Difference between revisions of "Rumble"

From YPPedia
m (Trophies: add new ones, remove those not secific to rumble)
(removing dead links)
 
(30 intermediate revisions by 14 users not shown)
Line 1: Line 1:
 
{{Featured article header}}
 
{{Featured article header}}
 
[[Image:Screenshot_Rumble.png|right|thumb|Click for larger view (312 kb).]]
 
[[Image:Screenshot_Rumble.png|right|thumb|Click for larger view (312 kb).]]
'''Rumble''' is a multiplayer [[puzzle]]. It is available from the [[tournament]] board or as a [[parlor game]]. Players can challenge NPPs or other players to a rumble. In addition, the final phase of a sea battle against [[Barbarian]]s is a rumble.
+
'''Rumble''' is a multiplayer [[puzzle]]. It is available from the [[tournament]] board or as a [[parlor game]]. Players can challenge NPPs or other players to a rumble and utilize [[bludgeon]]s to defeat them. In addition, the final phase of a sea battle against [[Barbarian]]s is a rumble.
  
 
Rumble is [[Puzzle#Freeplay_Days|free to play]] three days a week. Rumbling at sea and via a player [[challenge]] is always free.
 
Rumble is [[Puzzle#Freeplay_Days|free to play]] three days a week. Rumbling at sea and via a player [[challenge]] is always free.
  
Meant as a concept of martial arts, fisticuffs and/or melee fighting, Rumble is played most similar to Snood, Bust-A-Move/Puzzle Bobble, or PopCap's ''Dynomite''.  The player must fire colored balls in clusters of at least 3 balls of the same color to send attacks to the opponent.
+
Meant as a concept of martial arts, fisticuffs and/or melee fighting, the gameplay of Rumble is similar to Snood, Bust-A-Move/Puzzle Bobble, or PopCap's ''Dynomite''.  The player must fire colored balls in clusters of at least 3 balls of the same color to send attacks to the opponent.
  
 
== Basics ==
 
== Basics ==
  
{| border=0 width=155 cellpadding=2 cellspacing=0 style="float:right; border-collapse:collapse; margin:0em 0em 1em 1em; text-align:center; "
+
{| border=0 width=185 cellpadding=2 cellspacing=0 style="float:right; border-collapse:collapse; margin:0em 0em 1em 1em; text-align:center; "
 
|-
 
|-
|[[Image:Icon_Rumble_Nred.png]][[Image:Icon_Rumble_Norange.png]][[Image:Icon_Rumble_Nyellow.png]][[Image:Icon_Rumble_Naqua.png]][[Image:Icon_Rumble_Nblue.png]]
+
|[[Image:Icon Rumble Nred.png]][[Image:Icon Rumble Norange.png]][[Image:Icon Rumble Nyellow.png]][[Image:Icon Rumble Naqua.png]][[Image:Icon Rumble Nblue.png]][[Image:Icon Rumble Bruise.png]]
 
 
 
|}
 
|}
There are 5 colors of balls: red, orange, yellow, aqua & blue.
+
There are 6 colors of balls: red, orange, yellow, aqua, blue & bruised.
  
 
[[Image:Rumble_Launchers.png|left|thumb| Launchers]] Two launchers, one for each fist, lie at the bottom of the field. By default, moving the mouse point aims the launchers. Once aimed, Z or the left mouse button fires the left launcher, and X or the right mouse button fires the right. When fired, balls move in a straight line, reflecting off the walls, until they come in contact with the mass of balls at the top of the field.  If a ball stops such that it touches a cluster of at least two balls of the same color (that is, it makes a cluster of at least three when it stops), all balls in that cluster drop; any balls that are left unsupported from the top fall with the original cluster when this happens.
 
[[Image:Rumble_Launchers.png|left|thumb| Launchers]] Two launchers, one for each fist, lie at the bottom of the field. By default, moving the mouse point aims the launchers. Once aimed, Z or the left mouse button fires the left launcher, and X or the right mouse button fires the right. When fired, balls move in a straight line, reflecting off the walls, until they come in contact with the mass of balls at the top of the field.  If a ball stops such that it touches a cluster of at least two balls of the same color (that is, it makes a cluster of at least three when it stops), all balls in that cluster drop; any balls that are left unsupported from the top fall with the original cluster when this happens.
Line 20: Line 19:
  
