.Point[x=16,y=10] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=4] 107 : current square = java.awt.Point[x=19,y=10] : current status = 0 107 : current square = java.awt.Point[x=19,y=10] : current status = 0 107: status changed from 0 to 0. 107 : set status normal, current square = java.awt.Point[x=19,y=10] 107 : current status = 0 107 : current square = java.awt.Point[x=19,y=10] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=5] 108 : current square = java.awt.Point[x=29,y=6] : current status = 2 108 : current status = 2 109 : current square = java.awt.Point[x=18,y=7] : current status = 0 109 : current square = java.awt.Point[x=18,y=7] : current status = 0 109: status changed from 0 to 0. 109 : set status normal, current square = java.awt.Point[x=18,y=7] 109 : current status = 0 109 : current square = java.awt.Point[x=18,y=7] : current status = 0 109 : move player (HT) to square java.awt.Point[x=29,y=7] 110 : current square = java.awt.Point[x=28,y=0] : current status = 2 110 : current status = 2 111 : current square = java.awt.Point[x=28,y=1] : current status = 2 111 : current status = 2 ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Starting second half. Opponent Kicking. Waiting for Chaos Ogres Wild to set players on field. 105 moved (SP) to ( 15, 10 ) 104 moved (SP) to ( 15, 8 ) 103 moved (SP) to ( 15, 6 ) 101 moved (SP) to ( 15, 4 ) 106 moved (SP) to ( 23, 4 ) 107 moved (SP) to ( 23, 7 ) 109 moved (SP) to ( 23, 10 ) 107 moved (SP) to ( 25, 5 ) 106 moved (SP) to ( 23, 7 ) 107 moved (SP) to ( 23, 4 ) 109 moved (SP) to ( 21, 7 ) 106 moved (SP) to ( 22, 7 ) 107 moved (SP) to ( 23, 7 ) Stainless Steel Zippers Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 8 moved (SP) to ( 7, 4 ) 3 moved (SP) to ( 7, 10 ) 5 moved (SP) to ( 6, 4 ) 8 moved (SP) to ( 8, 6 ) 5 moved (SP) to ( 7, 4 ) 8 moved (SP) to ( 11, 10 ) 7 moved (SP) to ( 14, 9 ) 1 moved (SP) to ( 14, 10 ) 9 moved (SP) to ( 14, 8 ) 8 moved (SP) to ( 13, 6 ) 4 moved (SP) to ( 13, 4 ) 9 moved (SP) to ( 11, 6 ) 4 moved (SP) to ( 14, 8 ) 9 moved (SP) to ( 13, 4 ) 2 moved (SP) to ( 14, 12 ) 6 moved (SP) to ( 14, 13 ) 14 moved (SP) to ( 13, 10 ) 12 moved (SP) to ( 12, 10 ) *** Setup end *** Waiting for Chaos Ogres Wild to kick off. Ball placed at (21, 7) ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 Kickoff Roll (2+4) = Bad Kick ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 Kick result. Direction: 1 Distance: 3 Ball placed at (21, 7) ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 8 Scatter roll: 6 Ball moved to ( 18, 5 ) [Game Saved] Ball in play. Stainless Steel Zippers start TURN: 1 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 8, 9 ) 3 moved (MP) to ( 9, 8 ) 3 moved (MP) to ( 10, 7 ) 3 moved (MP) to ( 11, 6 ) 3 moved (MP) to ( 11, 5 ) GET BALL FINAL RESULT: Careen TARGET: 2 --- ROLL: 2 + 0 = 2 3 moved (MP) to ( 11, 6 ) 3 moved (MP) to ( 11, 7 ) Pass selected. QUICK PASS PASS FINAL RESULT: Careen TARGET: 3 --- ROLL: 3 + 1Qp = 4 Move ended for Careen Ball moved to ( 12, 10 ) GET BALL BEFORE RE_ROLL: Highball dropped the ball. TARGET: 2 --- ROLL: 1 + 0 = 1 Reroll using catch. GET BALL FINAL RESULT: Highball TARGET: 2 --- ROLL: 1 + 0 = 1 Scatter roll: 7 Ball moved to ( 11, 11 ) Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 1 [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 (2) BONE HEAD roll passed. 104: tackle zone state changed to true 7 blocked. Block selected. Verified Opponent Roll = PUSHBACK/POW ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 POW Move ended for Hungry Mutant Gone is knocked over. Player pushed to (16, 9) 7 moved (MP) to ( 13, 9 ) Verified Opponent Roll = 5 Verified Opponent Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 MIGHTY BLOW used on injury roll. (5, 5) + 0, (3, 2) + 1, 0: Gone has been stunned. 7: status changed from 0 to 2. 104 moved (MP) to ( 14, 9 ) [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 (5) BONE HEAD roll passed. 105: tackle zone state changed to true 1 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 Team re-roll used. ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 2 db Block re-rolled. POW/SKULL Move ended for Ugly Bastard Agile is knocked over. ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 MIGHTY BLOW used on armor roll. (2, 4) + 1, (0, 0) + 0, 0: Agile has been knocked prone. 1: status changed from 0 to 1. Ugly Bastard is knocked over. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 (4, 6) + 0, (6, 6) + 0, 6: Ugly Bastard has been KILLED!! 105: status changed from 0 to 10. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 (6) Apothecary SUCCEEDS! 105: status changed from 10 to 1. Chaos Ogres Wild turn ended. [Game Saved] 7: status changed from 2 to 1. Gone rolls over. Stainless Steel Zippers start TURN: 2 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 8, 5 ) 5 moved (MP) to ( 9, 6 ) 5 moved (MP) to ( 10, 6 ) 5 moved (MP) to ( 11, 6 ) 5 moved (MP) to ( 12, 7 ) 5 moved (MP) to ( 13, 8 ) Move ended for Expedite Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true 1: status changed from 6 to 4. Normal move selected. Move ended for Agile Select an action for Dash 4: Select an action for Dash 4: tackle zone state changed to true Block selected. 104 blocked. Stainless Steel Zippers , Choose a block die. POW Move ended for Dash Hungry Mutant is knocked over. Player pushed to (13, 11) Player 14 pushed to (13, 11) 14 moved (MP) to ( 13, 11 ) Player pushed to (13, 10) 104 moved (MP) to ( 13, 10 ) (3, 6) + 0, (0, 0) + 0, 0: Hungry Mutant has been knocked prone. 104: status changed from 0 to 1. 4 moved (MP) to ( 14, 9 ) [Game Saved] Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 11, 8 ) 3 moved (MP) to ( 11, 9 ) 3 moved (MP) to ( 11, 10 ) 3 moved (MP) to ( 11, 11 ) GET BALL FINAL RESULT: Careen TARGET: 2 --- ROLL: 4 + 0 = 4 Pass selected. QUICK PASS PASS FINAL RESULT: Careen TARGET: 3 --- ROLL: 3 + 1Qp = 4 Move ended for Careen Ball moved to ( 12, 10 ) GET BALL FINAL RESULT: Highball TARGET: 2 --- ROLL: 2 + 0 = 2 [Game Saved] Select an action for Ultrasonic 14: Select an action for Ultrasonic Select an action for Ultrasonic 14: Select an action for Ultrasonic Select an action for Haste 8: Select an action for Haste Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 13, 7 ) 8 moved (MP) to ( 14, 8 ) 8 moved (MP) to ( 15, 8 ) 8 moved (MP) to ( 16, 8 ) 8 moved (MP) to ( 17, 9 ) 8 moved (MP) to ( 18, 10 ) 8 moved (MP) to ( 19, 10 ) Move ended for Haste Select an action for Immediate 9: Select an action for Immediate Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 15, 12 ) 2 moved (MP) to ( 16, 12 ) 2 moved (MP) to ( 17, 12 ) 2 moved (MP) to ( 18, 12 ) 2 moved (MP) to ( 19, 12 ) 2 moved (MP) to ( 20, 11 ) 2 moved (MP) to ( 21, 10 ) Move ended for Brisk Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 15, 13 ) 6 moved (MP) to ( 16, 13 ) 6 moved (MP) to ( 17, 13 ) 6 moved (MP) to ( 18, 13 ) 6 moved (MP) to ( 19, 13 ) 6 moved (MP) to ( 20, 12 ) 6 moved (MP) to ( 21, 12 ) Move ended for Fleet Select an action for Immediate 9: Select an action for Immediate Select an action for Ultrasonic 14: Select an action for Ultrasonic (1) BONE HEAD roll fails! Move ended for Ultrasonic 14: tackle zone state changed to false [Game Saved] Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 12, 11 ) 12 moved (MP) to ( 13, 12 ) 12 moved (MP) to ( 14, 12 ) 12 moved (MP) to ( 15, 12 ) 12 moved (MP) to ( 16, 12 ) 12 moved (MP) to ( 17, 12 ) 12 moved (MP) to ( 18, 12 ) 12 moved (MP) to ( 19, 12 ) 12 moved (MP) to ( 20, 11 ) Move ended for Highball Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Normal move selected. 