Trogdor!! The Board Game Playthrough

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(Transcript: up through the end of Mike's turn (19:23))
(Fun Facts: more references)
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===Inside References===
===Inside References===
*Too Much Talking Man, otherwise known as [[Grumblecakes (video)|Grumbledown]] Strong Bad, is from a [[@StrongBadActual]] Tweet on [[@StrongBadActual Tweets 2019#1192881597084819456|November 8, 2019]].
*Too Much Talking Man, otherwise known as [[Grumblecakes (video)|Grumbledown]] Strong Bad, is from a [[@StrongBadActual]] Tweet on [[@StrongBadActual Tweets 2019#1192881597084819456|November 8, 2019]].
*Homestar's exclamation "I already forgot!" refers to a line from [[Everybody Knows It]].
*One of Homestar's questions starts with "[[why come]]".
===Real-World References===
*Homestar mentions the [[wikipedia:Boeing 747|Boeing 747]] airliner.

Revision as of 20:16, 7 December 2019

"I'm going to burninate this blueberry bush down here..."

Strong Bad, Strong Sad, Homestar and Human Mike sit down to play Trogdor!! The Board Game.

Cast (in order of appearance): Strong Bad, Mike Chapman, Strong Sad, Homestar Runner, Coach Z

Date: Wednesday, November 27, 2019

Running Time: 39:06



{The screen fades to white as the box for Trogdor!! The Board Game appears. A red banner labeled "SETUP" drops down on the screen.}

STRONG BAD: {voiceover} Okay, let's set up the table for a rousing round of Trogdor!! The Board Game.

{Scene cuts to Mike setting up the board game by placing the tiles on the table. The footage is sped up as Strong Bad continues to narrate.}

STRONG BAD: {voiceover} The game board is made up of a five-by-five grid of map tiles, forming the peasant kingdom of Peasantry.

{An image of the rulebook's map examples appears to the left. The Normal map on the right is circled in yellow. The page disappears a few moments later.}

STRONG BAD: {voiceover} Here we're using one of the map examples from the back of the rulebook, but feel free to create your own. Now place a cottage on each of the three cottage tiles, with the roof unburninated side up. Now we place one peasant at each of those three cottages, then the knights, the archer, and finally Trogdor himself!

STRONG BAD: {voiceover} Above the map, place the Trog-Meter, which serves as Trogdor's health. Plop the flame helmet, the Troghammer and the remaining four peasants in position a-like so. Put the Void card over here, which is where peasants go when they die, and the movement deck up top, which controls the countryside's movements as they fight back against Trogdor. And last, place the action deck over here after first removing all the Troghammer cards and setting them aside.

{A Powered by The Cheat Strong Bad with a goofy face appears in the lower left corner with a speech bubble saying:}

STRONG BAD: {voiceover, high-pitched tone} Now we're ready to play!

{A banner reading "OBJECTIVES" appears. Strong Bad is now talking to Mike in real time, waving a boxing glove from the bottom of the screen as he speaks.}

STRONG BAD: So what's the objective of this game, Mike?

MIKE: Well, are you familiar with the Trogdor song?

STRONG BAD: I wrote the thang ding!

MIKE: Well, we have to do the three things in the chorus of that song. We have to burninate the countryside by flipping over the—all 25 of these countryside tiles to their burninated state like this.

STRONG BAD: Double-sided!

MIKE: Yeah. {speaks a bit quieter and wags his finger around the previous tile he flipped over} Look at the fire.

STRONG BAD: I get excited...

MIKE: {unintelligible} char...

STRONG BAD: ...when it's double sided!

MIKE: {resumes his normal speaking voice} And then, we also have to burninate...

STRONG BAD: The peas-ants!

MIKE: The peasants, so you have to make it so there's no peasants on the board. And then we have to burninate the thatched-roof cottages.

STRONG BAD: Say it the right way, Mike.

{A clip from the song Trogdor plays:}


{Clip ends}

STRONG BAD: There you go. Look at—look at those flippable roofs!

MIKE: In order to burninate the thatched-roof cottages, though, they have to be surrounded with burnination.


MIKE: The tiles around them—so this one, for instance, you would just need these four tiles need to be burninated. This one on the side is just six and this one's all nine of those.

STRONG BAD: It's like Trogdor's seasoning the ground.

MIKE: 'S right. So, all twenty-five tiles burninated, all the peasants gone, and the three thatched-roof cottages burninated, and then you'll win the game.