 
== Charging ==
 
== Charging ==
 +
[[Image:Rumble_Charging.png|frame|left| A ball charging]]
 +
Any ball may be charged before launching by holding the fire button for about a second before firing.  The ball must land on a matching cluster (and be otherwise able to break that cluster) to stay charged; otherwise, it will lose its charge and be treated as a normal ball.  If a charged ball hits a cluster, it will keep its charge, but ''not'' break the cluster.
 +
{{clear}}
  
[[Image:Rumble_Charging.png|frame|left| A ball charging]]Any ball may be charged before launching by holding the fire button for about a second before firing.  The ball must land on a matching cluster (and be otherwise able to break that cluster) to stay charged; otherwise, it will lose its charge and be treated as a normal ball.  If a charged ball hits a cluster, it will keep its charge, but ''not'' break the cluster.
+
=== Combos ===
 +
{| class="toccolours" style="float:right; clear:both; width:20%"
  
<br><br><br>
+
|- style="background-color:#660033; color:white;"
 +
| align=center | '''Combo List'''
  
 
+
|-  
===Combos===
 
{| class="toccolours" style="float:right; clear:both; width:20%"
 
|-style="background-color:#660033; color:white;"
 
|align=center|'''Combo List'''
 
 
 
|-
 
 
|
 
|
 
# Pow!
 
# Pow!
Line 54: Line 52:
 
# Crack!
 
# Crack!
 
# Crunk!
 
# Crunk!
# Bammo!
 
# Boffo!
 
 
# Socko!
 
# Socko!
 
# Whack!
 
# Whack!
Line 70: Line 66:
 
# Baddaboom!
 
# Baddaboom!
 
# Krakkathoom!
 
# Krakkathoom!
# Unknown
 
# Unknown
 
 
 
|}
 
|}
  
 
[[Image:Rumble_Charged_groups.png|left|thumb|Building a combo ]]
 
[[Image:Rumble_Charged_groups.png|left|thumb|Building a combo ]]
Combos are created by creating many "charged groups".  The charged balls are kept track of, in order; when any charged group is broken, every charged group formed after that group is also broken.  For example, if five charged groups are created, and the second group is broken, the first group will remain charged, but the second through fifth groups will drop.
+
Combos are created by creating many "charged groups".  The charged balls are kept track of, in order; when any charged group is broken, every charged group formed after that group is also broken.  For example, if five charged groups are created, and the second group is broken, the first group will remain charged, but the second through fifth groups will drop. The quantity of charge groups within a combo is the main determinant in establishing the length, and therefore power of the strike.
 
<BR CLEAR="left">
 
<BR CLEAR="left">
  
[[Image:Rumble_Charged_break.png|left|thumb|A combo breaking]]If you drop a charged group by breaking a group above it (leaving the charged group unsupported), then the dropped group will float in mid-air until the end of the combo. Therefore, these dropped charged groups can still be part of that combo.
+
[[Image:Rumble_Charged_break.png|left|thumb|A combo breaking]]If you drop a charged group by breaking a group above it (leaving the charged group unsupported), then the dropped group will float in mid-air until the end of the combo. Therefore, these dropped charged groups can still be part of that combo.
 
<BR CLEAR="left">
 
<BR CLEAR="left">
  
Line 99: Line 92:
 
Bruises will appear in the strike itself for two reasons: if there are bruises in the bludgeon's attack pattern, and if balls that are not part of any charged group are dropped when the combo is set off. In the latter case, each non-charged-group ball that falls adds a single bruise to the strike created by that combo.
 
Bruises will appear in the strike itself for two reasons: if there are bruises in the bludgeon's attack pattern, and if balls that are not part of any charged group are dropped when the combo is set off. In the latter case, each non-charged-group ball that falls adds a single bruise to the strike created by that combo.
  
Finally, a new row of balls is introduced into the playfield every eight fired balls. As the game progresses, the probability of some of these new balls being bruised increases. All players receive the same new balls, but faster players will naturally encounter them sooner than slower players.
+
Finally, a new row of balls is introduced into the playfield every eight fired balls. Furthermore, you can delay firing a ball for at most five seconds before the game fires one for you automatically (making [[stalling]] more problematic for Rumble than for Swordfighting).
 +
 
 +
If the player sends more sprinkles than strikes, the probability of these new balls being bruised increases, however this can always be reduced by sending further strikes.
  