9 moved (MP) to ( 13, 5 ) 9 moved (MP) to ( 13, 6 ) 9 moved (MP) to ( 14, 7 ) 9 moved (MP) to ( 15, 8 ) DODGE FINAL RESULT: Immediate TARGET: 2 --- ROLL: 3 + 0 = 3 Immediate slips past his opponent(s) unhindered. 9 moved (MP) to ( 16, 9 ) 9 moved (MP) to ( 17, 10 ) 9 moved (MP) to ( 18, 11 ) (1) Immediate trips and falls trying to go for it! Move ended for Immediate Stainless Steel Zippers: All players have moved. 9 moved (MP) to ( 19, 12 ) (1, 4) + 0, (0, 0) + 0, 0: Immediate has been knocked prone. 9: status changed from 0 to 1. Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 2 [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 (2) BONE HEAD roll passed. 103: tackle zone state changed to true Blitz selected. 103 moved (MP) to ( 16, 7 ) 103 moved (MP) to ( 17, 8 ) 103 moved (MP) to ( 18, 8 ) 103 moved (MP) to ( 19, 8 ) 103 moved (MP) to ( 20, 9 ) 2 blocked. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 (4) Go for it successful. Verified Opponent Roll = PUSHBACK/POW Verified Opponent Roll = PUSHBACK PUSHBACK/POW Brisk is knocked over. Player pushed to (7, 11) 2 moved (MP) to ( 22, 11 ) ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 MIGHTY BLOW used on armor roll. (3, 1) + 1, (0, 0) + 0, 0: Brisk has been knocked prone. 2: status changed from 0 to 1. 103 moved (MP) to ( 21, 10 ) Move ended for Goblin Thrower [Game Saved] 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 21, 8 ) 109 moved (MP) to ( 21, 9 ) 109 moved (MP) to ( 20, 10 ) Move ended for Number 9 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 22, 8 ) 107 moved (MP) to ( 22, 9 ) 107 moved (MP) to ( 22, 10 ) 107 moved (MP) to ( 21, 11 ) 107 moved (MP) to ( 20, 12 ) STUNTY skill used. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 DODGE FINAL RESULT: Missile TARGET: 3 --- ROLL: 3 + 0 = 3 Missile slips past his opponent(s) unhindered. Move ended for Missile [Game Saved] 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 22, 8 ) 106 moved (MP) to ( 22, 9 ) 106 moved (MP) to ( 22, 10 ) 106 moved (MP) to ( 21, 11 ) Move ended for Run Away 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 (3) BONE HEAD roll passed. 101: tackle zone state changed to true Normal move selected. 101 moved (MP) to ( 16, 5 ) 101 moved (MP) to ( 17, 6 ) 101 moved (MP) to ( 18, 7 ) 101 moved (MP) to ( 18, 8 ) 101 moved (MP) to ( 19, 9 ) Move ended for Belly Button [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 (3) BONE HEAD roll passed. 105: tackle zone state changed to true 105: status changed from 6 to 0. Normal move selected. Move ended for Ugly Bastard [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 (2) BONE HEAD roll passed. 104: tackle zone state changed to true 104: status changed from 6 to 0. Normal move selected. Move ended for Hungry Mutant Chaos Ogres Wild: All players have moved. Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 3 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Immediate 9: Select an action for Immediate Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Blitz selected. 107 blocked. Stainless Steel Zippers , Choose a block die. POW Missile is knocked over. Player pushed to (19, 11) 107 moved (MP) to ( 19, 11 ) (1, 6) + 0, (0, 0) + 0, 0: Missile has been knocked prone. 107: status changed from 0 to 1. 6 moved (MP) to ( 22, 13 ) DODGE FINAL RESULT: Fleet TARGET: 2 --- ROLL: 5 + 0 = 5 Fleet slips past his opponent(s) unhindered. 6 moved (MP) to ( 23, 13 ) 6 moved (MP) to ( 24, 13 ) 6 moved (MP) to ( 25, 13 ) 6 moved (MP) to ( 26, 13 ) 6 moved (MP) to ( 27, 13 ) Move ended for Fleet [Game Saved] Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true 9: status changed from 6 to 4. Normal move selected. 9 moved (MP) to ( 20, 13 ) 9 moved (MP) to ( 21, 13 ) 9 moved (MP) to ( 22, 12 ) Move ended for Immediate Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true 2: status changed from 6 to 4. Normal move selected. Move ended for Brisk Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 19, 12 ) DODGE FINAL RESULT: Highball TARGET: 2 --- ROLL: 6 + 0 = 6 Highball slips past his opponent(s) unhindered. 12 moved (MP) to ( 20, 13 ) 12 moved (MP) to ( 21, 13 ) 12 moved (MP) to ( 22, 13 ) 12 moved (MP) to ( 23, 13 ) 12 moved (MP) to ( 24, 13 ) 12 moved (MP) to ( 25, 13 ) 12 moved (MP) to ( 26, 13 ) Pass selected. QUICK PASS PASS FINAL RESULT: Highball TARGET: 3 --- ROLL: 4 + 1Qp = 5 Move ended for Highball Ball moved to ( 27, 13 ) GET BALL FINAL RESULT: Fleet TARGET: 2 --- ROLL: 5 + 0 = 5 Fleet scores a touchdown! *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=14,y=10] : current status = 4 1 : current square = java.awt.Point[x=14,y=10] : current status = 4 1: status changed from 0 to 0. 1 : set status normal, current square = java.awt.Point[x=14,y=10] 1 : current status = 0 1 : current square = java.awt.Point[x=14,y=10] : current status = 0 1 : move player (HT) to square java.awt.Point[x=0,y=0] 2 : current square = java.awt.Point[x=22,y=11] : current status = 4 2 : current square = java.awt.Point[x=22,y=11] : current status = 4 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=22,y=11] 2 : current status = 0 2 : current square = java.awt.Point[x=22,y=11] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=1] 3 : current square = java.awt.Point[x=11,y=11] : current status = 0 3 : current square = java.awt.Point[x=11,y=11] : current status = 0 3: status changed from 0 to 0. 3 : set status normal, current square = java.awt.Point[x=11,y=11] 3 : current status = 0 3 : current square = java.awt.Point[x=11,y=11] : current status = 0 3 : move player (HT) to square java.awt.Point[x=0,y=2] 4 : current square = java.awt.Point[x=14,y=9] : current status = 0 4 : current square = java.awt.Point[x=14,y=9] : current status = 0 4: status changed from 0 to 0. 4 : set status normal, current square = java.awt.Point[x=14,y=9] 4 : current status = 0 4 : current square = java.awt.Point[x=14,y=9] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=3] 5 : current square = java.awt.Point[x=13,y=8] : current status = 0 5 : current square = java.awt.Point[x=13,y=8] : current status = 0 5: status changed from 0 to 0. 5 : set status normal, current square = java.awt.Point[x=13,y=8] 5 : current status = 0 5 : current square = java.awt.Point[x=13,y=8] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=4] 6 : current square = java.awt.Point[x=27,y=13] : current status = 0 6 : current square = java.awt.Point[x=27,y=13] : current status = 0 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=27,y=13] 6 : current status = 0 6 : current square = java.awt.Point[x=27,y=13] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=5] 7 : current square = java.awt.Point[x=13,y=9] : current status = 1 7 : current square = java.awt.Point[x=13,y=9] : current status = 1 7: status changed from 1 to 0. 