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insane cards

Posted:
Sun May 04, 2008 5:57 pm
by Mr_Adams
Concise description: you get one card for each territory you take each turn, up to 5 cards a turn.
why: more options is better
I know what argument is going to come up. people will say it's stupid, but I've played this before, and it's hilarious. simply the game play will have people commenting "ROFL!"
I've never played it in flat rate though... I don't think it would be as much fun...
Re: insane cards

Posted:
Sun May 04, 2008 6:33 pm
by BeakerWMA
More options are fun.
Re: insane cards

Posted:
Sun May 04, 2008 8:03 pm
by Thezzaruz
You want to play it as escalating??? How could possibly a player going late in a round win??? Needing that all players going before you have bad luck with dice and/or cards isn't really a workable strategy IMO.
Re: insane cards

Posted:
Sun May 04, 2008 8:40 pm
by dustn64
Thezzaruz wrote:You want to play it as escalating??? How could possibly a player going late in a round win??? Needing that all players going before you have bad luck with dice and/or cards isn't really a workable strategy IMO.
It might only really be fair in freestyle. But then you might have to move around your day to try just to try and get the upper hand.
But then again in doodle assassin, you get advantages by the time you play. And I love that.
Re: insane cards

Posted:
Mon May 05, 2008 4:14 pm
by Mr_Adams
you can't use cards mid-turn
besides, who takes 5 territories in round 1? And if you go late in the order, your set is worth more...

Re: insane cards

Posted:
Mon May 05, 2008 6:15 pm
by Thezzaruz
Mr_Adams wrote:you can't use cards mid-turn
besides, who takes 5 territories in round 1? And if you go late in the order, your set is worth more...

Would be a lot easier to get the ball rolling though as most players would have more cards faster.
Might work in freestyle but I just can't see it working at all with sequential.
Re: insane cards

Posted:
Mon May 05, 2008 9:36 pm
by Mr_Adams
the last player to go would have an advantage, as in all escalating games...
Re: insane cards

Posted:
Tue May 06, 2008 3:01 am
by killmanic
Mr_Adams wrote:the last player to go would have an advantage, as in all escalating games...
And thats the reason you are the rank you are, its not so much when you get to go, as if you can chain kill, and i have found normally being earlier is better on most maps since everyone else has 4-5 cards making killing worth alot more.
Re: insane cards

Posted:
Tue May 06, 2008 9:15 am
by Timminz
killmanic wrote:Mr_Adams wrote:the last player to go would have an advantage, as in all escalating games...
And thats the reason you are the rank you are, its not so much when you get to go, as if you can chain kill, and i have found normally being earlier is better on most maps since everyone else has 4-5 cards making killing worth alot more.
Definitely. Early on it might be better to be behind in cards, so you get a bigger first cash, but once the second round of cards start coming through, you'll wish you had more cards.
Re: insane cards

Posted:
Tue May 06, 2008 11:28 am
by PLAYER57832
I predict a few people might find this fun for a short while, but once the novelty wears off, it would not interest serious players. Luck is part of why Risk is fun, but this unbalances it to all but eliminate strategy.