STRONG BAD: Yaaay! So how do we do all that stuff, Mike?

MIKE: We're going to be drawing cards and using action points to burninate the countryside and the cottages and everything. Actions are: moving Trogdor one tile—you can move Trogdor one tile north, south, east, or west...

STRONG BAD: What about diagonally?

MIKE: Normally he can't move diagonally. There are some cards and powers that allow you to move diagonally, but normally he can just move north, south, east, or west.

STRONG BAD: What's next?

MIKE: Then you can also burninate the tile that Trogdor is on...


MIKE: ...for one action.


MIKE: You can burninate a peasant on the tile that Trogdor is on for one action.

STRONG BAD: Ooh, what happens then?

MIKE: If you burninate a peasant, he gets the flame helmet. And we'll draw a movement card, and he runs around the path burninating everything in his path—"aaaah!"—and he'll burninate all those tiles, but then he goes into the Void. You can also burninate a cottage, if it's ready and eligible, on the tile that Trogdor is on, for an action.

STRONG BAD: How would it be eligible?

MIKE: If it's surrounded by all the tiles around it—north, south, east, west, and diagonally, and the tile that it's on—

STRONG BAD: I think you should have to flip them all over now to show everyone.

MIKE: Okay. You want me to? {starts flipping the tiles over in fast motion}

STRONG BAD: Yes, we can speed it up.

MIKE: Okay. {chuckles}

{Enter Too Much Talking Man: a grinning Powered by The Cheat Strong Bad with a carrot on his head. He jigs across the screen from left to right as Mike and Strong Bad talk.}

STRONG BAD: We wouldn't want Too Much Talking Man to show up, would we, Mike?

MIKE: {laughs} No.

{Audio jumps to later}

MIKE: So now it's surrounded. One action: froosh it up.


MIKE: Yeah.

STRONG BAD: I think you should turn all those tiles back.

{Mike starts flipping the tiles back to the unburninated side in fast motion.}

MIKE: {laughing} I will.

{He finishes.}

MIKE: Okay. So another action you can do is chomping a peasant.

STRONG BAD: What's that do?

MIKE: When you chomp a peasant, he goes into the Trog-Meter up here, which is Trogdor's health.

STRONG BAD: Ooh, we wanna keep that full.

MIKE: That's right. So, burninated peasants, after they run their burnination path, go into the Void. Chomped peasants go up here and become health.

STRONG BAD: So one action to chomp.

MIKE: One action to chomp. Then the—you can also, on the two mountain tiles, here and here, you can spend an action to hide.

STRONG BAD: Whoa! Where did Trogdor go?

MIKE: That's right, you can't see him, and the knights won't be able to see him, so he can't take damage when the knights and archers move.

STRONG BAD: That seems like a good defensive move.

MIKE: Yes. And then you can also spend an action to burrow between the two tunnels. So one action, you can go from this side of the board to this side of the board.

STRONG BAD: Ooh, that's some quick movements.

{A banner appears reading "GAMEPLAY".}

STRONG BAD: So let's start playing already!

MIKE: All right, so we're going to play a four-player game of Trogdor!! here. {waves his hand} I'm here, Human Mike. I'm here with Strong Bad.

STRONG BAD: {waves his glove} Hi guys.

MIKE: And Strong Sad.

STRONG SAD: {waggles his fingers} Grrreetings.

MIKE: And Homestar Runner.

HOMESTAR RUNNER: {puppet enters from the left} Oh hewwo.

MIKE: So we've got the board set up. We're going to deal everybody a Keeper card and an Item card. So I'll start with you, Strong Bad. {deals cards to Strong Bad} So you've got your Keeper, and here's your Item, Strong Bad.

STRONG BAD: All right, I am Crangolev! {card is superimposed on the screen} On my turn I gain one action point! And my item is the Disk of Healing. {card is superimposed on the screen} Its use is I can return a peasant from the Void to the Trog-Meter. But it has no recharge, which means it's a one-time-only use.

MIKE: Yeah, so, Keepers, you can use all the time on your turn, and Items you can use on your turn but once they're used once, you spin 'em sideways and have to recharge 'em on your turn to use them again.

STRONG BAD: All this stuff is on my turn only.

MIKE: That's right.

STRONG BAD: Unless otherwise noted. Okay.

MIKE: Strong Sad, you are... {deals a Keeper to Strong Sad}

STRONG SAD: Ooh, I am Worchex! Knights cannot repair cottages during my turn!

