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One-move Sequential

PostPosted: Thu Aug 28, 2008 12:15 pm
by ParadiceCity9
Concise description:
  • A form a speed sequential.

Specifics:
  • Each player can make one move (attack a territ, end attacks, fort, end forts) at a time, and after the player before you makes his one move, then you can make yours, and it goes until it comes back to the first player who acted and it cycles again until everyone has ended their turn. (sorry if that's a little unclear I'm not really quite sure how to describe it)

This will improve the following aspects of the site:
  • Will add new strategies to the game.

Re: One-move Freestyle

PostPosted: Thu Aug 28, 2008 1:29 pm
by Paddy The Cat
do you mean players sequentially make one move of their whole turn at a time?

Re: One-move Freestyle

PostPosted: Thu Aug 28, 2008 1:39 pm
by FabledIntegral
Yeah not sure how this would be freestyle - it'd be sequential...

Re: One-move Freestyle

PostPosted: Thu Aug 28, 2008 2:19 pm
by ParadiceCity9
No not their entire turn..just one move. Like say we're doing a doodle game, the three of us. Say I go first, I deploy on Europe, then it's Paddy's turn to do something. He deploys on whatever, then same for Fabled. Then (IT'S STILL THE SAME ROUND) I either attack or end attacks, then it's paddy's turn to do one or the other (but he can only attack), then same for fabled. Then (still same round) I, if I attacked something, would either be able to attack again or end attacks on that turn, and so on.

Get it? Kinda make sense?

Think of it this way: You do your turns one phase at a time.

Re: One-move Sequential

PostPosted: Thu Aug 28, 2008 2:24 pm
by ParadiceCity9
So ya I guess it would be One-move Sequential then.

Re: One-move Freestyle

PostPosted: Thu Aug 28, 2008 3:24 pm
by lancehoch
What happens if one person just deploys and ends for like 10 straight rounds, and everyone else takes about two attacks per round. Would the one person be in round 11 come their next turn?

Re: One-move Freestyle

PostPosted: Thu Aug 28, 2008 3:28 pm
by blakebowling
lancehoch wrote:What happens if one person just deploys and ends for like 10 straight rounds, and everyone else takes about two attacks per round. Would the one person be in round 11 come their next turn?

no, because ending involves a step, and once it gets to the last person, they would be able to continue moving like normal, (no one gets ahead)

Re: One-move Freestyle

PostPosted: Thu Aug 28, 2008 4:13 pm
by ParadiceCity9
blakebowling wrote:
lancehoch wrote:What happens if one person just deploys and ends for like 10 straight rounds, and everyone else takes about two attacks per round. Would the one person be in round 11 come their next turn?

no, because ending involves a step, and once it gets to the last person, they would be able to continue moving like normal, (no one gets ahead)


If that means that the round ends once everyone ends their turn, then ya what he said.

Re: One-move Sequential

PostPosted: Fri Sep 05, 2008 4:14 pm
by ParadiceCity9
bump

Re: One-move Sequential

PostPosted: Fri Sep 05, 2008 6:32 pm
by OliverFA
If I understand the suggestion correctly, it means that players can only make one movement per turn. That is, attack from one territory to another territory or fortify.

IMHO, that would make for very slow and long games. But there is a variation that could be interesting.

What if troops could only move one territory per turn instead of having unlimited movements? I will explain with an example using the Classic map.

Let's say that I am in North Africa. I can attack Brazil and then, if I have enough troops left, I can continue attack from Brazil to Argentina, Peru or Venezuela. Let's imagine that I attack Argentina and win. Now I can still attack Peru with my troops left. As a result, I can "blitz" the entire continent during my turn. But if troops had limited movement, you could only attack Brazil and no more. Troops would not be able to continue attacking because they would have already used their turn.

Another way to explain, it's saying that attacks would be chained, like in chained fortifications.

I think it would have the same effect that ParadiceCity9 wants but without making the game too slow.

Re: One-move Sequential

PostPosted: Fri Sep 05, 2008 8:37 pm
by Thezzaruz
OliverFA wrote:If I understand the suggestion correctly, it means that players can only make one movement per turn. That is, attack from one territory to another territory or fortify.


Nope you got it wrong. You can make several attack moves per turn, you just can't do several at the same time but have to wait for your opponents to make a move in between. i.e you make an attack then your opponent makes one and then you have the choice to make one more and then your opponent... and so on. And when all players are satisfied with their attacks it handles fortifications the same way.
Same Time Sequential would IMO be a better name than "One-move".



OliverFA wrote:IMHO, that would make for very slow and long games.


Yea I fully agree. I might see this work in speed games but never in casual ones.

