Knightmare Lexicon - A Knightmare Encyclopædia
Lookup:

#  A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z

Entry Not Found

Login or Create an account to make your own entry.

Categories
Actors
Books
Challenge
Characters
CITV
Clue Objects
Conception
Contestants
FanFics
Forums
Games
KMVR
Locations
Other
People
Production
Projects
Quotes
RPG
RPG Characters
RPG Places
Sci Fi
Seasons
Spells
Spin Offs
Teams
Web-sites
Winners
 
Latest Additions
MOUSE
Monopoly
Panpipes
SHADE
Grow-Me-Quick
Statistics
Total Entries 1155
Total Definitions 1449
Todays Additions 0
Registered Users 792
Reports 0
Options
Login
Random Entry
Search


 
Welcome to the Knightmare Lexicon. This system is designed to be a centre point for any Knightmare related information. You may think of it as a Knightmare Encyclopædia or Dictionary. Though in many ways it is more like a Knightmare wiki in that people with an interest in Knightmare like yourself may add entries to the database for others to find. Likewise if there's a piece of information you're looking for on Knightmare then in thef future it's very likely you'll be able to find it here. For the system to be a success it relies on each and every member of the community providing as much information as possible. Enjoy! logins.

Entry of the Day - Play Your Cards Right
1. Play Your Cards Right
From TES issue 70 (July 2011)

Series 7/8. Level 2/3.
PLAY YOUR CARDS RIGHT
 
 [Related Image] This is a very nice, atmospheric level three challenge. Starkly combining the cutting edge, VR-begotten technomagical world of Goth with shades of the early series (which featured several references to and challenges based on playing cards), this was an aptly tricky test for any team bright enough to reach level three, and a ruthless exploiter of any shortcomings in the advisors’ brainwork and/or teamwork that had yet to come to light. Simon’s team and Alex’s team both discovered this to their cost, and the fact that this challenge killed the first two teams to attempt it always makes it seem that significant bit harder and more ruthless.

My one criticism of Play Your Cards Right is that there was no variety in the card sequences. Once you’d seen one team’s attempt at the challenge, you’d seen them all, which certainly sucked some of the tension out of the whole situation by the time Barry got round to completing it. The fact that the sequence was the same every time did not make the challenge any easier for the teams, of course, as they (unlike us) had not seen the preceding episodes of series 7 when they attempted it, so there was always that element of doubt that the next team to be faced with the Cards would know what to do, and I certainly don’t think the whole process of attempting the challenge is at all obvious the first time you see it, despite what Treguard may think: ”Boys, you were looking for something devious, when all you had to do… is follow suit.” – Treguard.

Inevitably, a seeing-eye spell or potion would be employed here to allow the dungeoneer to see themselves and the array of cards, which was actually completely unnecessary and not very nice to see, very much like all the other seeing-eye spell appearances! The Cards appeared once in series 8 (this time on level two, which Goth had become by this stage) and this was actually the only occasion during the final series when sight magic was used. Disappointingly, even at this stage, the puzzle still had the same card sequence, yet Nathan’s advisors still encountered problems when the Hearts ran out, so clearly this team hadn’t been watching series 7 on video even half as much as I had!

Provided By: Eyeshield, 2011-07-03 07:36:08
Thumbs up    Thumbs down
2 up, 0 down
login to vote