MIKE: Okay, and your Item? {deals an Item card}

STRONG SAD: The Ring of VOIP! Its use is I can teleport Trogdor to any tile on the board. And its recharge is when a cottage or cottage tile is burninated.

MIKE: Okay. Homestar. {deals Homestar a Keeper}

HOMESTAR RUNNER: Ooh, I got Yubbitz! I may trade action cards with other plays, either on their turn or mine!

MIKE: {chuckling} Okay, good. And your Item is...

HOMESTAR RUNNER: Ooh. That Dog Tennis Ball Thing, 'cept with Fireballs!

MIKE: And you can burninate any tile or eligible cottage with that.

HOMESTAR RUNNER: Hey, that's great. Thanks for readin' that for me, Mike.

MIKE: {laughs} Sure. {deals himself a Keeper} And I am Stonklar, which gives Trogdor wraparound movement on my turn. Normally when Trogdor's on the edge of the board you can't go east from here, but with Stonklar, I can go east and I would go over here; from here I could go north and go here.

COACH Z: It's the wraparound!

MIKE: {laughs} Oh, Coach Z, hello!

COACH Z: I'm gonna leave now!

MIKE: {dealing himself an Item} And my Item is Ye Flask of Dennis. For the rest of your turn, any burninated peasants that would normally go to the Void instead go to the Trog-Meter.

STRONG BAD: That's pretty powerful.

MIKE: That's a good one. So I should burninate peasants on my turn.

STRONG BAD: Totally.

MIKE: Okay, so, then the other thing we have to do is just everybody gets one banked action card, {deals out action cards to everyone face-up} and on your turn, you'll draw a card and choose between this action card that I just gave you and the action card that you draw.

STRONG BAD: So we always got one in the bank.

MIKE: You always got one in the bank, and you select between the two.

{Mike organizes Homestar's cards a little.}

MIKE: Okay. I think we're ready to start. Strong Bad?

STRONG BAD: I go first!

{Throughout the game, Mike draws cards and takes actions on behalf of the three characters.}

MIKE: You go first. {draws an action for Strong Bad} So.

STRONG BAD: I can choose between Majesty and Wingaling! Majesty's got five action points, and it's, before my actions I may burninate any tile on the board for free. That's pretty sweet.

MIKE: That's a good one.

STRONG BAD: Or Wingaling: before my actions, I may jump to any tile, but it's only got four action points.

MIKE: Mmkay. That's a good one to start with, 'cause the center tile's not necessarily ideal for starting...

STRONG BAD: That's true, and I get one extra action point because I'm Crangolev. {accent on the third syllable}

MIKE: Okay. So whatcha gonna do?

STRONG BAD: I'm gonna play Wingaling!

MIKE: Playin' Wingaling. Four action points plus your one, so we've got five action points. We'll start a discard pile right here. {starts the discard pile next to the draw pile with Strong Bad's Wingaling}

STRONG BAD: All right. So I want to wingaling over to that blueberry bush down there at the bottom.

MIKE: Okay. {moves Trogdor to the tile one west of the southeast corner} So that's free. So...

STRONG BAD: For one action: burninate that bush!

MIKE: {flips the tile} One.

STRONG BAD: Froosh! Now I want to move north to that archer.

MIKE: {moves Trogdor north} 'Kay, two.

STRONG BAD: Does that hurt me, Mike?

MIKE: It doesn't. Moving onto a knight hurts you, but moving onto the archer doesn't. He's got a ranged attack. Just the tiles after he shoots.

STRONG BAD: So he's just like peein' his pants right now.

MIKE: Yes.

STRONG BAD: All right. Burninate that tile.

MIKE: {flips the tile} So that's three actions.

STRONG BAD: And then move east to the cave there.

MIKE: {moves Trogdor east} Four actions.

STRONG BAD: Burninate for five.

MIKE: {flips the tile} And five actions. So this is surrounded. We've just got to do the tile that the cottage is on, then it'll be ready to go.

STRONG BAD: That's right!

MIKE: All right, so now, next part of the turn.

STRONG BAD: We call this phase two!

MIKE: Phase two: bad guys move. {draws a movement card, which is then superimposed on the screen} So the first thing: peasants, we've got two peasants on the card, and so that's how many the board wants. And there are three on the board, so we don't need to spawn any peasants. Peasants that are on the board move northeast and repair.

STRONG BAD: What's that mean?

