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Can't decide which to play with? Just add a set of pegs to your order for just $14.95 more! Or break into two groups of four and have a little friendly competition! If you enjoy playing strategic board games, then you need this game!Ĩ vibrant interlocking game board paddlesĤ0 glass marbles - 8 sets of 5 colors eachĬomplete set-up size areas are as follows:Ģ or 4-player set-up (square) measures 17" x 17"ĥ-player set-up (pentagon) measures 23" x 26"Ħ-player set-up (hexagon) measures 27" x 31" or (polygon) 22" x 37"Ĩ-player set-up (octagon) measures 37" x 37"ĭid you know our Jokers games are interchangeable with both pegs -or- marbles. It's inspired by the classic Pegs and Jokers game, but played with 9/16" glass marbles.Įverything is included in this bright & lively handcrafted Joker game for 2, 4, 5, 6, 7 or 8 players. Orders ship out in 2 - 3 business days!ĭo you love playing Joker Board Games? Our playful 8-player Marbles and Jokers "Mardi Gras" set is all about fun! Each paddle is one of eight vibrant colors, and interlock to prevent slipping during play. If she's successful, Kara will rub her butt onto their face before knocking them upwards once, then following up with another hit with her rear which results in an explosion, hurtling the opponent to the other side of the screen.FLAT RATE $12 SHIPPING per game within the U.S. This version of the technique applies to Lillie, Jun, Hell Kaiser, and Lacus. The opponent is left in the distressed animation afterwards.Ĭosts 3 super bars. Kara reaches out for her opponent if she's successful, Kara bends them over and spanks their exposed bottom repeatedly. This version of the technique applies to most of the cast. If she hits an opponent, Kara follows up with multiple strikes with her hips and butt which culminate with a final diving butt-tackle which results in an explosion.Ĭommands: ↓ ↙ ← ↙ ↓ ↘ → + C -or- ← + E + FĬosts 3 super bars. Kara quickly dashes forward across the screen. The C/F version has Kara leaping forwards high into the air then crashing straight down vertically this version of the attack will always stall and drop down once Kara is over the opponent.
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The B/E version has her flip forward in an attempt to cross-up the opponent then dives back to her starting position. The A/D version has Kara flip backwards slightly before diving forward. The button used to execute the technique changes the angle of attack. Despite appearances, the move does not count as an overhead attack and can be blocked normally. Kara flips into the air, then suddenly dives down with a hip drop. The opponent is knocked away and is open to follow up attacks after being hit.Ĭommands: ↓ ↙ ← + A, B, C -or- ← + D, E, F The button used to execute the move affects the way Kara hops at the start the A/D version hops almost straight up and has her slide about 1/2 a screen length, the B/E version has her hop forward and slides a full screen length, while the C/F version has her hop backwards then slides forwards. The attack hits low and can only be blocked while crouching. Kara does a short hop then slides forward, butt first. The C/E version has both rising and falling hitboxes unlike the other two.Ĭommands: ↓ ↘ → + A, B, C -or- → + D, E, F The C/F version, however, has Kara leap high into the air then drop down with her hips. The A/D and B/E versions have similar low arcs, with the latter being slightly higher. The attack nearly covers a full screen length, with the button used determining the trajectory of her jump. Kara jumps forward butt first to tackle her opponent. The initial whip-strike will not hit a grounded opponent.Ĭommands: → ↓ ↘ + A, B, C -or- ↘ + D, E, F
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Upon striking an opponent, Kara will reel them in and proceed to rub her buttocks on the opponent's face before knocking them away. Kara lashes out diagonally towards the air with her whip. While the move has a large, disjointed hitbox with great reach, it also has a blind spot in front of Kara and will miss an opponent standing immediately in front of her. Notably, when the move successfully connects, it grants Kara an entire super gauge upon completion. If it hits, Kara follows up with a quick flurry of whip strikes before knocking them away. While multiple buttons can be used to execute the attack in the air, they have no discernible differences on the effect. The force of the blast pushes her backwards (roughly a character space) while knocking the opponent straight upwards should it hit leaving them vulnerable to follow up attacks. Kara fires a blast of ki energy from her butt.
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Quick animation, and gains roughly 1/3 super gauge upon completion while also draining 1/2 a gauge from the opponent.Ĭommands: ← ↙ ↓ ↘ → + A (or + B or + C while airborne) -or- D (or E or F while airborne)