In order to drive up interest and attract customers among the visitors, the Blue Moon will at times host a Turbo Ticket Night where the prize yield of each game is multiplied to make it easier to obtain prizes from their offerings. Some suspect that the Scorpions have changed the difficulties of their games to make this venture difficult, but it's undeniable that each Turbo Ticket Night attracts a large number of customers to make the Blue Moon Arcade the most popular venue of the evening.
Players may select up to three games for this event. No game can be repeated during this event.
Magic: Magic is not allowed.
Flight of Glory
Flight of Glory is an arcade flight game based on the massively popular show The Amazing Adventures of Space Hero Pilot Captain Inu Shikoku-ken, Courageous Warriors of the Stars! In this game, each pilot is tasked with the impossible mission of stopping the massive invasion fleet sent by Imperator Lupus Malum, the archenemy of Captain Shikoku-ken and all things honourable. While the game is played in a flight simulator cockpit, the game is meant to cater to young children and samurai alike. Each pilot will find themselves facing off all manner of obstacles, enemy fighter craft, and impossible boss ships. Often, they will find themselves needing to dodge an inordinate amount of brightly coloured energy pellets to keep their craft unscathed in the conflict.
How the game is played is dependant entirely on the craft the player chooses at the opening screen, which will require a different playstyle each.
- Fighter - An all-around balanced space fighter craft known to be the backbone of any space fleet in the galaxy. The fighter is always the right choice for any engagement. Players using this craft may roll either Piloting/Agility or Firearms/Reflexes at TN15. On success, the player earns 100 Tickets and an additional 100 Tickets per successful raise called.
- Interceptor - Trading firepower for maneuverability, the interceptor flies at great speeds to be able to meet all enemies head-on while dodging everything thrown at it. There is a bit of a learning curve to piloting the lightning-fast craft but it allows for daring players to perform at their best. The player choosing the interceptor rolls Piloting/Agility at TN20. The player may choose to reroll once per game. On success, the player earns 100 Tickets and additional 100 Tickets per successful raise called.
- Bomber - The Bomber is heavily armed but far slower than the other craft while sporting a larger profile. This, unfortunately, leaves little room for mistakes in the game. However, if the bomber can get to its intended target, the damage potential is very high. The player choosing the bomber rolls either Piloting/Agility or Engineering (Siege)/Intelligence at TN20. The player is not restricted on the number of raises that can be called here but the skill is still required to be able to call raises. On success, the player earns 100 Tickets and additional 100 Tickets per successful raise called.
The First Tournament VI is a fighting game set in a fictional retelling of the Tournament of the Kami where the original Kami of the clan fight for dominance to become the first ruler of Rokugan. Each character has access to a series of intricate combos and the objective often becomes who can send their opponents helplessly in the air to deal the maximum of damage. The game has a loyal following, often large tournaments are held to determine the best player. The competition is fierce, to say the least. Fu-Leng and Yoritomo are notably and understandably absent but can be made playable with a special code that has become an open secret in the community.
Games are played in the best out of two formats to determine the winner, two successful rolls are needed to win and two failed rolls indicate a loss. For each roll, players may choose either Melee Combat Skill/Agility at TN 25 to strike their opponent, or Defense/Reflexes at TN 25 to weather the opponent’s offensive and find a vulnerable opening. If the player is able to win with only two rolls, they get 300 Tickets, otherwise will earn 200 Tickets if they are victorious after three rolls. Each successful raise called in either roll will earn an additional 50 Tickets as they rack up hits from a complex combo. Victors of the game are treated with an extremely silly ending cinematic scene.
Time Rescue
Time Rescue is a shooting game where the players take the role of a Seppun agent who has infiltrated a secret island where Kolat agents have kidnapped a member of the Emperor's family and are engineering a weapon of mass destruction. Time is of the essence in this game as players have a limited amount of time as they fight uncertain odds while taking cover from the hail of gunfire they encounter from enemies and various outrageous bosses. The game consists of a plastic light gun with sensors installed at the cabinet that track the player's movements. If the player lowers their profile, they are considered to be taking cover in-game.
Time Rescue is a difficult game and players will need to make either a Defense/Reflexes or Firearms/Reflexes check at TN35. They are also allocated 3 "Time Points", which may be used to lower the roll by TN5 per point spent. This gives the player a choice to play fast and reckless or conservatively. On a successful roll, the player receives 100 Tickets on a successful roll with 100 additional Tickets per unspent whole Time Point. Raises called here have no effect.
- Weak Point: Each fight in the game is littered with weak spots that will make quick work of the bad guys, allowing the player to advance through the game and save time. This will often consist of shooting precariously placed explosive drums that the enemies are using for cover or a large swinging crate that could be sent crashing on the enemies below. The player may make an Investigation(Notice)/Perception roll against TN 25. On a successful roll, they gain 1 Time Point with an additional 1 Time Point per successful raise called.
No arcade in the galaxy would be complete without a host of dancing simulator machines. Under a tight veil of secrecy, tonight's occasion also coincides with the debut of Moshi Moshi Super Sunrise Dancing Inferno. The latest spinoff of the popular game series boasts a complex sensor that evaluates the player's dance and move sets. The focus is on contemporary techniques with some leeway placed on freeform dancing and there is a distinct lack of direction given on-screen. This makes scoring a bit nebulous and admittedly questionable, but supposedly the game will be able to score based on the dancer's skill in execution and ability to match the dance to the song's mood. There will be vague guidelines given as a semi-helpful suggestion. Popular songs from the Heavenly 9, Susumu Yakumo, and other Imperial-curated artists are featured here.
Players of the game make a Perform: Dancing (Modern)/Agility roll at TN20. On success, the player earns 100 tickets and an additional 100 tickets for each raise successfully called.