MIKE: So they're gonna move one tile northeast, all three—every peasant on the board. {moves the first two; simultaneously with Strong Bad:} Northeast, northeast, {moves the last peasant, which is on the southeast corner} and this guy's gonna wrap around; northeast is this tile.

STRONG BAD: All right.

MIKE: Okay, so. If they—they would have repaired any tiles if they had landed on a burninated tile, but they didn't, so that's good. Now next up is the knights' and archer's move. And their path is east-north-north-east. So...

{Strong Bad and Mike recite the path together as Mike moves the knights.}

MIKE AND STRONG BAD: East-north-north-east. East-north-north-east.

MIKE: And then the archer...

MIKE AND STRONG SAD: East-north-north-east.

MIKE: And so they shoot in the direction of their last move, both directions. So they moved east, so they'll shoot east-west this way, across.


MIKE: Ptooo! And we're not in the way.

STRONG SAD: What happens if we were in the way?

MIKE: We would've taken one hit of damage, and had to remove a peasant from the Trog-Meter.

STRONG BAD: All right, so is that it for the countryside?

MIKE: That's it for the countryside!

STRONG BAD: End of phase two!

MIKE: End of phase two, next person's turn. So we'll put our discard pile right here, {starts the movement discard pile next to the draw pile} and Strong Sad's up. {deals Strong Sad an action}

STRONG SAD: Okay! Let's see, I can choose between High Energy, {cards are superimposed as Strong Sad names them} which just has a weird little poem on it, but it just means we get seven action points. Or Hidey Hole, which is four AP, but it says after Trogdor's actions, I may burrow to a mountain tile and hide there for free. So that's like a couple actions saved there.

MIKE: That's a good one.

STRONG SAD: Hmm. Let's see, and my powers are the knights cannot repair, {his Keeper and Item cards appear as he describes their abilities} uh, cottages, and/or I can use the Ring of Voip to teleport Trogdor to any tile. I think I'm going to use High Energy, Mike.

MIKE: Okay, so we've got seven action points.

STRONG SAD: Okay. {hands the card to Mike to discard} Play that.

MIKE: 'Kay.

STRONG SAD: And I'm going to move south for one.

MIKE: {moves Trogdor south} One.

STRONG SAD: Two, burninate the tile.

MIKE: {flips the tile} 'Kay.

STRONG SAD: Three, burninate that cottage!

MIKE: Right! {close-up as he flips the roof of the cottage}


HOMESTAR RUNNER: Hey, I'm over here too!

MIKE: {chuckles} All right, so that was three.

STRONG SAD: And now, I would like to voip to, let's say, this tile over here over here where there's a peasant. {indicates the tile one north of the southwest corner}

MIKE: Okay. {picks up Trogdor to move}

STRONG SAD: Start working on this cottage.

MIKE: So that's a free, so you use this, we're going to spin this to the side, meaning it's been used. {turns the Ring of Voip card sideways} It's not an action to do that.

STRONG SAD: And so what do I got left here?

MIKE: Uh, this will be four.

STRONG SAD: Okay, so five, let's—er, four, burninate the tile.

MIKE: Okay. {flips the tile}

STRONG SAD: Five, let's chomp that peasant.

{Mike moves the peasant from the tile to the Trog-Meter.}

STRONG SAD: And six, move north.

{Mike moves Trogdor north.}

STRONG SAD: Seven, burninate that tile.

{Mike flips the cottage tile.}

STRONG SAD: And then, I thereby recharge my Ring of Voip! {his Item card rights itself}

MIKE: Whoa, smart!

STRONG SAD: At first you thought I was making a bonehead blunder, didn't you, Mike?

MIKE: {laughing} Yeah, I sorta did.

STRONG SAD: So I can't use this twice in one turn, but I can recharge—use and recharge in one turn. So that was seven.

MIKE: Okay. Countryside's go! {draws a movement card} All right, so no peasants on the card, so that's good, no peasants come out.


MIKE: Um, they move northwest and repair. So {moves westernmost peasant} northwest, {moves northernmost peasant, who wraps around} and this guy moves northwest, which is this one, and he repairs.


{Mike flips the tile to its unburninated side.}

STRONG SAD: Does that mean the cottage gets repaired?

MIKE: No, it doesn't, we've just got to re-burninate that—cottage stays burninated. Uh—

STRONG SAD: And what do the knights do?

MIKE: Now the knights move south-east-south-west-west. {moves the first knight} South-east-south-west-west.

