Morale boosters

Bug Out Bags and other equipment

Re: Morale boosters

Postby Bob » Sun Jan 11, 2015 9:52 am

I would go for an E-book that accepts a SD card.
It's doubtful the looters are going to hit book stores, they are going to be going for food and alcohol.
I wonder what the absolute life of of the battery in an e-reader is?
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Re: Morale boosters

Postby zackattack » Mon Jan 12, 2015 11:04 am

Here's a Morale Booster for ya.....
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Re: Morale boosters

Postby kiltedninja » Sat Jan 31, 2015 6:28 pm

I just got one of the multimat inflatable pillows for when I'm camping/in the field. I hate sleeping without a pillow and I can't believe I've gone so long without one of these. rolls up to the size of about six or seven cans of dip stacked on top of each other. Definitely a useful little morale booster.
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Re: Morale boosters

Postby UnderDude » Sat Jan 31, 2015 11:06 pm

I bought a camp pillow years back. Can't believe I went so long without one either.
I HATE sleeping without a pillow too.
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Re: Morale boosters

Postby zombreach » Sun Feb 01, 2015 10:04 am

I just bring a pillow when I go camping. ;) But, I gather you are talking about "roughin' it" camping where you have a pack on your back and sleep in the wilds. In such a case as that, I would use my clothes as a pillow. When I was younger, I didn't use a pillow at all. I would send it flying off the bed when I went to sleep--it served as a bed decoration, nothing more.
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Re: Morale boosters

Postby Bob » Sun Feb 01, 2015 3:43 pm

Played Acey Ducey (the dice game) for the first time in a long time this weekend.
It would be a good game to have in a pack, it is so much luck that one player would never really dominate another.
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Re: Morale boosters

Postby zombreach » Sun Feb 01, 2015 5:13 pm

I've never heard of it Bob--explain please. As far as games go, I love Yahtzee. My son has a new card/dice game called King of Tokyo--it's a lot of fun also.
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Re: Morale boosters

Postby Bob » Sun Feb 01, 2015 7:34 pm

American Acey-Deucey
The American version of Acey-Deucey has been a favorite game of the U.S. Navy, Marine Corps, and Merchant Marine since the First World War.

Setup: Each player starts with fifteen checkers off the board. The players enter their checkers in the opponent's home board, then bring them around the board as shown in the diagram below.

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Object: The object of the game is to move all of your checkers around the board to your own home table and then bear them off. The first player to bear off all of his checkers wins the game.

To start: Each player rolls one die and the higher number goes first. That player then rolls both dice again to begin his first turn.

Entering checkers: You enter a checker by placing it on a point in the opponent's home board corresponding to a number rolled. For example, if you roll 6-3, then you enter one checker on the opponent's six-point and one checker on his three-point. Once you have entered one or more checkers, you may use subsequent rolls to move those checkers forward, to enter more checkers, or both.

Movement: The roll of the dice indicates how many points, or pips, the player is to move his checkers. The following rules apply:

A checker may be moved only to an open point, one that is not occupied by two or more opposing checkers.
The numbers on the two dice constitute separate moves. For example, if you roll 5 and 3, you may move one checker five spaces to an open point and another checker three spaces to an open point, or you may move the one checker a total of eight spaces to an open point, but only if the intermediate point (either three or five spaces from the starting point) is also open.
Doubles are played twice. For example, a roll of 6-6 means you have four sixes to use.
You must use both numbers of a roll if possible, or all four numbers in the case of doubles. If you can play one number but not both, you must play the higher one.

Acey-deucey: The roll of 1 and 2 (acey-deucey) is especially valuable. When you roll 1-2, this is what happens:

First you play the 1 and 2 in the normal way.
Then you name any roll of doubles you wish and play it accordingly.
Then you roll again and play the roll as usual.
If the number rolled is another 1-2, you keep going—naming and playing a double of your choice, and then rolling again.

Note, however, if you are unable to use any part of your roll, you forfeit the rest of your turn. For example, if you can move your 2 but cannot use the 1, you may not name a double and you may not roll again.

It is permissible to name a double even if only part of it can be used. For example, after moving 1 and 2, you can name 6-6 as your double even if only three of the 6s can be played. You would then lose the fourth 6, and you wouldn't get to roll again.

Hitting: A checker sitting alone on a point is called a blot. If an opposing checker lands on a blot, the blot is hit and placed on the bar.

Entering from the bar: Any time you have one or more checkers on the bar, your first obligation is to reenter those checker(s) into the opponent's home board. You reenter a checker by moving it to an open point corresponding to one of the numbers on the rolled dice. If you are able to enter some but not all of your checkers on the bar, you must enter as many as you can then give up the remainder of your turn.

Bearing Off: Once you have moved all fifteen of your checkers into your home board, you may begin bearing off. You bear off a checker by rolling a number that corresponds to the point on which it resides, then removing the checker from the board.

If there is no checker on the point indicated by the roll, you must make a legal move using a checker on a higher-numbered point. If there are no checkers on higher-numbered points, you must remove a checker from the highest point that has a checker.

Scoring: The loser pays one point for each of his checkers still on the board (or yet to be entered). Gammons and backgammons do not count extra.

The doubling cube is not used in acey-deucey.

Strategy: Because the roll of 1-2 is so powerful, luck plays a greater part in acey-deucey than in regular backgammon. You are never completely out of a game. On the other hand, since you start with fifteen men back, there is some added opportunity for skill in placing your checkers to block the opponent.

Typical strategy is to get at least half your checkers on the board as quickly as possible and form them into a blockade.

Rule Differences from Backgammon

All checkers start off the board.
The winner of the opening roll rerolls for his first turn.
After rolling 1-2, the player gets to name and play a double of his choice and then roll again.
The winner scores one point for each opposing checker not borne off.
There is no doubling cube.
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Re: Morale boosters

Postby Red Star » Sun Feb 01, 2015 11:42 pm

Should have mentioned Backgammon first Bob, I was wondering why acey Deucey sounded so familiar. I like playing it that way and the regular way, and setting the doubling cube aside. That is basically for the gambling aspect of Backgammon- I do not like to gamble. Tried explaining that to my brother many times but he is a dick anyways.
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but you certainly will be if you don't move your ass!
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Re: Morale boosters

Postby Bob » Mon Feb 02, 2015 6:52 am

Back when we played alot we had a couple of house rules.
If you roll doubles you get to roll again till you stop rolling doubles then normal game play resumes.
With some people I have played with if you roll doubles 3 times in a row you lose a turn.

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