 
==Defense==
 
==Defense==
Line 107: Line 102:
 
When this is done, the 'defending' teammate's target circle disappears from the opposing side, and they are no longer attacking the opponents. The defender will take some of the strikes and sprinkles that would have been incurred by the defended teammate.
 
When this is done, the 'defending' teammate's target circle disappears from the opposing side, and they are no longer attacking the opponents. The defender will take some of the strikes and sprinkles that would have been incurred by the defended teammate.
  
==Basic Combo-building Strategy==
+
== Basic combo-building strategy ==
 +
{{Tutorialdisclaimer}}
  
 
The main trick to successfully launching a combo is to save the ball that is the same color as the first group you created in one fist, while building with the other fist. For example, you might create a red charged group on the left hand side of the board. You continue to create charged groups (while leaving a clear path to that first group), until one of your fists has a red ball. You then continue to build charged groups with the other fist, until you decide to launch the combo. Of course, it's often a good idea to set off your combo if you are just about to be attacked, since the attack will often weaken or deny access to your combo. Having saved a ball of the right color, you are able to set off the combo whenever you need to.
 
The main trick to successfully launching a combo is to save the ball that is the same color as the first group you created in one fist, while building with the other fist. For example, you might create a red charged group on the left hand side of the board. You continue to create charged groups (while leaving a clear path to that first group), until one of your fists has a red ball. You then continue to build charged groups with the other fist, until you decide to launch the combo. Of course, it's often a good idea to set off your combo if you are just about to be attacked, since the attack will often weaken or deny access to your combo. Having saved a ball of the right color, you are able to set off the combo whenever you need to.
Line 115: Line 111:
 
Since every ball dropped in a combo that is not part of a charged group becomes a bruise, it is very useful to incorporate these into your combo to make the strike that much harder to break down. If you build a combo you judge to be sufficiently large, you can take a few seconds to add a few random balls that hang off it. You can also avoid charging the groups that arrive in the form of sprinkle attacks, and against a regularly sprinkling opponent this is a particularly useful tactic.
 
Since every ball dropped in a combo that is not part of a charged group becomes a bruise, it is very useful to incorporate these into your combo to make the strike that much harder to break down. If you build a combo you judge to be sufficiently large, you can take a few seconds to add a few random balls that hang off it. You can also avoid charging the groups that arrive in the form of sprinkle attacks, and against a regularly sprinkling opponent this is a particularly useful tactic.
  
In a one-on-one match, you can of course observe the color pattern of your opponents sprinkles. If you make sure that the first charged group is a certain color and in the appropriate position, incoming sprinkles will only add to that group and can never block access to it. This is less useful in a brawl, where you may be subject to many different attack patterns.
+
In a one-on-one match, you can of course observe the color pattern of your opponent's sprinkles. If you make sure that the first charged group is a certain color and in the appropriate position, incoming sprinkles will only add to that group and can never block access to it. This is less useful in a brawl, where you may be subject to many different attack patterns.
  
 
==Boxing==
 
==Boxing==
[[Image:Puzzle-Rumble-Boxing-Interface.jpg|right]]
+
[[Image:Puzzle-Rumble-Boxing-Interface.png|right]]
  
The update of Feb 5th, 2008 brought a new type of the game, called boxing. It is an option available to choose when challenging another player or a [[NPP]]. It is a one-handed game of rumble with same possibilities and sizes, but a slightly changed [[background]].  All of the mechanics are still the same as in the normal rumble game and there still is an option to use [[bludgeon]]s.
+
The update of Feb 5th, 2008 brought a new type of the game, called boxing. It is an option available to choose when challenging another player or a [[NPP]]. It is a one-handed game of rumble with same possibilities and sizes, but a slightly changed [[background]].  All of the mechanics are still the same as in the normal rumble game and there still is an option to use bludgeons.
 
{{clear}}
 
{{clear}}
  
Line 128: Line 124:
 
== Trophies ==
 
== Trophies ==
 
{{spoiler|trophies|content=
 
{{spoiler|trophies|content=
The following [[trophy|trophies]] are specifically related to rumbling:
+
The following [[trophy|trophies]] are related to rumbling:
<gallery caption="Rumbling Trophies" widths="60px" heights="60px" perrow="7">
+
<gallery caption="Rumbling Trophies" widths="60px" heights="60px" >
 