7 : set status normal, current square = java.awt.Point[x=13,y=9] 7 : current status = 0 7 : current square = java.awt.Point[x=13,y=9] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=6] 8 : current square = java.awt.Point[x=19,y=10] : current status = 0 8 : current square = java.awt.Point[x=19,y=10] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=19,y=10] 8 : current status = 0 8 : current square = java.awt.Point[x=19,y=10] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=7] 9 : current square = java.awt.Point[x=22,y=12] : current status = 4 9 : current square = java.awt.Point[x=22,y=12] : current status = 4 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=22,y=12] 9 : current status = 0 9 : current square = java.awt.Point[x=22,y=12] : current status = 0 9 : move player (HT) to square java.awt.Point[x=1,y=0] 12 : current square = java.awt.Point[x=26,y=13] : current status = 0 12 : current square = java.awt.Point[x=26,y=13] : current status = 0 12: status changed from 0 to 0. 12 : set status normal, current square = java.awt.Point[x=26,y=13] 12 : current status = 0 12 : current square = java.awt.Point[x=26,y=13] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=13,y=11] : current status = 0 14 : current square = java.awt.Point[x=13,y=11] : current status = 0 14: status changed from 0 to 0. 14 : set status normal, current square = java.awt.Point[x=13,y=11] 14 : current status = 0 14 : current square = java.awt.Point[x=13,y=11] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=19,y=9] : current status = 0 101 : current square = java.awt.Point[x=19,y=9] : current status = 0 101: status changed from 0 to 0. 101 : set status normal, current square = java.awt.Point[x=19,y=9] 101 : current status = 0 101 : current square = java.awt.Point[x=19,y=9] : current status = 0 101 : move player (HT) to square java.awt.Point[x=29,y=0] 103 : current square = java.awt.Point[x=21,y=10] : current status = 0 103 : current square = java.awt.Point[x=21,y=10] : current status = 0 103: status changed from 0 to 0. 103 : set status normal, current square = java.awt.Point[x=21,y=10] 103 : current status = 0 103 : current square = java.awt.Point[x=21,y=10] : current status = 0 103 : move player (HT) to square java.awt.Point[x=29,y=1] 104 : current square = java.awt.Point[x=13,y=10] : current status = 0 104 : current square = java.awt.Point[x=13,y=10] : current status = 0 104: status changed from 0 to 0. 104 : set status normal, current square = java.awt.Point[x=13,y=10] 104 : current status = 0 104 : current square = java.awt.Point[x=13,y=10] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=2] 105 : current square = java.awt.Point[x=15,y=10] : current status = 0 105 : current square = java.awt.Point[x=15,y=10] : current status = 0 105: status changed from 0 to 0. 105 : set status normal, current square = java.awt.Point[x=15,y=10] 105 : current status = 0 105 : current square = java.awt.Point[x=15,y=10] : current status = 0 105 : move player (HT) to square java.awt.Point[x=29,y=3] 106 : current square = java.awt.Point[x=21,y=11] : current status = 0 106 : current square = java.awt.Point[x=21,y=11] : current status = 0 106: status changed from 0 to 0. 106 : set status normal, current square = java.awt.Point[x=21,y=11] 106 : current status = 0 106 : current square = java.awt.Point[x=21,y=11] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=4] 107 : current square = java.awt.Point[x=19,y=11] : current status = 1 107 : current square = java.awt.Point[x=19,y=11] : current status = 1 107: status changed from 1 to 0. 107 : set status normal, current square = java.awt.Point[x=19,y=11] 107 : current status = 0 107 : current square = java.awt.Point[x=19,y=11] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=5] 108 : current square = java.awt.Point[x=29,y=6] : current status = 2 108 : current status = 2 109 : current square = java.awt.Point[x=20,y=10] : current status = 0 109 : current square = java.awt.Point[x=20,y=10] : current status = 0 109: status changed from 0 to 0. 109 : set status normal, current square = java.awt.Point[x=20,y=10] 109 : current status = 0 109 : current square = java.awt.Point[x=20,y=10] : current status = 0 109 : move player (HT) to square java.awt.Point[x=29,y=7] 110 : current square = java.awt.Point[x=28,y=0] : current status = 2 110 : current status = 2 111 : current square = java.awt.Point[x=28,y=1] : current status = 2 111 : current status = 2 ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Stainless Steel Zippers Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 9 moved location (MPL) to ( 11, 5 ) 8 moved location (MPL) to ( 11, 13 ) 7 moved location (MPL) to ( 14, 9 ) 6 moved location (MPL) to ( 14, 5 ) 14 moved location (MPL) to ( 11, 7 ) 5 moved location (MPL) to ( 14, 7 ) 4 moved location (MPL) to ( 11, 3 ) 3 moved location (MPL) to ( 11, 11 ) 12 moved location (MPL) to ( 9, 7 ) 2 moved location (MPL) to ( 11, 1 ) 1 moved location (MPL) to ( 11, 9 ) 6 moved (SP) to ( 13, 6 ) 4 moved (SP) to ( 14, 5 ) 6 moved (SP) to ( 11, 3 ) Waiting for Chaos Ogres Wild to set players on field. 105 moved (SP) to ( 15, 9 ) 104 moved (SP) to ( 15, 5 ) 103 moved (SP) to ( 15, 6 ) 101 moved (SP) to ( 15, 8 ) 106 moved (SP) to ( 20, 7 ) 107 moved (SP) to ( 23, 7 ) 109 moved (SP) to ( 17, 7 ) 109 moved (SP) to ( 16, 7 ) *** Setup end *** Stainless Steel Zippers Select a destination square for kick. Press [CTRL][ENTER] when finished. Or click the turn counter. Ball placed at (21, 7) Kickoff Roll (5+3) = Quick Snap Turn time limit reached. Kick result. Direction: 5 Distance: 4 Quick snap. Waiting for Chaos Ogres Wild to re-arrange players on field. 107 moved (SP) to ( 24, 8 ) 106 moved (SP) to ( 21, 8 ) 105 moved (SP) to ( 14, 8 ) 104 moved (SP) to ( 14, 6 ) Ball placed at (21, 7) Ball placed at (21, 7) Scatter roll: 2 Ball moved to ( 25, 10 ) [Game Saved] Ball in play. Waiting for Chaos Ogres Wild to finish TURN: 3 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 (4) BONE HEAD roll passed. 105: tackle zone state changed to true 7 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 PUSHBACK Move ended for Ugly Bastard Player pushed to (16, 10) 7 moved (MP) to ( 13, 10 ) 105 moved (MP) to ( 14, 9 ) [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 (5) BONE HEAD roll passed. 104: tackle zone state changed to true 4 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 Verified Opponent Roll = PUSHBACK/POW PUSHBACK/POW Move ended for Hungry Mutant Dash is knocked over. Player pushed to (16, 4) 4 moved (MP) to ( 13, 4 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 MIGHTY BLOW used on armor roll. (1, 2) + 1, (0, 0) + 0, 0: Dash has been knocked prone. 4: status changed from 0 to 1. 