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Run out of time in a non-Nuke, acceptable?

Posted:
Thu Feb 27, 2014 6:50 pm
by Gweeedo
This is not against the rules, therefore does not break any rule!
It is not a loophole!
Collecting spoils is a choice (as it stands).
Just another facet of the game.
I do not think this has ever been an issue before?
Why would it be now?
Regardless of how you play or what you think, running out of time (not collecting spoils) happens, outside of your control or on purpose.
I am sure it will send a message (to some), if the nae's have it.
Possibly revealing that there is a difference and the rule Should stand as is.
A valid strategy to be utilized in one game vs another (not, strictly a nuke issue).
This thread should supersede (in determining a possible rule change) the earlier thread (Not fair), being that a rule is a rule...fair or not is Irrelevant.
Re: Run out of time in a non-Nuke, acceptable?

Posted:
Thu Feb 27, 2014 7:05 pm
by IcePack
Kittens
Re: Run out of time in a non-Nuke, acceptable?

Posted:
Thu Feb 27, 2014 9:00 pm
by ChrisPond
U need to add a third option and then I would vote...
Option 3 would be:
The OP is a clown. He answers to Bozo.
Re: Run out of time in a non-Nuke, acceptable?

Posted:
Thu Feb 27, 2014 9:28 pm
by Gweeedo
@ChrisPond: Please Don't Vote...dumb ass! to sign it off as irrelevant is your error.
I am sure it will send a message, if the nea's have it.
Possibly revealing that there is a difference and the rule Should stand as is.
A valid strategy to be utilized in one game vs another.
Re: Run out of time in a non-Nuke, acceptable?

Posted:
Fri Feb 28, 2014 2:46 am
by BigBallinStalin
Definitely needs more Kittens.
Re: Run out of time in a non-Nuke, acceptable?

Posted:
Fri Feb 28, 2014 4:57 am
by Gweeedo
Edit: @ChrisPond: Please Don't Vote...dumb ass! to sign it off as irrelevant is your error.
I am sure it will send a message, if the nae's have it.
Possibly revealing that there is a difference and the rule Should stand as is.
A valid strategy to be utilized in one game vs another.
Re: Run out of time in a non-Nuke, acceptable?

Posted:
Tue Mar 04, 2014 3:52 pm
by Gweeedo
I did not like the rule nor did I think it is fair. I can live with it all the same.
Although I am getting use to it. I like it all the more knowing that so many of you hate it.
You too can learn to like it.
What I do not understand is How so many players on this site consider this a cheating maneuver.
Not sure why some players would think this against the rule or a loophole. It is not like it is something new or histrionically incorrect.
If you want to get technical...the rules covered this in the board game (sometime you did not get a card after ending your turn, even if you took control of a terit) just as it is in CC...the rules are Identical (on that part).
I haven't looked up the history (in forums) of this so called loop hole but I would bet it has not been a real issue up till now.
Why? This game has/is evolving into something other than risk, CC nuke is nothing like Nuclear risk.
Speed games have been out for some time now and it is a popular (no end, no card) feature.
Who's to say that a future added option (spoils involved) might redirect this (so called) loophole in another direction.
Why would it bother you (Now) if your opponent does not want to collect a card...It really doesn't even effect (directly) you.
Not sure why some of you keep bringing up the board game ''Risk''
Risk never had spoils.
Spoils of War...always a good thing.
I think you all have your mind set on the original board game.
Think outside the box. Go with it.
If you really cant get over this...just think of it as Scorched Earth..your opponent left nothing behind and you collect no spoils.
My point: Don't think Risk...CC is not just risk anymore.
Re: Run out of time in a non-Nuke, acceptable?

Posted:
Wed Mar 05, 2014 4:00 am
by Gweeedo
In the Spirit of Risk vote no.
Don't you get a little excited when a player is about to miss his turn?
Then Once he misses it you are ecstatic...no card for him.
It was the same way with the board game, waiting patiently for your buddy to get done with his turn in the hopes that he might forget to collect a Card.
Waiting, and waiting trying to distract him towered the end of his turn, in the hopes that he might miss pulling a card before the next player places his first unit (making it official...his turn has ended).
The converse is true too; trying to skip a card so you might get the higher reinforcements...all to often, having your buddy pull one for you...drat!
CC is a brutal game.
Pissing the other guy off is all part of the game.
Getting hosed is not fun, hosing the other guy is fun.
Every time a new option comes out players are going to piss and moan...that is definitely (regardless of options) a part of this game.
If we lose this ability it will be taking away from the game.
Why limit (one of few) a players ability to hose his opponent.
Emotions have always run high in this game...keep it that way!
That's all.