- Know the Mood: Given the game's focus on freeform dancing, each contribution from each player is unique here. By following in the footsteps of others, players might find themselves scored vastly differently from each other. There's an intent that must be shown by each respective player in their dance. Prior to rolling for their dance, each player may roll an Etiquette/Awareness roll at TN20. On success, the player receives +1k0 to their next Perform: Dancing (Modern)/Agility roll and their dice may explode.
This racing game has a long historical tie to samurai of several generations, enough so that samurai often keep coveted Driftmaster cards that are transferable from game to game where players build a long history with the 'car' in their possession. Each player takes the role of a street-racer and challenges others to lengthy races around the Rokugan homeworld in tracks that often feature narrow turns prime for 'driting' in their modified car. Tonight's challenge will take place on the treacherous roads circling around Kabe sano Kita where the roads are steep and potentially slippery.
Players of Driftmaster: Ignition Plus will race two laps around the mountains rolling Driving (Car)/Agility at TN25 once per lap. Players also add either their glory or honour ranks to this roll. On success, players score 200 tickets and an additional 100 tickets for each raise successfully called. On failure, players lose 200 tickets and an additional 100 tickets for each raise called. This can bring players to a negative number of tickets gained in this game, please keep this amount separate from the number of tickets currently in ownership from past games.
If the players have a positive number of tickets at the end of the game, they also gain +0.1 Glory for being victorious in their race. If the players have negative tickets gained through this game, they are considered to have gained zero tickets. This should not bring them to fewer tickets than they started with prior to playing. For example, if they had 200 Tickets in their ownership in the beginning and played this game to end up with -600 Tickets gained from disastrous failed raises, they should be left with 200 Tickets in their ownership.
Claw Games
The Claw games have always been notorious for being difficult, often using the allure of winning a quick and easy prize in one try. However, that is far from the case and to the uninitiated, they might even come out with nothing after a dozen tries. The claw is often too small for most of the prizes, the plushies are heavy enough to be dropped by their own weight. Despite their deceptive allure, the claw games continue to be popular with either young or eager samurai who are always wanting to beat the odds. They have also developed a following where veterans of the game have developed small tactics for obtaining what they want. This takes a combination of assessing the state of the bundle of prizes, patience, and a good measure of luck.
Players of the claw game will need to make a skill check of Hunting/Perception vs TN50. On a successful roll, they will earn a prize with a value equal to or lower than 500 Tickets plus with an extra 100 Tickets for each raises successfully called. Alternatively, they may just take the Tickets instead. They will have three tries to do this. If the Player is successful after one of these tries, they receive their prize and cannot try to get another one.
- Change the Terrain: As one or two of their three tries, players of the claw game may attempt to shift the offerings in the pit of prizes. This would mean they would be using their tries to shift around other items without the intent of obtaining them but rather for better positioning to obtain the larger prize. Instead of trying to get the prize, players trying to do this may choose to make either an Investigation(Notice)/Perception or Hunting/Perception check at TN20. On success, they may drop the TN of the Hunting/Perception roll for the main portion of the game by TN10 with an additional TN3 for each raise successfully called.
At the end of the event, players tally up the number of tickets they manage to earn by themselves in this event. Tickets may be shared but there will be one winner determined based on the number of tickets they've won based on their sole efforts, whether or not those tickets are kept.
The winner of the night will be prominently displayed at the arcade for the next month and gain +0.2 Glory for their local achievement. They also win a jackpot prize of 10 Koku as well.
Players may trade in their tickets for the following...
Item list
Small plastic comb: 100 tickets
Poorly made plastic flute: 100 tickets
Sad bag of candies: 100 tickets
Cheap and unfashionable shades: 100 tickets
Movie/serial poster: 200 tickets
Small mirror: 200 tickets
Small (1') spine-drake plush: 200 tickets
Acceptable bag of candies: 200 tickets
Black or red hairband: 200 tickets
Small (1') Scorpion plush: 300 tickets
Large bag of candies: 300 tickets
Heavenly 9 album, over 5 years old since its release: 300 tickets
Small (6") plastic statue of Hotei: 300 tickets
Fantasy Fight: Before Dawn Expansion: 300 tickets
Small (6") plastic statue of Bayushi: 300 tickets
Fashionable communicator case with Daikoku printed on front: 300 tickets
Communicator cover for any of the modern Scorpion models: 400 tickets
Plastic toy bow with foam arrows: 400 tickets
Fashionable bracelet: 400 tickets
Cute pair of earrings: 400 tickets
Fortune plastic netsuke: 400 tickets
Large (2') spine-drake plush: 400 tickets
Holograph of Shosuro Hashinako with digital autograph: 400 tickets
Fantasy Fight deck: 400 tickets
Susumu Yukumo figurine: 500 tickets
Shirakawa Nagareboshi (TM) shades: 500 tickets
Fantasy Fight base set: 500 tickets
Kikea-brand Blue Shark plush: 500 tickets
Gun-shaped novelty lighter: 500 tickets
Gaudy obi: 600 tickets
Thematic/Costume photoshoot, solo package: 600 tickets
Kami-Pet (TM), portable pet device: 700 tickets
Cat/Fox ears headband, emotion/mood linked: 700 tickets
Susumu Yukumo figurine with rather skimpy outfit: 700 tickets
Kanzashi set: 800 tickets
Deluxe Blue Moon Kami-Pet (TM), portable pet device (deluxe model gives +1 to your Kami Pet rolls): 900 tickets
Thematic/Costume photoshoot, couples/deluxe package: 900 tickets
Fashionable obi: 900 tickets
Cat/Fox ears headband, communicator-linked version: 900 tickets
Designer perfume/cologne box set: 900 tickets
Designer brand kimono: 1000 tickets
Infant Spine-Drake pet: 1000 tickets