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Poll: (NON-BINDING) Allow non-fatal elimination events? TVT HGS bans them, for reference.
You do not have permission to vote in this poll.
I'll quit if they're allowed.
0%
0 0%
I'd prefer they be forbidden.
25.00%
6 25.00%
I don't really care.
45.83%
11 45.83%
I'd prefer they be allowed.
29.17%
7 29.17%
I'll quit if they're forbidden.
0%
0 0%
Total 24 vote(s) 100%
* You voted for this item. [Show Results]

Hunger Games Simulator - Trouble Cube Edition
My 30 events

Stupid Deaths; additions, variants and others (10)
Fatal:
* (Player1) die(s/s/s/s/1) of dysentery from eating too many peaches. (Also Feast)
* (Player1) gain(s/s/s/s/1) (a/a/a/a/1) peg le(g/g/g/g/gs1) after losing [typeC1] own in battle. However, [typeC1] next fight results in (Player2) beating [typeB1] to death with [typeC1] own fake le(g/g/g/g/gs1).
* (Player1), on [typeC1] deathbed, tell(s/s/s/s/1) (Player2) to pardon (Player3) for shooting the former. (Player2) obeys. (P3 kills P1)
~~ [ now featuring: Death! ] ~~
* (Player1) tell(s/s/s/s/1) Death about how [typeA1] died, and Death guffaws at how stupid [typeC1] deat(h/h/h/h/hs1) w(as/as/as/as/ere1) and says "You're dead funny" before sending [typeB1] to the afterlife.
* (Player1) tell(s/s/s/s/1) Death about how [typeA1] died, and Death has [typeB1] take the long queue to the afterlife because [typeC1] death wasn't funny enough.
* Death cracks a joke at (Player1) about how [typeA1] died before sending [typeB1] to the afterlife.
* When (Player1) (is/is/is/is/are) covered in filth while telling Death how [typeA1] died, Death laughs "That must have been a crappy way to go!" 

Non-fatal:
* (Player1) escape(s/s/s/s/1) a prison tower with a rope made of bedsheets.
* (Player1) arm(s/s/s/s/1) [typeD1] with a crossbow and a frying pan to deflect attacks with.
* (Player1) ask(s/s/s/s/1) (Player2) what [typeC2] occupation is, and (Player2) answer(s/s/s/s/2). (Player1) note(s/s/s/s/1) the latter as "unemployed".

 

Some non-fatals from my backlog (8) (please let me know if any are duplicates)
* (Player1) box(es/es/es/es/1) a box.
* (Player1) eat(s/s/s/s/1) a hat.
* (Player1), (Player2), (Player3), (Player4) and (Player5) babysit (Player6).
* (Player1) cr(ies/ies/ies/ies/y1) in a corner.
* (Player1) wear(s/s/s/s/1) (a/a/a/a/1) shir(t/t/t/t/ts1) that say(s/s/s/s/1) "(Player2) is evil".
* (Player1) is afraid of nothing... except [typeC1] mother.
* (Player1) has to explain to (Player2) that 0°C + 0°C does not make 64°F.
* After (Player1) shit(s/s/s/s/1) [typeC1] pants from seeing (Player2), the former time travel(s/s/s/s/1) to unshit [typeC1] pants.

 

Inspired from the BBBG circus episodes that my tributes are from (12)
Fatal:
* (Player1) blow(s/s/s/s/1) up (Player2) and (Player3) with explosive balloon animals. 
* (Player1) shield(s/s/s/s/1) [typeD1] from (Player2)'s fireballs with a forcefield around [typeB1], but [typeA2] shoot(s/s/s/s/1) them into the ground to attack [typeB1] from underneath, cooking (Player1) inside. 

Non-fatal:
* (Player1) blast(s/s/s/s/1) (Player2) with with wet cement, immobilising [typeB2] as it hardens. (Player3) later chip(s/s/s/s/1) [typeB2] out of the cement.
* (Player1) keep(s/s/s/s/1) involuntarily switching between [typeC1] upgraded form and default form while fighting (Player2).
* (Player1) shield(s/s/s/s/1) [typeD1] from (Player2)'s fireballs with a forcefield. When [typeA2] shoot(s/s/s/s/2) them into the ground to attack [typeB1] from underneath, (Player1) swiftly dig(s/s/s/s/1) [typeC1] way out.
* (Player1) find(s/s/s/s/1) a clown nose which can make its user change size when squeezed.
* (Player1) find(s/s/s/s/1) a clown nose which can make its user change size when squeezed. [TypeA1] press(es/es//es/1) incorrectly and the nose enlarges instead, making (Player2) laugh hysterically.
* (Player1) promptly tell(s/s/s/s/1) (Player2) to stop talking in the middle of the latter's boasting before commencing their fight.
* (Player1) injure(s/s/s/s/1) [typeD1] when helping (Player2) fight (Player3), and [typeA2] repeat(s/s/s/s/1) that [typeA2] do(esn't/esn't/on't/esn't/on't2) want [typeB1] to interfere.
* (Player1) save(s/s/s/s/1) (Player2) from (Player3)'s attack, but (Player2) yell(s/s/s/s/2) at (Player1) for interfering in their fight.
* (Player1) shield(s/s/s/s/1) [typeD1] and (Player2) with a forcefield. When (Player3) tr(ies/ies/ies/ies/y3) to punch it, (Player1) activate(s/s/s/s/1) spikes on the forcefield, which injure (Player3).
* (Player1) find(s/s/s/s/1) a splittable double weapon. (Bloodbath)

Not great nor grave. Just grey.





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RE: Hunger Games Simulator - Trouble Cube Edition - by BlackFaithStar - 04-08-2022, 18:22:21 PM

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