{He moves the second knight:}

MIKE AND STRONG BAD: South-east-south-west-west.

{He moves the archer:}

MIKE AND STRONG BAD: South-east-south-west-west. Ptooo!

STRONG SAD: Ptooo! Let's do it together.

STRONG BAD AND STRONG SAD: {moving their hands in opposite directions} Ptooo!

MIKE: So we still haven't taken a hit of damage yet, that's good. Five peasants in the Trog-Meter. And Homestar, it's your turn. {draws Homestar a card}

HOMESTAR RUNNER: I get to talk! Nobody remembers me over here.

MIKE: {laughs} You've got Smell the Daisies and Wraparound.

HOMESTAR RUNNER: So on Smell the Daisies, if I end my turn on a tile with flowers on it—

MIKE: {indicating two flower tiles} Right here and here, they're both close to you.

HOMESTAR RUNNER: They are. Uh, then I get to give the next person, that'd be you, Mike—

MIKE: Yeah!

HOMESTAR RUNNER: —three extra AP on your turn!

MIKE: All right, so, something to think about, and then Wraparound.

HOMESTAR RUNNER: Uh, that means that I gain wraparound movement for this turn...

{Cue Too Much Talking Man.}

HOMESTAR RUNNER: ...and it's also five AP. Okay Mike.

MIKE: Okay.

HOMESTAR RUNNER: This is a good time to mention you can always discard either of your cards for five actions with no special powers.

{Text on the screen reads, "If you don't like either of your action cards, discard one to gain 5 AP with no special ability."}

MIKE: Is that what you're gonna do?

HOMESTAR RUNNER: That's what I want to do. So I'm gonna get rid of Smell the Daisies, actually, Mike.

MIKE: Okay. {discards the card}

HOMESTAR RUNNER: I don't think it's going to help me this turn.

MIKE: All right. But you're gonna discard it, not use the power, and get five actions.

HOMESTAR RUNNER: That's right. So I want to move east, one tile.

MIKE: {moves Trogdor east} One.

HOMESTAR RUNNER: Burninate those daisies!

MIKE: {flips the tile} Two!


MIKE: {moves Trogdor north} Three!

HOMESTAR RUNNER: Burninate that forest!

MIKE: {flips the tile} Four.

HOMESTAR RUNNER: And then I want to use my Dog Tennis Ball Thing, 'cept with Fireballs...

MIKE: Okay.

HOMESTAR RUNNER: And let's see, I'll just do, uh... let's do the one right next to me.

MIKE: This one?

HOMESTAR RUNNER: That beautiful autumnal... tree. Underneath the knight. {Mike flips the tile} Froosh!

MIKE: And you still have one more action, right?


MIKE: Oh, you just—you discarded for five. {gestures to the discard pile}

HOMESTAR RUNNER: Hey, I already forgot!

MIKE: {laughs} So you can, uh...

HOMESTAR RUNNER: Let's move further away from these knights. They're makin' me nervous.

MIKE: Should we go north or east?

HOMESTAR RUNNER: Let's go east.

MIKE: Okay. {moves Trogdor east}

HOMESTAR RUNNER: All right. I like—I'm gonna hide in that tree. Can I hide in that tree?

MIKE: {chuckling} No.

HOMESTAR RUNNER: Oh. That's too bad.

MIKE: All right. {draws a movement card}

HOMESTAR RUNNER: What's the damage?

MIKE: So one peasant's up here. Um, two on the board, so we don't need to spawn any peasants.

STRONG BAD: We're getting lucky with no peasant spawn.

MIKE: We are. But, for the third card in a row they do move and repair, northwest. So this guy {moves southernmost peasant} moves northwest, and this guy, {moves peasant from northwest corner to southeast corner} northwest is all the way over here.

STRONG SAD: Oooh! What does that mean, Mike?

MIKE: Well, so the peasant ran into a burning cottage and burninates himself. Self-burnination.

STRONG BAD: That's really stupid! Why would you do that, peasant?

MIKE: {crowns the peasant with the flame helmet} He didn't... he didn't know it was there.

STRONG BAD: All right. Any peasant stupid enough to walk onto the same tile as a flaming cottage sets himself on fire. So now what?

MIKE: So now we draw a movement card, {he does so} and we use the knight movement path to make this peasant run around burninating every tile on his path. So this peasant's going to move east-east-north-north.


MIKE: So east... {peasant wraps around, Mike flips the tile}


MIKE: Burninate. East... {moves and burninates}

HOMESTAR RUNNER: Froosh again!

