PLAY YOUR CARDS RIGHT!
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I'm going to rephrase this question so everyone knows...
Play...your...cards...right.........was....it....good?
HStorm: Que?
Excuse him, Motley, he's from Birmingham...maybe...
(It's a one-in-12 million chance, the odds are not with me)
The best part were the deaths caused by it. Bit confusing though on how to defeat that obstacle.
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Could I just ask, was Play Your Cards Right a formal title given on Knightmare and/or by the production staff, or is it just a convenient title that comes from the fans? It's just that it evokes Bruce Forsyth whenever I try to think about it. :-[
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Could I just ask, was Play Your Cards Right a formal title given on Knightmare and/or by the production staff, or is it just a convenient title that comes from the fans? It's just that it evokes Bruce Forsyth whenever I try to think about it. :-[
Wasn't the later one called "Cards of Chaos" or something like that? I'm pretty sure I read somewhere (Probably TES) that that's what it was called!
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Wasn't the later one called "Cards of Chaos" or something like that? I'm pretty sure I read somewhere (Probably TES) that that's what it was called!
It is mentioned in the original TES. I think Paul McIntosh made up the name, because that is the only time I have seen it mentioned.
Incidentally, when SIGHT potions were required here, would it have been possible to get through if they 'miss' the SIGHT potion/spell? I know I have mentioned this before, but I am repeating it because it is difficult to see how they could have 'contrived' a death if they are missing the SIGHT potion/spell but solve the puzzle correctly (the main part of the puzzle is, after all, choosing the correct card).
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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.
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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."
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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!
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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.
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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.
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