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slower escalating games

PostPosted: Mon Aug 03, 2009 5:41 pm
by Nous-irons
I think the fundamental principle that the cards *will* increase in value is good. It avoids stalemates on certain maps (especially the big ones), and it keeps games interesting.

But what we know is that escalating games almost eventually degenerate to "I need to attack 1 territory" to get a card or various other things where the focus of the game *becomes* the cards.

Why not a card setting that increases the cards more slowly? Rather than 15,20,25, etc. why not, 10,11,12,13?

Re: slower escalating games

PostPosted: Mon Aug 03, 2009 5:43 pm
by AAFitz
actually, it would be called escalating +1. Its kind of a fun setting to be honest.

Re: slower escalating games

PostPosted: Mon Aug 03, 2009 6:09 pm
by obliterationX
Escalating is unique to Conquer Club ( if I'm correct ). It's a very clever and fun setting. I wouldn't mind see more variations of the setting, as well. :)

Re: slower escalating games

PostPosted: Mon Aug 03, 2009 6:30 pm
by apb23
Sounds like a good plan...as long as it still prevents stalemates, which is what i think is the main point of escalating.

Re: slower escalating games

PostPosted: Mon Aug 03, 2009 6:50 pm
by ManBungalow
obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).

I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.

Re: slower escalating games

PostPosted: Mon Aug 03, 2009 7:20 pm
by obliterationX
ManBungalow wrote:
obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).

I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.

What is this "R*SK" of which you speak?!?

Anyway, we don't want our lovely escalating being copyrighted now!

Re: slower escalating games

PostPosted: Mon Aug 03, 2009 11:06 pm
by Nous-irons
Some other options I thought of:

randomised escalating: there's an "upward" trend for the amount of troops you get when you cash in, but simply because the last player who cashed in got 20 troops doesn't mean you'll get more than that next round. The lower bound and upper bound for a set will steadily increase, but you could get anything within those two limits. (Perhaps it could be a linear probability distribution, or it could be normalised...)

colour-coded escalating: the "multiplier" for cashing in will steadily increase, but cashing in a multicolored set will still get you more troops than cashing in a set of red cards. But if it's round 10, say, a red set might now bring you 10 troops and full-colour set would bring you 25.

Re: slower escalating games

PostPosted: Tue Aug 04, 2009 4:36 am
by Thezzaruz
ManBungalow wrote:
obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).

I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.


It was an optional rule for the early european editions and the default for the old US and all new editions, hardly "unique" I'd say. :P


obliterationX wrote:Anyway, we don't want our lovely escalating being copyrighted now!


No need to worry...

Re: slower escalating games

PostPosted: Tue Aug 04, 2009 5:07 am
by lord voldemort
obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ). It's a very clever and fun setting. I wouldn't mind see more variations of the setting, as well. :)

escalating is the official rules...
you know those numbers on the edge of your board!

Re: slower escalating games

PostPosted: Tue Aug 04, 2009 7:28 am
by sinctheassasin
Agh, brings back memories.

The risk board I have Is that somethingith anniversary edition.
It had really good drawing, metal
piece in the shape of soldiers, cannons, and Calvary ( with 1, 10, and 5 troops respectivly.)

very nice, but I switched to cc since it's much more efficeant, and a lot more maps :-)