PLAY YOUR CARDS RIGHT!
-
The SIGHT potions and variants were simply put in for the sake of making use of the technology of the new Helmet of Justice. I can't imagine it would've made any negative difference whatsoever if they didn't have it, and in fact, on several occasions the awful perspective angles for the visor inside the helmet actually confused the dungeoneer even more.
-
Deffinatly one of the best ever Dungeoneer Killers.
I thought that this was the basic princibal of The Block & Tackle Improved upon.
I also liked it when the Goblain fell off.
I also liked its first apperence.
"How satisfiing it was to watch that Dungeoneer plunge to his doom so close to final victory."
"HEHEHEHEHEHEHEHEHEHEHEHEHE..........LOVELY."
-
Great game. After the first few deaths, it was that kind of challenge that you grimaced when teams hit level 3, knowing they'd encounter this, and plenty fell apart. It's a shame that the causeways really died out in S7, and then this was part of the new wave: this and Trial by Spikes. I think the whole development of Goth as a techno-magical catacomb was fantastic - this fitted in very well. Like Kieran said, the time restrictions, not brought on by falling slabs, but by pursuing forces, was brilliant, and even more tension building. It got rid of enough teams to justify it as a solid level 3 challenge, and took the very best to overcome it. I think the viewing angle, signifying the thin ledge and the vast abyss of darkness below it made it more effective, and that splendid incidental music made it all the more chilling. Grand stuff!
-
Yes, the best bit was definitely that fellow with all the catchphrases and the unconvincing wig.
Oh, okay, I'll stop recycling that old joke.
I think the atmosphere was great on PYCR. It was just so simple and effective in style- something that could easily have been called "pedestrian" but that for most people worked really well. The music was a big help, in my opinion, and as someone else mentioned, the perspective was very interesting. The only downside for me was having to squint to see what the cards were, just like most of the advisors had to.
Oh, and when he said "What's on the board, Miss Ford?" Oh, drat, that's not even the right show.
-
And Brucie wouldn't have needed a lightning rod to knock a dragon out of the sky. He could have just swung his chin at it.
-
Was this chamber actually called 'Play Your Cards Right' though? Treguard did advise the teams to 'play their cards right'. I like it if rooms actually have names.
-
the one with the tiny platform against the wall? it starts off with an ace of hearts usually... (i think.)
the object is as treguard suggests, "play your cards right. "
Ace of hearts is first.
on the next platform, you have a queen of hearts and a 8 of clubs for example. you would touch the queen...follow suit.
same for the next few and then it would be the 8 of hearts and the 2 of clubs. touch the heart.
the next would come up as the queen of diamonds and the 8 of clubs. you would touch the 8 of clubs because the last card was the 8 of hearts...
the formula is to follow from the last card. whether it be from the same suit or the same number.
just watch last nights episode to see how the formula works.
-
Have a look at the knightmare.com home page (www.knightmare.com)
Go to series on the left, select series 8, 1994 - then go to level 2
try that. the person who posted it i believe has got it right
Hello! It looks like you're interested in this conversation, but you don't have an account yet.
Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.
With your input, this post could be even better 💗
Register Login