1. horse,
Ducks at the school:
- Entrance; Take 1 feathers. The front doors open and *name waddles into the doorway.
- Main office; Discard 2 cards at random. Oh no, *name has been called to the office.
- Hallway; No special effect.
- Cafeteria; Draw 3 cards. A good diet will help performance.
- Teacher's lounge; Pay 4 feathers and Draw 1 cards "food or drink". This is meant for teachers only, but they can't help being nice sometimes.
- Detension center; Pay 5 feathers and move to main office (square 2) (probable at 30%). Trouble makers spend time here, and *name is one of them.
- Nurse clinic; Skip 3 turns and Take 10 feathers. It's important to ensure ducklings are in good health.
- Stairs; Pay 1 feathers. Stairs aren't very convenient for ducks.
- Elevator; Skip 1 turns. Ducks prefer the elevator to stairs, but it takes longer.
- Field trip; No special effect, or Take 20 feathers, + Skip 5 turns, + and move to Hallway (square 25) (probable at 40%). *success: *name was invited on a field trip! *name skips forward 15 squares.
- Math class; Take 2 feathers and Challenge 1 "math" at random. available challenges: mental math, counting ducks, first to 15, numbered balls
- Science class; Take 2 feathers and Challenge 1 "science". available challenges: rock paper scissors, heavy weight, feather weight, atomic number, unit conversion
- Hallway; No special effect.
- Literature class; Take 2 feathers and Challenge 1 "literature". available challenges: writing numbers, writing braille, the longest word, anagrams, braille cells.
- Music class; Take 2 feathers and Challenge 1 "music". available challenges: musical duel, rhythmic duel, quick sort.
- Playground; Pay 2 feathers, Challenge 1 "outside activity" and Pay 3 feathers + move to Nurse clinic (square 7) (probable at 20%). Ducklings enjoy a variety of outside activities.
- Technology class; Take 2 feathers and Challenge 1 "tech". available challenges: colored buttons, base conversion, digital display.
- Art class; Take 2 feathers and Challenge 1 "art". available challenges: paint the die, pattern reproduction.
- Snack room; Everyone receives 1 cards.
- Stairs; Pay 1 feathers. Stairs aren't very convenient for ducks.
- Elevator; Skip 1 turns. Ducks prefer the elevator to stairs, but it takes longer.
- testing room; Take 5 feathers and Challenge 1 "skill". Time for a test!
- Gaming room; Pay 2 feathers and Challenge 1 "inside activity". Ducklings enjoy themselves with inside activities.
- Advising; Take 3 feathers and Skip 1 turns. Receive help for education.
- Hallway; No special effect.
- Library; 3 questions in category "random". The best place to receive knowledge in a school setting, and it's quiet too.
- Janitor's closet; Take 1 feathers and Draw 1 cards (probable at 50%). Discretely take some supplies.
- Cooking class; Take 2 feathers, Draw 2 cards, and 1 question "cooking and gastronomy" (probable at 50%).
- Path; Pay 1 feathers and move to Nurse clinic (square 7) (probable at 10%). School is over and the ducklings file outside.
- Bus circle; skip 2 turns. Waiting for the bus to take the ducklings home.
*fail: *name will have a normal day at school.
Leave the campus for the day to learn in a more fun environment.
*name got hurt and must visit the clinic to recover. *name loses 3 feathers.
available challenges: speed question, mine or treasure, shoot the ducks.
available challenges: secret code, responsiveness, simon, jingle memory.
available challenges: dice roll, guess the number, blackjack, audacious dice, roulette.
*name got hurt and must visit the clinic to recover.
Skor: +0
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