Conquer Club

Choose Amount of Dice to Roll

Suggestions that have been archived.

Moderator: Community Team

Re: Choose # attacking dice 1,2 or 3

Postby Army of GOD on Mon Mar 01, 2010 2:30 pm

I also think I remember that the defender would be able to choose how many dice to roll, based on what the attacker rolled. Or maybe I'm still crazy.
mrswdk is a ho
User avatar
Lieutenant Army of GOD
 
Posts: 7191
Joined: Tue Feb 24, 2009 4:30 pm

Re: Choose # attacking dice 1,2 or 3

Postby Coleman on Sun Mar 07, 2010 12:09 pm

The defender was also able to choose in the board game this website is inspired by.

It would be very annoying to have to wait 24 hours every roll to see what the defender wants to roll. I'm do not believe there is a feasible way to implement this suggestion.
Warning: You may be reading a really old topic.
User avatar
Sergeant Coleman
 
Posts: 5402
Joined: Tue Jan 02, 2007 10:36 pm
Location: Midwest

Re: Choose # attacking dice 1,2 or 3

Postby Irather Nottell on Sun Mar 07, 2010 7:11 pm

Have the defender auto roll 2 if possible, but allow the attacker to pick 1-3. Great improvement if you include the "must move at least as many armies as dice rolled" rule. =D>
Image
User avatar
Lieutenant Irather Nottell
 
Posts: 36
Joined: Sat Feb 20, 2010 6:03 pm

Re: Choose # attacking dice 1,2 or 3

Postby nippersean on Sun Mar 07, 2010 7:21 pm

Irather Nottell wrote:Have the defender auto roll 2 if possible, but allow the attacker to pick 1-3. Great improvement if you include the "must move at least as many armies as dice rolled" rule. =D>


Why?
Brigadier nippersean
 
Posts: 784
Joined: Sat May 30, 2009 7:47 am

Re: Choose # attacking dice 1,2 or 3

Postby redpine on Sun Mar 07, 2010 9:39 pm

nippersean wrote:
Irather Nottell wrote:Have the defender auto roll 2 if possible, but allow the attacker to pick 1-3. Great improvement if you include the "must move at least as many armies as dice rolled" rule. =D>


Why?


The reality is that the CC version of risk is slightly simplified. Not only are attackers unable to select how many dice they roll, they are automaticaly forced to put only one army in the territory they conquer - in the original game, the number of dice sent into combat is the number placed on a conquered territory.

This would seriously change gameplay. Think about it, suddenly taking out a size 1 territory would result in the mandatory advancement of 3 troops, not one, if one wants the maximum chance of winning. Sending out one army against a one would be more effecient if you win, but you would only win two sixths of the time. Weighing risks and odds would become a much heavier part of the game.

Now, such a game changing rule change can´t just be implemented the normal way. The change would be too big to enforce on all games, and we seriously don´t need yet another option cluttering the game descriptions. I would suggest implementing an "Original Risk" game type that is automatically set to the original dice system, no fog, escalating spoils, sequential, chained...in short, all of the original rules. Add a tournament, a few achievements for the original game, and people would play it - some would preffer it.


Who would have thought that implementing one of the rules of Risk into CC could be such a novel idea?
Private redpine
 
Posts: 45
Joined: Tue Jan 26, 2010 5:19 pm

Previous

Return to Archived Suggestions

Who is online

Users browsing this forum: No registered users