104 moved (MP) to ( 14, 5 ) [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 (1) BONE HEAD roll fails! Move ended for Belly Button 101: tackle zone state changed to false [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 25, 9 ) 107 moved (MP) to ( 25, 10 ) Verified Opponent Roll = 1 GET BALL FINAL RESULT: Missile TARGET: 3 --- ROLL: 1 + 0 = 1 Move ended for Missile ***Opponent Roll Out of Sync*** Opp Roll = 7 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 7 --- Local Roll = 8 Scatter roll: 7 Ball moved to ( 3, 11 ) Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 4 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Careen 3: Select an action for Careen Select an action for Agile 1: Select an action for Agile Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 13, 7 ) DODGE FINAL RESULT: Expedite TARGET: 2 --- ROLL: 4 + 0 = 4 Expedite slips past his opponent(s) unhindered. 5 moved (MP) to ( 12, 8 ) 5 moved (MP) to ( 12, 9 ) 5 moved (MP) to ( 12, 10 ) 5 moved (MP) to ( 13, 11 ) 5 moved (MP) to ( 14, 11 ) 5 moved (MP) to ( 15, 10 ) Move ended for Expedite [Game Saved] Select an action for Dash 4: Select an action for Dash 4: tackle zone state changed to true 4: status changed from 6 to 4. Normal move selected. 4 moved (MP) to ( 12, 5 ) DODGE BEFORE RE_ROLL: Dash knocked over trying to dodge. TARGET: 2 --- ROLL: 1 + 0 = 1 DODGE FINAL RESULT: Dash TARGET: 2 --- ROLL: 1 + 0 = 1 Dash is knocked over. (5, 3) + 0, (2, 1) + 0, 0: Dash has been stunned. Move ended for Dash 4: status changed from 0 to 2. Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 4 [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard Verified Opponent Roll = 3 (3) BONE HEAD roll passed. 105: tackle zone state changed to true 5 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 PUSHBACK Move ended for Ugly Bastard Player pushed to (14, 11) 5 moved (MP) to ( 15, 11 ) 105 moved (MP) to ( 15, 10 ) [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 (4) BONE HEAD roll passed. 101: tackle zone state changed to true Blitz selected. 101 moved (MP) to ( 14, 9 ) 7 blocked. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 POW Gone is knocked over. Player pushed to (17, 11) 7 moved (MP) to ( 12, 11 ) ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 MIGHTY BLOW used on injury roll. (5, 4) + 0, (2, 3) + 1, 0: Gone has been stunned. 7: status changed from 0 to 2. 101 moved (MP) to ( 13, 10 ) 101 moved (MP) to ( 13, 9 ) 101 moved (MP) to ( 12, 8 ) Move ended for Belly Button [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 (5) BONE HEAD roll passed. 104: tackle zone state changed to true Normal move selected. 104 moved (MP) to ( 13, 6 ) 104 moved (MP) to ( 12, 6 ) Move ended for Hungry Mutant [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 26, 11 ) ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 GET BALL FINAL RESULT: Missile TARGET: 3 --- ROLL: 3 + 0 = 3 107 moved (MP) to ( 25, 10 ) 107 moved (MP) to ( 24, 9 ) 107 moved (MP) to ( 23, 8 ) 107 moved (MP) to ( 22, 8 ) Hand off selected. Move ended for Missile Ball moved to ( 8, 8 ) Verified Opponent Roll = 6 GET BALL FINAL RESULT: Run Away TARGET: 3 --- ROLL: 6 + 0 = 6 [Game Saved] 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 20, 8 ) 106 moved (MP) to ( 19, 8 ) 106 moved (MP) to ( 18, 8 ) 106 moved (MP) to ( 17, 8 ) 106 moved (MP) to ( 16, 8 ) 106 moved (MP) to ( 15, 7 ) Pass selected. Increased range band because of race. SHORT PASS ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 PASS FINAL RESULT: Run Away TARGET: 4 --- ROLL: 4 + 0 = 4 Move ended for Run Away Ball moved to ( 13, 7 ) ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 GET BALL FINAL RESULT: Number 9 TARGET: 3 --- ROLL: 3 + 0 = 3 [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 (6) BONE HEAD roll passed. 103: tackle zone state changed to true Normal move selected. 103 moved (MP) to ( 14, 7 ) Move ended for Goblin Thrower [Game Saved] 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 15, 8 ) 109 moved (MP) to ( 14, 8 ) 109 moved (MP) to ( 13, 7 ) Move ended for Number 9 Chaos Ogres Wild: All players have moved. Chaos Ogres Wild turn ended. [Game Saved] 4: status changed from 2 to 1. Dash rolls over. 7: status changed from 2 to 1. Gone rolls over. Stainless Steel Zippers start TURN: 5 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Brisk 2: Select an action for Brisk Select an action for Ultrasonic 14: Select an action for Ultrasonic (2) BONE HEAD roll passed. 14: tackle zone state changed to true Blitz selected. 14 moved (MP) to ( 10, 6 ) DODGE FINAL RESULT: Ultrasonic TARGET: 2 --- ROLL: 2 + 0 = 2 Ultrasonic slips past his opponent(s) unhindered. 14 moved (MP) to ( 10, 5 ) 14 moved (MP) to ( 11, 4 ) 14 moved (MP) to ( 12, 4 ) 14 moved (MP) to ( 13, 4 ) 14 moved (MP) to ( 14, 5 ) SKILL SELECTED: leap SKILL SELECTED: leap Target(3) Roll(6) Leap successful. 14 moved (MP) to ( 12, 7 ) SKILL SELECTED: SKILL SELECTED: SKILL SELECTED: SKILL SELECTED: SKILL SELECTED: SKILL SELECTED: SKILL SELECTED: SKILL SELECTED: 109 blocked. (2) Go for it successful. Stainless Steel Zippers , Choose a block die. POW/SKULL Number 9 is knocked over. (2, 2) + 0, (0, 0) + 0, 0: Number 9 has been knocked prone. 109: status changed from 3 to 1. Ultrasonic saved by block skill. Ball moved to ( 13, 6 ) Move ended for Ultrasonic [Game Saved] Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 12, 4 ) 6 moved (MP) to ( 13, 5 ) Move ended for Fleet Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Normal move selected. 2 moved (MP) to ( 10, 2 ) 2 moved (MP) to ( 10, 3 ) 2 moved (MP) to ( 10, 4 ) 2 moved (MP) to ( 10, 5 ) 2 moved (MP) to ( 11, 6 ) Move ended for Brisk Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true Block selected. 104 blocked. Stainless Steel Zippers , Choose a block die. Team re-roll used. 1 db Block re-rolled. POW Move ended for Immediate Hungry Mutant is knocked over. Player pushed to (13, 6) 104 moved (MP) to ( 13, 6 ) Scatter roll: 8 Ball moved to ( 12, 6 ) (1, 3) + 0, (0, 0) + 0, 0: Hungry Mutant has been knocked prone. 104: status changed from 0 to 1. 9 moved (MP) to ( 12, 6 ) GET BALL FINAL RESULT: Immediate TARGET: 2 --- ROLL: 6 + 0 = 6 [Game Saved] Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 12, 10 ) 3 moved (MP) to ( 13, 9 ) Move ended for Careen Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Normal move selected. 8 moved (MP) to ( 11, 12 ) 8 moved (MP) to ( 11, 11 ) 8 moved (MP) to ( 12, 10 ) 8 moved (MP) to ( 12, 9 ) Move ended for Haste Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Block selected. 101 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK/POW Move ended for Agile Belly Button is knocked over. Player pushed to (13, 8) 101 moved (MP) to ( 13, 8 ) ???checkBHandRS: playerinfo for player #-1 is null so just returned true!! ??? overrideplayer = -1 ???checkWildAnimal: playerinfo for player #-1 is null so just returned true!! ??? overrideplayer = -1 ???checkTakeRoot: playerinfo for player #-1 is null so just returned true!! ??? overrideplayer = -1 (3, 5) + 0, (0, 0) + 0, 0: Belly Button has been knocked prone. 