Image:Trophy-Ultimate Rumbler.png|Ultimate Rumbler
 
Image:Trophy-Ultimate Rumbler.png|Ultimate Rumbler
 
Image:Trophy-1 Rumbler.png|<nowiki>#</nowiki>1 Rumbler
 
Image:Trophy-1 Rumbler.png|<nowiki>#</nowiki>1 Rumbler
 +
Image:Trophy-Ultimate Pirate.png|Ultimate Pirate
 +
Image:Trophy-Ultimate of Ultimates.png|Ultimate of Ultimates
 
Image:Trophy-Scrapper.png|Scrapper
 
Image:Trophy-Scrapper.png|Scrapper
 
Image:Trophy-Broad Rumbler.png|Broad Rumbler
 
Image:Trophy-Broad Rumbler.png|Broad Rumbler
Line 142: Line 140:
 
Image:Trophy-Middleweight_of_Sprinkles.png|Middleweight of Sprinkles
 
Image:Trophy-Middleweight_of_Sprinkles.png|Middleweight of Sprinkles
 
Image:Trophy-Heavyweight_of_Sprinkles.png|Heavyweight of Sprinkles
 
Image:Trophy-Heavyweight_of_Sprinkles.png|Heavyweight of Sprinkles
 +
Image:Trophy-Champion_of_Sprinkles.png|Champion of Sprinkles
 
Image:Trophy-Featherweight_of_Strikes.png|Featherweight of Strikes
 
Image:Trophy-Featherweight_of_Strikes.png|Featherweight of Strikes
 
Image:Trophy-Middleweight_of_Strikes.png|Middleweight of Strikes
 
Image:Trophy-Middleweight_of_Strikes.png|Middleweight of Strikes
 +
Image:Trophy-Heavyweight_of_Strikes.png|Heavyweight of Strikes
 +
Image:Trophy-Champion_of_Strikes.png|Champion of Strikes
 
</gallery>
 
</gallery>
 
}}
 
}}
  
==External/Other Links==
+
== External/other links ==
*[[Boothook's Rumbling Guide]]
 
*[[Rumble strike calculations]]
 
*[[Rumble sprinkle calculations]]
 
 
* [[Rumble (Idea Links)|Commonly discussed ideas]] from [http://forums.puzzlepirates.com/community/mvnforum/listthreads?forum=2 Game Design]
 
* [[Rumble (Idea Links)|Commonly discussed ideas]] from [http://forums.puzzlepirates.com/community/mvnforum/listthreads?forum=2 Game Design]
*[http://forums.puzzlepirates.com/community/mvnforum/viewthread?thread=34094 Epimetheus' Strategy Guide]
+
* [http://www.puzzlepirates.com/Rumbling.xhtml Official game documents]
*[http://forums.puzzlepirates.com/community/mvnforum/viewthread?p=627928#627928 Help on Barbarians]
+
* [[Rumble strike calculations]]
*[http://www.puzzlepirates.com/Rumbling.xhtml Official game documents]
+
* [[Rumble sprinkle calculations]]
*Rumble Video Tutorials by [[Thespian]]:
+
* [[Stalling]]
** Short combo (avi, 1m - 6mb) - http://ypp.sleepingcat.com/tutorials/small_combo-crunch.html
+
* [[Boothook's Rumbling Guide]]
** Hammer defense (avi, 2m - 7mb) - http://ypp.sleepingcat.com/tutorials/small_hammer-clear.html
+
* Rumble Video Tutorials by [[Boothook]]:
** Dropping larger combos on your opponent (avi, 1m - 8mb) - http://ypp.sleepingcat.com/tutorials/small_layer-combos.html
 
** Insta-Kill of a Teaching bot (to 'splat', no sound) (avi, 1m - 8mb) - http://ypp.sleepingcat.com/tutorials/small_insta.html
 
*Rumble Video Tutorials by [[Boothook]]:
 
 
** 100% Sprinkles - http://www.youtube.com/watch?v=ROXEZmiemeA
 
** 100% Sprinkles - http://www.youtube.com/watch?v=ROXEZmiemeA
 
** 100% Strikes - http://www.youtube.com/watch?v=BJ3spzRSwjc
 
** 100% Strikes - http://www.youtube.com/watch?v=BJ3spzRSwjc
*Bludgeon Guides
+
* [http://forums.puzzlepirates.com/community/mvnforum/viewthread?thread=34094 Epimetheus' Strategy Guide]
** http://forums.puzzlepirates.com/community/mvnforum/viewthread?p=606636#606636
+
* [http://forums.puzzlepirates.com/community/mvnforum/viewthread?p=627928#627928 Help on Barbarians]
* Bludgeon Videos involving an insta/strike spam/sprinkling of each and videos of each attack by Dachimpy - http://www.freewebs.com/dachimpy/RumbleBludgeons.html
+
* [http://forums.puzzlepirates.com/community/mvnforum/viewthread?p=606636#606636 Bludgeon Guide]
 +
* How to beat turbo sprinklers without effort (video) - http://www.youtube.com/watch?v=_6w7CZgW5zo
  