MIKE: Burninate. North... {moves and burninates}

HOMESTAR RUNNER: Froosh again!

MIKE: Burninate. And north again. {moves peasant north}


MIKE: Which is already burninated.

HOMESTAR RUNNER: And now what happens to that flaming peasant?

MIKE: So now he goes into the Void. {places peasant in the Void and returns the flame helmet}


MIKE: So now he can no longer be potential health. {straightens some burninated tiles} Gonna straighten up here.

STRONG BAD: 'Cept I got the Disk of Healing, Mike.

MIKE: Oh, you can bring one back.

STRONG BAD: Don't forget.

MIKE: Okay.

STRONG BAD: Only on my turn, though.

MIKE: All right, so that cottage is ready to go, though. That's good. Um, okay, so. That was the peasants moving. And so now knights move, back to our original movement card. They go north-north-west-west. {moves the first knight} North-north-west-west. {moves the second knight} North-north-west— {the knight visits a burninated cottage}

STRONG BAD: {simultaneously} North-north-WEST!

MIKE: Oh, he repairs this cottage. {flips the roof back over}


MIKE: And west, and then the archer: north-north-west-west. {archer lands on Trogdor's tile} Ptooo! But he doesn't hit the tile that he's on, so we're safe.

STRONG BAD: That's a close one.

MIKE: Okay. {discards the movement card} And whose turn was that? That was—

HOMESTAR RUNNER: That was my turn, Mike; it's your turn finally!

MIKE: My turn, all right! {draws a card} Okay.

HOMESTAR RUNNER: Human Mike gets...!

MIKE: Ooh, I have two Shot Put cards, so—

HOMESTAR RUNNER: That's boring.

MIKE: I'm going to play Shot Put. {discards one of his cards}

HOMESTAR RUNNER: That's a Boeing 747 right there.

MIKE: I have wraparound movement, and I—burninated peasants go into the Trog-Meter instead of the Void on my turn, so if I can get down to that peasant I should burninate him.

HOMESTAR RUNNER: Except he's standing on a lake tile.

MIKE: Oh, that's right.

HOMESTAR RUNNER: How does that work?

MIKE: If he, if he—burninated peasants get extinguished by the lake. So it wouldn't sense, it would—I would light him on fire and then he would immediately extinguish himself and stop running around.


MIKE: So I won't do that. So I've got Shot Put, which, after my actions I may burninate a tile, peasant, or eligible cottage from up to two tiles away.

{Cue Too Much Talking Man again.}

MIKE: So this is eligible, so if I were to end my turn here, for instance, I can burninate that cottage.

STRONG BAD: That'd be pretty good. Burninate that tile you're on.

MIKE: Okay. So {flips the tile} one. Then we go {moves Trogdor north} two. {flips the tile} Three. And then... {moves two tiles south} four, five. And then my Shot Put ptooo's to eligible cottage. {flips the roof of the westernmost cottage}


MIKE: And we got that guy done. So—

HOMESTAR RUNNER: That's pretty good.

MIKE: We're in good shape.


MIKE: {draws a movement card} Three peasants up here.


MIKE: There's only one on the board, so two peasants need to spawn. And they spawn at unburninated cottages.

STRONG BAD: There are two of those.

MIKE: There are two of those, so each one gets one. {moves a peasant from the Trog-Meter to each unburninated cottage} Spawned peasants come from the Trog-Meter.

STRONG BAD: So they—peasants are born from Trogdor's stomach, is that what you're tellin' me?

MIKE: Sor...don't think too much on it, Strong Bad. Don't think too much on it. Um, they move northeast and do not repair.

STRONG SAD: That's a good one.

MIKE: So {moving first two peasants} northeast, northeast, and {wraps around last peasant} northeast is this one. 'Kay. And then knights and archer, east-east-north-east. So...

{He moves the first knight:}

MIKE AND STRONG BAD: East-east-north-east.

{He moves the second knight:}

MIKE AND STRONG SAD: East-east-north-east.

MIKE: And...

{He moves the archer:}

MIKE AND HOMESTAR RUNNER: East-east-north-east.

HOMESTAR RUNNER: Why come I'm not in this thing?

MIKE: Ptooo! Um, all right. {discards the movement card}

STRONG BAD: We dodged a bullet!

MIKE: Next up, Strong Bad. {draws Strong Bad a card}

STRONG BAD: My turn!

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