101: status changed from 0 to 1. 1 moved (MP) to ( 12, 8 ) [Game Saved] Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 14, 12 ) DODGE FINAL RESULT: Expedite TARGET: 2 --- ROLL: 5 + 0 = 5 Expedite slips past his opponent(s) unhindered. 5 moved (MP) to ( 13, 11 ) 5 moved (MP) to ( 12, 10 ) 5 moved (MP) to ( 11, 9 ) 5 moved (MP) to ( 10, 8 ) Move ended for Expedite [Game Saved] Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 10, 6 ) Move ended for Highball Stainless Steel Zippers: All players have moved. Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 5 [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button Verified Opponent Roll = 4 (4) BONE HEAD roll passed. 101: tackle zone state changed to true 101: status changed from 6 to 0. Normal move selected. Move ended for Belly Button [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 (3) BONE HEAD roll passed. 104: tackle zone state changed to true 104: status changed from 6 to 0. Blitz selected. 9 blocked. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 POW Immediate is knocked over. Player pushed to (18, 5) 9 moved (MP) to ( 11, 5 ) ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 MIGHTY BLOW used on armor roll. (3, 3) + 1, (0, 0) + 0, 0: Immediate has been knocked prone. 9: status changed from 3 to 1. 104 moved (MP) to ( 12, 6 ) ***Opponent Roll Out of Sync*** Opp Roll = 7 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 7 --- Local Roll = 2 Ball moved to ( 17, 6 ) ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 GET BALL FINAL RESULT: Hungry Mutant TARGET: 8 --- ROLL: 1 + 0 = 1 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 7 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 7 Scatter roll: 1 Ball moved to ( 16, 5 ) ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 GET BALL FINAL RESULT: Fleet TARGET: 4 --- ROLL: 5 + 0 = 5 Move ended for Hungry Mutant [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 (1) BONE HEAD roll fails! Move ended for Goblin Thrower 103: tackle zone state changed to false [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 (2) BONE HEAD roll passed. 105: tackle zone state changed to true Normal move selected. 105 moved (MP) to ( 16, 9 ) 105 moved (MP) to ( 16, 8 ) 105 moved (MP) to ( 16, 7 ) 105 moved (MP) to ( 15, 6 ) 105 moved (MP) to ( 14, 5 ) Move ended for Ugly Bastard [Game Saved] 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true 109: status changed from 6 to 0. Normal move selected. 109 moved (MP) to ( 14, 6 ) STUNTY skill used. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 TACKLE skill used to prevent DODGE skill. DODGE FINAL RESULT: Number 9 TARGET: 3 --- ROLL: 1 + 0 = 1 Number 9 is knocked over. ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 (6, 4) + 0, (4, 2) + 1, 0: Number 9 has been stunned. Move ended for Number 9 109: status changed from 0 to 2. Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 6 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Dash 4: Select an action for Dash 4: tackle zone state changed to true 4: status changed from 6 to 4. Normal move selected. Move ended for Dash Select an action for Immediate 9: Select an action for Immediate 9: tackle zone state changed to true 9: status changed from 6 to 4. Normal move selected. Move ended for Immediate Select an action for Ultrasonic 14: Select an action for Ultrasonic (1) BONE HEAD roll fails! Move ended for Ultrasonic 14: tackle zone state changed to false [Game Saved] Select an action for Expedite 5: Select an action for Expedite Select an action for Gone 7: Select an action for Gone 7: tackle zone state changed to true 7: status changed from 6 to 4. Normal move selected. 7 moved (MP) to ( 13, 10 ) 7 moved (MP) to ( 14, 9 ) Move ended for Gone Select an action for Haste 8: Select an action for Haste 8: tackle zone state changed to true Block selected. 101 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK/POW Move ended for Haste Belly Button is knocked over. Player pushed to (14, 8) 101 moved (MP) to ( 14, 8 ) (4, 4) + 0, (0, 0) + 0, 0: Belly Button has been knocked prone. 101: status changed from 0 to 1. [Game Saved] Select an action for Brisk 2: Select an action for Brisk 2: tackle zone state changed to true Block selected. 104 blocked. Stainless Steel Zippers , Choose a block die. PUSHBACK/POW Move ended for Brisk Hungry Mutant is knocked over. Player pushed to (13, 7) 104 moved (MP) to ( 13, 7 ) (3, 6) + 0, (0, 0) + 0, 0: Hungry Mutant has been knocked prone. 104: status changed from 0 to 1. [Game Saved] Select an action for Agile 1: Select an action for Agile Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 11, 9 ) 5 moved (MP) to ( 12, 10 ) 5 moved (MP) to ( 13, 11 ) 5 moved (MP) to ( 14, 11 ) 5 moved (MP) to ( 15, 11 ) 5 moved (MP) to ( 16, 11 ) 5 moved (MP) to ( 17, 11 ) Move ended for Expedite Select an action for Careen 3: Select an action for Careen 3: tackle zone state changed to true Normal move selected. 3 moved (MP) to ( 14, 10 ) 3 moved (MP) to ( 15, 10 ) 3 moved (MP) to ( 16, 10 ) 3 moved (MP) to ( 17, 10 ) 3 moved (MP) to ( 18, 10 ) 3 moved (MP) to ( 19, 11 ) Move ended for Careen Select an action for Highball 12: Select an action for Highball Select an action for Fleet 6: Select an action for Fleet 6: tackle zone state changed to true Normal move selected. 6 moved (MP) to ( 12, 6 ) DODGE FINAL RESULT: Fleet TARGET: 2 --- ROLL: 6 + 0 = 6 Fleet slips past his opponent(s) unhindered. 6 moved (MP) to ( 11, 7 ) 6 moved (MP) to ( 11, 8 ) 6 moved (MP) to ( 11, 9 ) Pass selected. QUICK PASS PASS FINAL RESULT: Fleet TARGET: 3 --- ROLL: 5 + 1Qp = 6 Move ended for Fleet Ball moved to ( 12, 8 ) GET BALL FINAL RESULT: Agile TARGET: 2 --- ROLL: 2 + 0 = 2 [Game Saved] Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Normal move selected. 1 moved (MP) to ( 13, 9 ) 1 moved (MP) to ( 14, 10 ) 1 moved (MP) to ( 15, 11 ) 1 moved (MP) to ( 16, 12 ) 1 moved (MP) to ( 17, 12 ) 1 moved (MP) to ( 18, 12 ) Move ended for Agile Select an action for Highball 12: Select an action for Highball 12: tackle zone state changed to true Normal move selected. 12 moved (MP) to ( 11, 7 ) 12 moved (MP) to ( 12, 8 ) 12 moved (MP) to ( 13, 9 ) 12 moved (MP) to ( 14, 10 ) 12 moved (MP) to ( 15, 11 ) 12 moved (MP) to ( 16, 12 ) 12 moved (MP) to ( 17, 13 ) 12 moved (MP) to ( 18, 13 ) 12 moved (MP) to ( 19, 13 ) Move ended for Highball Stainless Steel Zippers: All players have moved. Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 6 [Game Saved] 109: status changed from 2 to 1. Number 9 rolls over. 103: Select an action for Goblin Thrower Select an action for Goblin Thrower 103: Select an action for Goblin Thrower Select an action for Goblin Thrower 106: Select an action for Run Away Select an action for Run Away 106: tackle zone state changed to true Normal move selected. 