 +
&nbsp;
 
{{bludgeon-type}}
 
{{bludgeon-type}}
  

Latest revision as of 05:20, 22 March 2025

Jolly roger waving.gif
Click for larger view (312 kb).

Rumble is a multiplayer puzzle. It is available from the tournament board or as a parlor game. Players can challenge NPPs or other players to a rumble and utilize bludgeons to defeat them. In addition, the final phase of a sea battle against Barbarians is a rumble.

Rumble is free to play three days a week. Rumbling at sea and via a player challenge is always free.

Meant as a concept of martial arts, fisticuffs and/or melee fighting, the gameplay of Rumble is similar to Snood, Bust-A-Move/Puzzle Bobble, or PopCap's Dynomite. The player must fire colored balls in clusters of at least 3 balls of the same color to send attacks to the opponent.

Basics

Icon Rumble Nred.pngIcon Rumble Norange.pngIcon Rumble Nyellow.pngIcon Rumble Naqua.pngIcon Rumble Nblue.pngIcon Rumble Bruise.png

There are 6 colors of balls: red, orange, yellow, aqua, blue & bruised.

Launchers

Two launchers, one for each fist, lie at the bottom of the field. By default, moving the mouse point aims the launchers. Once aimed, Z or the left mouse button fires the left launcher, and X or the right mouse button fires the right. When fired, balls move in a straight line, reflecting off the walls, until they come in contact with the mass of balls at the top of the field. If a ball stops such that it touches a cluster of at least two balls of the same color (that is, it makes a cluster of at least three when it stops), all balls in that cluster drop; any balls that are left unsupported from the top fall with the original cluster when this happens.


Charging

A ball charging

Any ball may be charged before launching by holding the fire button for about a second before firing. The ball must land on a matching cluster (and be otherwise able to break that cluster) to stay charged; otherwise, it will lose its charge and be treated as a normal ball. If a charged ball hits a cluster, it will keep its charge, but not break the cluster.

Combos

Combo List
  1. Pow!
  2. Pop!
  3. Bim!
  4. Bam!
  5. Boom!
  6. Bop!
  7. Wham!
  8. Thud!
  9. Crunch!
  10. Oof!
  11. Slam!
  12. Sock!
  13. Smack!
  14. Splat!
  15. Clonk!
  16. Thwapp!
  17. Snkt!
  18. Thunk!
  19. Kapow!
  20. Crack!
  21. Crunk!
  22. Socko!
  23. Whack!
  24. Slap!
  25. Tweak!
  26. Pinch!
  27. Poke!
  28. Prod!
  29. Nurple!
  30. Gonzo!
  31. Yeowch!
  32. Unpleasant!
  33. Baddabing!
  34. Baddaboom!
  35. Krakkathoom!
Building a combo

Combos are created by creating many "charged groups". The charged balls are kept track of, in order; when any charged group is broken, every charged group formed after that group is also broken. For example, if five charged groups are created, and the second group is broken, the first group will remain charged, but the second through fifth groups will drop. The quantity of charge groups within a combo is the main determinant in establishing the length, and therefore power of the strike.

A combo breaking

If you drop a charged group by breaking a group above it (leaving the charged group unsupported), then the dropped group will float in mid-air until the end of the combo. Therefore, these dropped charged groups can still be part of that combo.


Attacks

Strike versus sprinkle

Strike warning

Charged group clears and combos are the functional equivalent of swordfight strikes. They are the most powerful, their impact on the opponent is also represented by the top of a weapon's drop pattern, and they come from the upper corners of the screen.

Sprinkle Warning

Uncharged group clears and unsupported drops are the equivalent of sprinkles, are represented on the bottom of the pattern, and are fired automatically from the bottom of the screen.


Bruising

Bruises appear as dark grayish balls, and are similar to the attacks in Swordfighting, as they are not immediately accessible for use. Clearing any cluster adjacent to a bruise clears it up; two clears are necessary to make a ball usable. Bruises may also be isolated and dropped from the puzzle like any other ball.

