“Lizards scored early, giving the catcherless humans 3 turns, but hoping to steal a counter 2turn instead. The counter failed when the 2 die didn't knock down the ball carrier, but the humans did not manage the score.
When they didn't get enough of a man advantage, the humans decided to stall for a tie, rather than score hoping for a win but chancing a more likely loss.
Pressuring in turn 6 led to a shot at the ball on turn 7. It became a halfdie, which popped the ball on a (turnover) both down. Throw-in was mild, and humans still scored by picking up on their turn 8.
OTTD looked fairly doable. However, it required all my players to set up well, and needed a friendly kick to make it with a handoff. A thrown rock hit the pickup skink, leaving a 3+2+2+5+4+ passing play, after the reroll had already been used to get a push on the first block. That didn't stop these superskinks, and so the game was won with a magic pass.
GG to zaladino. He played his humans well and conservative, and I needed great dice to turn that tie into a win.”
When they didn't get enough of a man advantage, the humans decided to stall for a tie, rather than score hoping for a win but chancing a more likely loss.
Pressuring in turn 6 led to a shot at the ball on turn 7. It became a halfdie, which popped the ball on a (turnover) both down. Throw-in was mild, and humans still scored by picking up on their turn 8.
OTTD looked fairly doable. However, it required all my players to set up well, and needed a friendly kick to make it with a handoff. A thrown rock hit the pickup skink, leaving a 3+2+2+5+4+ passing play, after the reroll had already been used to get a push on the first block. That didn't stop these superskinks, and so the game was won with a magic pass.
GG to zaladino. He played his humans well and conservative, and I needed great dice to turn that tie into a win.”