106 moved (MP) to ( 16, 8 ) 106 moved (MP) to ( 17, 8 ) 106 moved (MP) to ( 18, 8 ) 106 moved (MP) to ( 19, 9 ) 106 moved (MP) to ( 20, 9 ) 106 moved (MP) to ( 21, 10 ) Move ended for Run Away 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 23, 9 ) 107 moved (MP) to ( 23, 10 ) 107 moved (MP) to ( 23, 11 ) 107 moved (MP) to ( 22, 12 ) 107 moved (MP) to ( 21, 13 ) Move ended for Missile 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 (3) BONE HEAD roll passed. 105: tackle zone state changed to true Normal move selected. 105 moved (MP) to ( 15, 6 ) 105 moved (MP) to ( 16, 7 ) 105 moved (MP) to ( 17, 8 ) 105 moved (MP) to ( 18, 9 ) 105 moved (MP) to ( 18, 10 ) Move ended for Ugly Bastard [Game Saved] 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 (5) BONE HEAD roll passed. 104: tackle zone state changed to true 104: status changed from 6 to 0. Normal move selected. Move ended for Hungry Mutant [Game Saved] 101: Select an action for Belly Button Select an action for Belly Button ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 (2) BONE HEAD roll passed. 101: tackle zone state changed to true 101: status changed from 6 to 0. Normal move selected. Move ended for Belly Button [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower Verified Opponent Roll = 3 (3) BONE HEAD roll passed. 103: tackle zone state changed to true Blitz selected. 103 moved (MP) to ( 15, 7 ) 103 moved (MP) to ( 16, 8 ) 103 moved (MP) to ( 17, 9 ) 103 moved (MP) to ( 17, 10 ) 103 moved (MP) to ( 18, 11 ) ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 DODGE FINAL RESULT: Goblin Thrower TARGET: 7 --- ROLL: 2 + 0 = 2 Goblin Thrower is knocked over. ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 (2, 3) + 0, (0, 0) + 0, 0: Goblin Thrower has been knocked prone. 103: status changed from 4 to 1. Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 7 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Blitz selected. 5 moved (MP) to ( 17, 12 ) DODGE FINAL RESULT: Expedite TARGET: 2 --- ROLL: 2 + 0 = 2 Expedite slips past his opponent(s) unhindered. 5 moved (MP) to ( 18, 13 ) 5 moved (MP) to ( 19, 12 ) 5 moved (MP) to ( 20, 12 ) 107 blocked. Stainless Steel Zippers , Choose a block die. POW Missile is knocked over. Player pushed to (21, 14) 107 moved (MP) to ( 21, 14 ) (2, 6) + 0, (1, 2) + 1, 0: Missile has been stunned. 107: status changed from 0 to 2. 5 moved (MP) to ( 21, 13 ) 5 moved (MP) to ( 22, 12 ) 5 moved (MP) to ( 23, 11 ) Move ended for Expedite [Game Saved] Select an action for Agile 1: Select an action for Agile 1: tackle zone state changed to true Normal move selected. 1 moved (MP) to ( 19, 12 ) 1 moved (MP) to ( 20, 12 ) 1 moved (MP) to ( 21, 12 ) 1 moved (MP) to ( 22, 12 ) 1 moved (MP) to ( 23, 12 ) 1 moved (MP) to ( 24, 12 ) 1 moved (MP) to ( 25, 12 ) (2) Go for it successful. 1 moved (MP) to ( 26, 12 ) (1) Agile trips and falls trying to go for it! Team re-roll used. (4) Go for it successful. 1 moved (MP) to ( 27, 12 ) Agile scores a touchdown! *** Setup start *** ********* HALF-TIME RE-ARRANGE DUGOUT START ******** 1 : current square = java.awt.Point[x=27,y=12] : current status = 0 1 : current square = java.awt.Point[x=27,y=12] : current status = 0 1: status changed from 0 to 0. 1 : set status normal, current square = java.awt.Point[x=27,y=12] 1 : current status = 0 1 : current square = java.awt.Point[x=27,y=12] : current status = 0 1 : move player (HT) to square java.awt.Point[x=0,y=0] 2 : current square = java.awt.Point[x=11,y=6] : current status = 0 2 : current square = java.awt.Point[x=11,y=6] : current status = 0 2: status changed from 0 to 0. 2 : set status normal, current square = java.awt.Point[x=11,y=6] 2 : current status = 0 2 : current square = java.awt.Point[x=11,y=6] : current status = 0 2 : move player (HT) to square java.awt.Point[x=0,y=1] 3 : current square = java.awt.Point[x=19,y=11] : current status = 0 3 : current square = java.awt.Point[x=19,y=11] : current status = 0 3: status changed from 0 to 0. 3 : set status normal, current square = java.awt.Point[x=19,y=11] 3 : current status = 0 3 : current square = java.awt.Point[x=19,y=11] : current status = 0 3 : move player (HT) to square java.awt.Point[x=0,y=2] 4 : current square = java.awt.Point[x=12,y=5] : current status = 4 4 : current square = java.awt.Point[x=12,y=5] : current status = 4 4: status changed from 0 to 0. 4 : set status normal, current square = java.awt.Point[x=12,y=5] 4 : current status = 0 4 : current square = java.awt.Point[x=12,y=5] : current status = 0 4 : move player (HT) to square java.awt.Point[x=0,y=3] 5 : current square = java.awt.Point[x=23,y=11] : current status = 0 5 : current square = java.awt.Point[x=23,y=11] : current status = 0 5: status changed from 0 to 0. 5 : set status normal, current square = java.awt.Point[x=23,y=11] 5 : current status = 0 5 : current square = java.awt.Point[x=23,y=11] : current status = 0 5 : move player (HT) to square java.awt.Point[x=0,y=4] 6 : current square = java.awt.Point[x=11,y=9] : current status = 0 6 : current square = java.awt.Point[x=11,y=9] : current status = 0 6: status changed from 0 to 0. 6 : set status normal, current square = java.awt.Point[x=11,y=9] 6 : current status = 0 6 : current square = java.awt.Point[x=11,y=9] : current status = 0 6 : move player (HT) to square java.awt.Point[x=0,y=5] 7 : current square = java.awt.Point[x=14,y=9] : current status = 4 7 : current square = java.awt.Point[x=14,y=9] : current status = 4 7: status changed from 0 to 0. 7 : set status normal, current square = java.awt.Point[x=14,y=9] 7 : current status = 0 7 : current square = java.awt.Point[x=14,y=9] : current status = 0 7 : move player (HT) to square java.awt.Point[x=0,y=6] 8 : current square = java.awt.Point[x=12,y=9] : current status = 0 8 : current square = java.awt.Point[x=12,y=9] : current status = 0 8: status changed from 0 to 0. 8 : set status normal, current square = java.awt.Point[x=12,y=9] 8 : current status = 0 8 : current square = java.awt.Point[x=12,y=9] : current status = 0 8 : move player (HT) to square java.awt.Point[x=0,y=7] 9 : current square = java.awt.Point[x=11,y=5] : current status = 4 9 : current square = java.awt.Point[x=11,y=5] : current status = 4 9: status changed from 0 to 0. 9 : set status normal, current square = java.awt.Point[x=11,y=5] 9 : current status = 0 9 : current square = java.awt.Point[x=11,y=5] : current status = 0 9 : move player (HT) to square java.awt.Point[x=1,y=0] 12 : current square = java.awt.Point[x=19,y=13] : current status = 0 12 : current square = java.awt.Point[x=19,y=13] : current status = 0 12: status changed from 0 to 0. 12 : set status normal, current square = java.awt.Point[x=19,y=13] 12 : current status = 0 12 : current square = java.awt.Point[x=19,y=13] : current status = 0 12 : move player (HT) to square java.awt.Point[x=1,y=1] 14 : current square = java.awt.Point[x=12,y=7] : current status = 0 14 : current square = java.awt.Point[x=12,y=7] : current status = 0 14: status changed from 0 to 0. 14 : set status normal, current square = java.awt.Point[x=12,y=7] 14 : current status = 0 14 : current square = java.awt.Point[x=12,y=7] : current status = 0 14 : move player (HT) to square java.awt.Point[x=1,y=2] 101 : current square = java.awt.Point[x=14,y=8] : current status = 0 101 : current square = java.awt.Point[x=14,y=8] : current status = 0 101: status changed from 0 to 0. 