Bruise stages

Bruises occur for several different reasons. Strikes, coming in from the upper corners, push the rest of the balls out of the way to make room for themselves. This may separate a charged ball from the cluster it was part of. If this happens, the charged ball becomes bruised.

Bruises will appear in the strike itself for two reasons: if there are bruises in the bludgeon's attack pattern, and if balls that are not part of any charged group are dropped when the combo is set off. In the latter case, each non-charged-group ball that falls adds a single bruise to the strike created by that combo.

Finally, a new row of balls is introduced into the playfield every eight fired balls. Furthermore, you can delay firing a ball for at most five seconds before the game fires one for you automatically (making stalling more problematic for Rumble than for Swordfighting).

If the player sends more sprinkles than strikes, the probability of these new balls being bruised increases, however this can always be reduced by sending further strikes.

Defense

Defended Teammate

During a group Rumble, when there are multiple pirates on the same side, a player can defend a teammate. Clicking on your teammate's image places a blue bar at the top of their mini-game display. The stronger your strikes are the wider the blue bar becomes. It is your defense capability. A small bar means you are defending a little, a large bar means you are defending a lot.

When this is done, the 'defending' teammate's target circle disappears from the opposing side, and they are no longer attacking the opponents. The defender will take some of the strikes and sprinkles that would have been incurred by the defended teammate.

Basic combo-building strategy

Opinion.gif
Not everyone puzzles the same way.
Developing a unique approach to a puzzle or challenge that works for the individual is the most important aspect of mastering the craft.
These pictures and/or suggestions derive from personal opinions and are meant as guidelines only.
They are in no way hard and fast rules as to the "correct" way to do this puzzle or game action.


The main trick to successfully launching a combo is to save the ball that is the same color as the first group you created in one fist, while building with the other fist. For example, you might create a red charged group on the left hand side of the board. You continue to create charged groups (while leaving a clear path to that first group), until one of your fists has a red ball. You then continue to build charged groups with the other fist, until you decide to launch the combo. Of course, it's often a good idea to set off your combo if you are just about to be attacked, since the attack will often weaken or deny access to your combo. Having saved a ball of the right color, you are able to set off the combo whenever you need to.

It is generally useful to create charged groups at the start of the combo that cover the entire width of the board. This way you have the largest possible area with which to build your combo, and any sprinkle attacks will add to the size or bruising of your attack, provided you can still access the first charged group. This also prevents the danger of thinking a combo will clear your entire board, when in fact it may leave a large dangerous spike formation.

Since every ball dropped in a combo that is not part of a charged group becomes a bruise, it is very useful to incorporate these into your combo to make the strike that much harder to break down. If you build a combo you judge to be sufficiently large, you can take a few seconds to add a few random balls that hang off it. You can also avoid charging the groups that arrive in the form of sprinkle attacks, and against a regularly sprinkling opponent this is a particularly useful tactic.

In a one-on-one match, you can of course observe the color pattern of your opponent's sprinkles. If you make sure that the first charged group is a certain color and in the appropriate position, incoming sprinkles will only add to that group and can never block access to it. This is less useful in a brawl, where you may be subject to many different attack patterns.

Boxing

Puzzle-Rumble-Boxing-Interface.png

The update of Feb 5th, 2008 brought a new type of the game, called boxing. It is an option available to choose when challenging another player or a NPP. It is a one-handed game of rumble with same possibilities and sizes, but a slightly changed background. All of the mechanics are still the same as in the normal rumble game and there still is an option to use bludgeons.

Ultimate list

Cerulean Emerald Ice
Jade Meridian Obsidian
Opal


Trophies

Spoiler warning: Details about trophies are hidden below.

The following trophies are related to rumbling:


External/other links

 

Icon rumble.png Bludgeons
Bare fists | Belaying pin | Blackjack | Brass knuckles | Broken bottle | Cane | Chain | Fish | Gaff

Gauntlets | Hammer | Hook | Leather gloves | Rope coils | Shovel | Skeleton bone | Skull rings

See also: Rumble | Drop pattern | Brawl


Icon carousing.png Carousing Puzzles
Icon swordfight.pngSwordfighting | Icon rumble.pngRumbling | Icon drinking.pngDrinking

Icon hearts.pngHearts | Icon poker.pngPoker | Icon spades.pngSpades | Icon treasure drop.pngTreasure Drop

See also: Tournament