(Topic ID: 158667)

The Hobbit Rulesheet

By tiesmasc

7 years ago


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HobbitModesInfo.pdf (PDF preview)
Hobbit grid.pdf (PDF preview)
2B02A6CB-5C07-4747-94F4-9075B21E120B (resized).jpeg
IMG_9414 (resized).PNG
hobbit (resized).png
IMG_5144 (resized).JPG
Hobbit Rulesheet v0.8.pdf (PDF preview)
hobbit_sankey2 (resized).png
FeederMap-Alt (resized).png
FeederMap (resized).png
hobbit_sankey_fixed (resized).png
EOB (resized).png
Hobbit_Rulesheet_v0.6small.pdf (PDF preview)
13839694_1236657023033748_1917523963_o_(resized).jpg
Hobbit_Rulesheet_v0.5(300dpi).pdf (PDF preview)
Hobbit_Rulesheet_v0.2.pdf (PDF preview)

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Post #86 Modes map, and images link (spoilers) Posted by koops (7 years ago)

Post #108 Mode order graphics and dependencies Posted by tiesmasc (7 years ago)


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#162 6 years ago

Still learning the game and just need to say that this is the best graphic ever. Thank you for that.

IMG_9414 (resized).PNGIMG_9414 (resized).PNG

#166 6 years ago

All well said. Felt the same way about The Hobbit initially. Loved the artwork but game play looked boring. Purchased WOZ in May and I was so taken with JPP quality and innovation that I bought The Hobbit last month. Can't stop playing it. I think you are right – guys that don't appreciate it, just don't know it. It is genius and I am so freaking glad to have it in my collection!

#175 6 years ago

Have had the game two months and I finally figured out feeder modes, thanks to the help of this forum. The worksheets, videos, and discussions are invaluable.

A few questions:

1. What determines which feeder modes are assigned to which modes? Does it have to do with the sequence of the movie? They seem random but I'm sure they're not.

2. Map scoring is cool, but how do you know if the mode you are playing is past that point on the map? Do you really have to know the movie that well?

3. Any chance you guys think the next revision will include a status update when holding a flipper button? This is the only game I have that doesn't have one. Would especially love to know what I scored in each mode since it flashes up then down so very quickly. (!!!)

4. With such a complicated game, why doesn't JJP put out an in-depth set of rules? I'm sure Keith and his team spend an extraordinary amount of time designing and engineering the software – and without this in-depth discussion, I would've never figured out the complexity of it all. If they've already got it figured out, why not share it with us?

Thanks!

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