101 : set status normal, current square = java.awt.Point[x=14,y=8] 101 : current status = 0 101 : current square = java.awt.Point[x=14,y=8] : current status = 0 101 : move player (HT) to square java.awt.Point[x=29,y=0] 103 : current square = java.awt.Point[x=18,y=11] : current status = 1 103 : current square = java.awt.Point[x=18,y=11] : current status = 1 103: status changed from 1 to 0. 103 : set status normal, current square = java.awt.Point[x=18,y=11] 103 : current status = 0 103 : current square = java.awt.Point[x=18,y=11] : current status = 0 103 : move player (HT) to square java.awt.Point[x=29,y=1] 104 : current square = java.awt.Point[x=13,y=7] : current status = 0 104 : current square = java.awt.Point[x=13,y=7] : current status = 0 104: status changed from 0 to 0. 104 : set status normal, current square = java.awt.Point[x=13,y=7] 104 : current status = 0 104 : current square = java.awt.Point[x=13,y=7] : current status = 0 104 : move player (HT) to square java.awt.Point[x=29,y=2] 105 : current square = java.awt.Point[x=18,y=10] : current status = 0 105 : current square = java.awt.Point[x=18,y=10] : current status = 0 105: status changed from 0 to 0. 105 : set status normal, current square = java.awt.Point[x=18,y=10] 105 : current status = 0 105 : current square = java.awt.Point[x=18,y=10] : current status = 0 105 : move player (HT) to square java.awt.Point[x=29,y=3] 106 : current square = java.awt.Point[x=21,y=10] : current status = 0 106 : current square = java.awt.Point[x=21,y=10] : current status = 0 106: status changed from 0 to 0. 106 : set status normal, current square = java.awt.Point[x=21,y=10] 106 : current status = 0 106 : current square = java.awt.Point[x=21,y=10] : current status = 0 106 : move player (HT) to square java.awt.Point[x=29,y=4] 107 : current square = java.awt.Point[x=21,y=14] : current status = 2 107 : current square = java.awt.Point[x=21,y=14] : current status = 2 107: status changed from 2 to 0. 107 : set status normal, current square = java.awt.Point[x=21,y=14] 107 : current status = 0 107 : current square = java.awt.Point[x=21,y=14] : current status = 0 107 : move player (HT) to square java.awt.Point[x=29,y=5] 108 : current square = java.awt.Point[x=29,y=6] : current status = 2 108 : current status = 2 109 : current square = java.awt.Point[x=14,y=6] : current status = 1 109 : current square = java.awt.Point[x=14,y=6] : current status = 1 109: status changed from 1 to 0. 109 : set status normal, current square = java.awt.Point[x=14,y=6] 109 : current status = 0 109 : current square = java.awt.Point[x=14,y=6] : current status = 0 109 : move player (HT) to square java.awt.Point[x=29,y=7] 110 : current square = java.awt.Point[x=28,y=0] : current status = 2 110 : current status = 2 111 : current square = java.awt.Point[x=28,y=1] : current status = 2 111 : current status = 2 ********* HALF-TIME RE-ARRANGE DUGOUT END ******** Stainless Steel Zippers Kicking. Set players on field. Press [CTRL][ENTER] when finished. Or click the turn counter. 9 moved location (MPL) to ( 11, 5 ) 8 moved location (MPL) to ( 11, 13 ) 7 moved location (MPL) to ( 14, 9 ) 6 moved location (MPL) to ( 11, 3 ) 14 moved location (MPL) to ( 11, 7 ) 5 moved location (MPL) to ( 14, 7 ) 4 moved location (MPL) to ( 14, 5 ) 3 moved location (MPL) to ( 11, 11 ) 12 moved location (MPL) to ( 9, 7 ) 2 moved location (MPL) to ( 11, 1 ) 1 moved location (MPL) to ( 11, 9 ) Waiting for Chaos Ogres Wild to set players on field. 104 moved (SP) to ( 15, 5 ) 103 moved (SP) to ( 15, 6 ) 101 moved (SP) to ( 15, 8 ) 105 moved (SP) to ( 15, 9 ) 106 moved (SP) to ( 26, 7 ) 107 moved (SP) to ( 26, 4 ) 109 moved (SP) to ( 21, 10 ) 107 moved (SP) to ( 21, 4 ) 107 moved (SP) to ( 20, 4 ) 109 moved (SP) to ( 20, 10 ) 106 moved (SP) to ( 16, 7 ) *** Setup end *** Stainless Steel Zippers Select a destination square for kick. Press [CTRL][ENTER] when finished. Or click the turn counter. Ball placed at (21, 7) Kickoff Roll (1+5) = Bad Kick Kick result. Direction: 1 Distance: 7 Ball placed at (21, 7) Touchback!! Waiting for Chaos Ogres Wild to give the ball to a member of their team on the field. Ball moved to ( 13, 7 ) [Game Saved] Ball in play. Waiting for Chaos Ogres Wild to finish TURN: 7 103: Select an action for Goblin Thrower Select an action for Goblin Thrower 104: Select an action for Hungry Mutant Select an action for Hungry Mutant ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 6 (2) BONE HEAD roll passed. 104: tackle zone state changed to true 4 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 POW Move ended for Hungry Mutant Dash is knocked over. Player pushed to (16, 4) 4 moved (MP) to ( 13, 4 ) ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 3 MIGHTY BLOW used on armor roll. ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 (6, 1) + 1, (3, 6) + 0, 0: Dash has been knocked out. 4: status changed from 0 to 7. 4 moved (SP) to ( 0, 8 ) 104 moved (MP) to ( 14, 5 ) [Game Saved] 103: Select an action for Goblin Thrower Select an action for Goblin Thrower ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 (2) BONE HEAD roll passed. 103: tackle zone state changed to true 5 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 Verified Opponent Roll = SKULL PUSHBACK Move ended for Goblin Thrower Player pushed to (16, 8) 5 moved (MP) to ( 13, 8 ) 103 moved (MP) to ( 14, 7 ) [Game Saved] 105: Select an action for Ugly Bastard Select an action for Ugly Bastard ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 (4) BONE HEAD roll passed. 105: tackle zone state changed to true 7 blocked. Block selected. ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 PUSHBACK Move ended for Ugly Bastard Player pushed to (16, 9) 7 moved (MP) to ( 13, 9 ) 105 moved (MP) to ( 14, 9 ) [Game Saved] 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 19, 3 ) 107 moved (MP) to ( 18, 3 ) 107 moved (MP) to ( 17, 3 ) 107 moved (MP) to ( 16, 3 ) 107 moved (MP) to ( 15, 3 ) 107 moved (MP) to ( 14, 3 ) Move ended for Missile 109: Select an action for Number 9 Select an action for Number 9 109: tackle zone state changed to true Normal move selected. 109 moved (MP) to ( 19, 11 ) 109 moved (MP) to ( 18, 11 ) 109 moved (MP) to ( 17, 11 ) 109 moved (MP) to ( 16, 11 ) 109 moved (MP) to ( 15, 11 ) 109 moved (MP) to ( 14, 11 ) Move ended for Number 9 101: Select an action for Belly Button Select an action for Belly Button Verified Opponent Roll = 1 (1) BONE HEAD roll fails! Move ended for Belly Button 101: tackle zone state changed to false Pass action used. Chaos Ogres Wild turn ended. [Game Saved] Stainless Steel Zippers start TURN: 8 [CTRL][ENTER] to end turn. Or click the turn counter. Select an action for Expedite 5: Select an action for Expedite Select an action for Brisk 2: Select an action for Brisk Select an action for Haste 8: Select an action for Haste Select an action for Expedite 5: Select an action for Expedite Select an action for Ultrasonic 14: Select an action for Ultrasonic Select an action for Expedite 5: Select an action for Expedite Select an action for Gone 7: Select an action for Gone Select an action for Expedite 5: Select an action for Expedite 5: tackle zone state changed to true Normal move selected. 