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Dead Beats & stockpiling Armies (rant)

PostPosted: Thu May 03, 2007 1:26 pm
by Medea75
Is anyone else annoyed that people who dead beat for 3 turns get to have all the armies from those missed turns? I realize there are circumstances that might cause people to miss one turn but there should be a penalty for missing that turn. Especially when its the beginning of the game. If you can't play don't join!

Thanks for listening to me Rant. :lol:

PostPosted: Thu May 03, 2007 1:28 pm
by freezie
Lack is planning to do something about that soon ;)

PostPosted: Thu May 03, 2007 1:33 pm
by Medea75
That makes me happier. ^_^ I was about to win one of my games until the dead beat came back and cashed in all his armies.

PostPosted: Thu May 03, 2007 1:48 pm
by Puff
I think if you miss one turn then your armies should get doubled but if you miss two turns you should loose your bonuses for that turn.

that might get people to not miss turns.

PostPosted: Thu May 03, 2007 2:10 pm
by joeyjordison
its a cheap tactic that nobody should rely on but if somebody misses 2 turns then they r 2 cards down and provided they don't get a massive cont bonus then u should b able to pull out equal...
it is a bit hard to defend against some1 doing this though because they could attack any border with their extra armies.

PostPosted: Thu May 03, 2007 4:14 pm
by oVo
I hope the missed do daa do daa (that's 2x) has a change in the works.

PostPosted: Thu May 03, 2007 5:24 pm
by Jafnhár
joeyjordison wrote:its a cheap tactic that nobody should rely on but if somebody misses 2 turns then they r 2 cards down [...]


Which is why this is a bigger problem in real games (that means without cards).

PostPosted: Fri May 04, 2007 12:04 am
by wcaclimbing
Jafnhár wrote:
joeyjordison wrote:its a cheap tactic that nobody should rely on but if somebody misses 2 turns then they r 2 cards down [...]


Which is why this is a bigger problem in real games (that means without cards).


real games use flat rate cards. :lol:

PostPosted: Fri May 04, 2007 3:00 am
by RobinJ
wcaclimbing wrote:
Jafnhár wrote:
joeyjordison wrote:its a cheap tactic that nobody should rely on but if somebody misses 2 turns then they r 2 cards down [...]


Which is why this is a bigger problem in real games (that means without cards).


real games use flat rate cards. :lol:


No, real games means the cards are escalating

PostPosted: Fri May 04, 2007 3:10 am
by Stopper
RobinJ wrote:
wcaclimbing wrote:
Jafnhár wrote:
joeyjordison wrote:its a cheap tactic that nobody should rely on but if somebody misses 2 turns then they r 2 cards down [...]


Which is why this is a bigger problem in real games (that means without cards).


real games use flat rate cards. :lol:


No, real games means the cards are escalating


I agree with RobinJ - and on the Classic map. Unless someone can prove me wrong, I'm pretty sure those settings are the closest to the original game on this site. More to the point, escalating is a man's game - flatrate and no-cards are for alliance-making pussies.

PostPosted: Fri May 04, 2007 3:31 am
by safariguy5
Well if by original you mean the RISK setup, then it is standard rules, sequential, escalating cards and adjacent reinforcements.

PostPosted: Fri May 04, 2007 5:24 am
by Jafnhár
No cards just means less luck - but I guess that is why you pussies don't like it.

PostPosted: Fri May 04, 2007 6:50 am
by Stopper
safariguy5 wrote:Well if by original you mean the RISK setup, then it is standard rules, sequential, escalating cards and adjacent reinforcements.


Yeah, that's exactly what I meant.

Jafnhár wrote:No cards just means less luck - but I guess that is why you pussies don't like it.


No-cards means less luck, which means more certainty about the way the game's going to go, everybody sits and builds and doesn't risk anything. Escalating involves actually have to take risks - and choosing the right moment to eliminate someone can mean the difference between victory, or abject defeat. It'll make you sweat, and put hairs on yer chest.

Escalating is for men, and no-cards is for girls.

PostPosted: Fri May 04, 2007 7:13 am
by Jafnhár
If you want to play escalating games you could just as well skip the game and pick the winner randomly at start. The only real reason it is more exciting is that skills don't matter and everyone could win.

No cards is for the ones that can make a real strategy - escalating is for the ones that can't predict the future and must count on luck for the win.

PostPosted: Fri May 04, 2007 8:49 am
by yeti_c
Yadda yadda yadda...

Shall we all agree to disagree...

I'm going for a shit.

C.

PostPosted: Fri May 04, 2007 12:37 pm
by Stopper
Jafnhár wrote:If you want to play escalating games you could just as well skip the game and pick the winner randomly at start. The only real reason it is more exciting is that skills don't matter and everyone could win.

No cards is for the ones that can make a real strategy - escalating is for the ones that can't predict the future and must count on luck for the win.


Piffle. What a girly answer. There may be a greater element of luck, but there's real strategy in escalating, all right. Anyone who thinks there isn't is welcome to join my games.

Well, anyone is, anyway, because my ignore list isn't very long.

PostPosted: Fri May 04, 2007 5:38 pm
by plysprtz
if they do do anything about it they should not hurt people for it because there is some strategy to it but it shouyld be something like

miss 1 turn you only get 3 armies
miss 2 turns you only get an extra 1
miss 3 turns you only get an extra 1

and so on so that you can only really miss one turn and then it becomes a point without strategy

and if you miss a turn play and miss another you should still only get 1 armie

PostPosted: Fri May 04, 2007 5:47 pm
by Jafnhár
Well, I like being able to count how many troops my opponents are gonna get in the next round. Suggestion: folks could be able to get their extra reinforcement every 3rd round (or save it for later), with less luck but still some characteristics from the escalating games.