Re: One-move Sequential

PostPosted: Fri Sep 05, 2008 9:04 pm
by ParadiceCity9
Thezzaruz wrote:
OliverFA wrote:If I understand the suggestion correctly, it means that players can only make one movement per turn. That is, attack from one territory to another territory or fortify.


Nope you got it wrong. You can make several attack moves per turn, you just can't do several at the same time but have to wait for your opponents to make a move in between. i.e you make an attack then your opponent makes one and then you have the choice to make one more and then your opponent... and so on. And when all players are satisfied with their attacks it handles fortifications the same way.
Same Time Sequential would IMO be a better name than "One-move".



OliverFA wrote:IMHO, that would make for very slow and long games.


Yea I fully agree. I might see this work in speed games but never in casual ones.


That's why I said speed sequential :)

Re: One-move Sequential

PostPosted: Sat Sep 06, 2008 5:10 am
by OliverFA
Oh I see. Then it is dividing the turn in smaller sub-turns that are taken sequentially. Once a player is happy with all his movements, the other players can still make all movements as they wish. And when no player wants to make more movements, a new "big" turn starts. Thanks for the clarification Thezzaruz ;-)

I still think it is too slow, even for speed games. If the aim of the proposal is to have a more simultaneous game without making it freestyle (and thus keeping it strategical) I would go with the chained attacks method that I proposed in the previos post. Or, alternatively, the turn could be split in four phases: A reinforcement phase, a declaration phase, a resolve phase and a fortification phase. Let me explain it:

1-During the reinforcement phase each player deploys his reinforcements without knowing where the other players are deploying their own reinforcements. Once all reinforcements have been deployed, or the time limit (*) has passed, all reinforcements are displayed in the map and the next phase begins.

2-During the declaration phase, each player declares his attacks. Where he will attack and from where he will do it. Again, all players do it simultaneously, without knowing what others players are declaring. Once all attacks have been declared or the time limit has passed, the resolve phase is started.

3-The resolve phase is automatic, without needing any action from the players. All attacks are resolved and the effects are automatically displayed on the board.
3-1 First the clashing borders. That is, places where two adjacent territories are attacking each other, are resolved. As there is no defending army, when both players have the same dice, no one dies and it is rolled again.
3-2 Second, multiple attacks. Territories attacked from two or more borders are resolved like two simultaneous attacks. Each attacking army throws its dices and they are compared with the defendind dices.
3-3 Third, normal attacks are resolved in the normal way
3-4 Last, if two or more armies from different territories attacked a territory and dfenders were defeated in 3-2, they fight each other like in 3-1 to see who finally gets the territory. If it was the last territory of the defending player, the wining player gets the cards (if any)

Just for the record, I didn't invent this or the previous method I described. They are two of the different ways in which I have played Risk before.

(*) Time limit is 24 hours in casual and 5 minutes in speed. So in casual a full turn could last 72 hours at most no matter how many players where in the game in casual or 15 minutes in speed.

Re: One-move Sequential

PostPosted: Sat Sep 06, 2008 12:27 pm
by PLAYER57832
The problem I see is that not everyone makes the same number of moves. If this option (as originally suggested) is implemented, then there would need to be a "skip" turn option.

Re: One-move Sequential

PostPosted: Sat Sep 06, 2008 6:08 pm
by Thezzaruz
PLAYER57832 wrote:The problem I see is that not everyone makes the same number of moves. If this option (as originally suggested) is implemented, then there would need to be a "skip" turn option.


If (as I have understood it) pressing the "end attacks/fortification" ends my turn (so to speak) but still allows for other players to continue to make attacks/fortifications then what more do you want to skip?


And for the record I'm not sure I like the idea even if only for speed games. The idea Oliver proposes (you should put it in a thread of its own really but do a search first as IIRC it has been discussed before) is one that does work (I have played it too) but I'm not sure it is needed either.

Re: One-move Sequential

PostPosted: Mon Sep 08, 2008 12:11 pm
by OliverFA
Thezzaruz wrote:
PLAYER57832 wrote:The problem I see is that not everyone makes the same number of moves. If this option (as originally suggested) is implemented, then there would need to be a "skip" turn option.


If (as I have understood it) pressing the "end attacks/fortification" ends my turn (so to speak) but still allows for other players to continue to make attacks/fortifications then what more do you want to skip?


And for the record I'm not sure I like the idea even if only for speed games. The idea Oliver proposes (you should put it in a thread of its own really but do a search first as IIRC it has been discussed before) is one that does work (I have played it too) but I'm not sure it is needed either.


I was more trying to propose ways to make Paradice's idea workable than willing to suggest a new play mode myself. That is why I didn't want to put it in it's own thread. Maybe I will change my mind some day ;-)