5 moved (MP) to ( 12, 7 ) DODGE FINAL RESULT: Expedite TARGET: 2 --- ROLL: 3 + 0 = 3 Expedite slips past his opponent(s) unhindered. 5 moved (MP) to ( 11, 6 ) Move ended for Expedite [Game Saved] Select an action for Gone 7: Select an action for Gone 7: tackle zone state changed to true Normal move selected. 7 moved (MP) to ( 12, 8 ) DODGE FINAL RESULT: Gone TARGET: 2 --- ROLL: 6 + 0 = 6 Gone slips past his opponent(s) unhindered. 7 moved (MP) to ( 11, 8 ) Move ended for Gone [Game Saved] Select an action for Ultrasonic 14: Select an action for Ultrasonic (2) BONE HEAD roll passed. 14: tackle zone state changed to true Blitz selected. 14 moved (MP) to ( 12, 7 ) 14 moved (MP) to ( 13, 7 ) SKILL SELECTED: leap SKILL SELECTED: leap 14 moved (MP) to ( 15, 6 ) Target(3) Roll(5) Leap successful. SKILL SELECTED: SKILL SELECTED: SKILL SELECTED: 14 moved (MP) to ( 16, 5 ) DODGE FINAL RESULT: Ultrasonic TARGET: 2 --- ROLL: 3 + 0 = 3 Ultrasonic slips past his opponent(s) unhindered. 14 moved (MP) to ( 17, 6 ) 106 blocked. Stainless Steel Zippers , Choose a block die. POW Run Away is knocked over. Player pushed to (16, 8) 106 moved (MP) to ( 16, 8 ) (6, 6) + 0, (1, 3) + 1, 0: Run Away has been stunned. 106: status changed from 3 to 2. 14 moved (MP) to ( 16, 7 ) Ball moved to ( 15, 7 ) 14 moved (MP) to ( 17, 6 ) (2) Go for it successful. 14 moved (MP) to ( 18, 5 ) (2) Go for it successful. 14 moved (MP) to ( 19, 4 ) Move ended for Ultrasonic Stainless Steel Zippers turn ended. Waiting for Chaos Ogres Wild to finish TURN: 8 [Game Saved] 106: status changed from 2 to 1. Run Away rolls over. 105: Select an action for Ugly Bastard Select an action for Ugly Bastard 107: Select an action for Missile Select an action for Missile 107: tackle zone state changed to true Normal move selected. 107 moved (MP) to ( 15, 4 ) 107 moved (MP) to ( 15, 5 ) 107 moved (MP) to ( 15, 6 ) 107 moved (MP) to ( 15, 7 ) ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 GET BALL FINAL RESULT: Missile TARGET: 3 --- ROLL: 6 + 0 = 6 107 moved (MP) to ( 14, 8 ) 107 moved (MP) to ( 15, 9 ) Pass selected. Increased range band because of race. SHORT PASS ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 PASS FINAL RESULT: Missile TARGET: 4 --- ROLL: 3 + 0 = 3 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 4 Scatter roll: 8 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 1 Scatter roll: 8 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 Scatter roll: 2 Move ended for Missile Ball moved to ( 13, 10 ) ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 7 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 7 Scatter roll: 8 Ball moved to ( 12, 10 ) Chaos Ogres Wild turn ended. End of the regulation game time. *** Setup start *** 101: status changed from 0 to 0. 101 moved (SP) to ( -1, -1 ) 101 moved (SP) to ( 29, 0 ) 103: status changed from 0 to 0. 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, 2 ) 105: status changed from 0 to 0. 105 moved (SP) to ( -1, -1 ) 105 moved (SP) to ( 29, 3 ) 106: status changed from 1 to 0. 106 moved (SP) to ( -1, -1 ) 106 moved (SP) to ( 29, 4 ) 107: status changed from 0 to 0. 107 moved (SP) to ( -1, -1 ) 107 moved (SP) to ( 29, 5 ) 109: status changed from 0 to 0. 109 moved (SP) to ( -1, -1 ) 109 moved (SP) to ( 29, 7 ) 1: status changed from 0 to 0. 1 moved (SP) to ( -1, -1 ) 1 moved (SP) to ( 0, 0 ) 2: status changed from 0 to 0. 2 moved (SP) to ( -1, -1 ) 2 moved (SP) to ( 0, 1 ) 3: status changed from 0 to 0. 3 moved (SP) to ( -1, -1 ) 3 moved (SP) to ( 0, 2 ) ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 (2) Dash stays UNconscious. 4 moved (SP) to ( -1, -1 ) 4 moved (SP) to ( 0, 8 ) 5: status changed from 0 to 0. 5 moved (SP) to ( -1, -1 ) 5 moved (SP) to ( 0, 3 ) 6: status changed from 0 to 0. 6 moved (SP) to ( -1, -1 ) 6 moved (SP) to ( 0, 4 ) 7: status changed from 0 to 0. 7 moved (SP) to ( -1, -1 ) 7 moved (SP) to ( 0, 5 ) 8: status changed from 0 to 0. 8 moved (SP) to ( -1, -1 ) 8 moved (SP) to ( 0, 6 ) 9: status changed from 0 to 0. 9 moved (SP) to ( -1, -1 ) 9 moved (SP) to ( 0, 7 ) 12: status changed from 0 to 0. 12 moved (SP) to ( -1, -1 ) 12 moved (SP) to ( 1, 0 ) 14: status changed from 0 to 0. 14 moved (SP) to ( -1, -1 ) 14 moved (SP) to ( 1, 1 ) ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 Chaos Ogres Wild Winnings Roll: 5 + 2 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 Stainless Steel Zippers Winnings Roll: 6 + 2 ***Opponent Roll Out of Sync*** Opp Roll = 11 --- Local Roll = 14 ***Opponent Roll Out of Sync*** Opp Roll = 11 --- Local Roll = 14 ***Opponent Roll Out of Sync*** Opp Roll = 13 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 13 --- Local Roll = 6 Verified Opponent Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 13 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 13 ***Opponent Roll Out of Sync*** Opp Roll = 14 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 14 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 8 --- Local Roll = 2 Verified Opponent Roll = 16 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 Goblin Thrower gets an MVP award. ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 8 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 8 Expedite gets an MVP award. ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 Chaos Ogres Wild FF Roll: 1 + -1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 Stainless Steel Zippers FF Roll: 2 + 2 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 6 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 2 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 4 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 2 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Opponent Roll Out of Sync*** Opp Roll = 1 --- Local Roll = 6 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 1 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Opponent Roll Out of Sync*** Opp Roll = 6 --- Local Roll = 5 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 4 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 5 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** Verified Opponent Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 4 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Opponent Roll Out of Sync*** Opp Roll = 4 --- Local Roll = 3 ***Inappropriate use of :LOG command!*** ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 ***Opponent Roll Out of Sync*** Opp Roll = 3 --- Local Roll = 2 D6: 1(130) 2(149) 3(162) 4(166) 5(163) 6(151) Total(921) D8: 1(5) 2(8) 3(5) 4(7) 5(5) 6(2) 7(9) 8(11) Total(52) GAME OVER Final Score: Stainless Steel Zippers: 5 Chaos Ogres Wild: 0 WINNINGS Stainless Steel Zippers: 80000 Chaos Ogres Wild: 70000