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But one should never make a truce if he/she is already in the lead. It is a strategy to be employed when you are behind or dangerously close to losing.
natty_dread wrote:But one should never make a truce if he/she is already in the lead. It is a strategy to be employed when you are behind or dangerously close to losing.
I disagree. Sometimes it's the best thing to do when you're in the lead.
When you're in the lead, other players tend to gang up on you. To counter this, making a truce of your own with someone, before he can make a truce with someone else against you, can be a smart move.
tryagain wrote:Sneak up behind him and stab him hard between the shoulder blades, slightly off center to the left.
Karsinogeeni wrote:This is actually a good conversation with a lot of potential. I am going to talk about a few things. First about truces or deals in general, about metagame and then about the spirit of deals.
Obviously deals in three player games are pretty unfair, but when the games involve seven, even ten players it becomes a part of strategy. One could argue that the numbers balance the game, but with my experience it is not the case. When someone takes a clear lead, it is not for granted for the others to go for the King. In my experience if the strongest player positions himself in a correct way, he can discourage the others so much that they end up doing nothing and he wins in a few turns. In this kind of situations however, it is quite easy to make a truce with someone when there is a clear leader. In my opinion that is the only logical thing to do.
Because we were talking about deals, sometimes it might be smart to set up some kind of border with one of your neighbors. If two equally strong players fight about an area in the beginning of a game, they will without a shadow of a doubt be in a bad position when they come to the mid game. This is true especially with games that involve cards, because you don't have any control what you are getting. Your neighbor might be getting 10-16 troops from flipping a set while you might be getting 4 and where's the fun in that. And what a feeling it is to be swept away by a stronger player that you haven't even seen one turn after finally stabilizing the border. Of course if you are the stronger player and can make yourself a good foothold, there might be no reason for deals.
Some of the players see deals as a lame way to play, but some see it as a part of the game. This is my opinion as well when it comes to bigger games. There is a game and there is a metagame and deals are part of it. If you can just by words you can guide the game to a direction where you want it to flow, why wouldn't you do it? Of course sometimes the metagame fails and if you have made your moves based on that, you might lose because of it, but in this case you lost because you played your metagame poorly.
If someone is playing metagame by talking to the others, it doesn't mean that the others would not benefit of that as well. It makes the game much more social experience and the others can benefit from the effects of deals and get a better feeling where the game is going to flow. However, if you play your metagame poorly and you might be finding that you offended the others and they are forming alliances against you. Am I making any sense here?
Now the question is how to make a deal with someone. Needless to say that breaking a deal or going against the spirit of a deal is going to raise emotions. An example about this is a game (World 2.1) where I made a deal in the beginning of the game that my opponent takes South Africa while I take The Horn. The others were already on the run and I noticed that we can fight for these areas for 10 rounds and get nowhere. I didn't have any other place where I could survive and the others were picking my 3's around the world one by one so the only thing I could say, how about you slip your troops to south while I slip mine to north and gave him some space.
I don't remember the exact wording about the border freeze we made, but the idea was a simple division between these two areas. A few rounds later the guy breaks from Egypt to Middle East which I had conquered. Well, that was pretty much ok because the deal was about me getting to keep The Horn while he keeps South Africa. Therefore his move was justified and I didn't hold it against him. Anyway, problems can be avoided by setting your words right. You could say:
"Let's keep our border the way it is." This is pretty strict and there is no way not to break this at some point unless you come from the other side.
"Let's keep our border the way it is at least until round 10." This gives you a chance to get out from the deal without damaging your reputation.
"Let's keep our border between X and Y the way they are at least until round 10." This gives you a chance to go for the other areas of a player while keeping a border intact.
Any others that come to your mind?
If you don't want to break your words and get a nasty reputation by breaking a deal, choose your words well. In my opinion, if you make a deal with someone, the deal is only as good as your word. Break it and people will certainly tag you as a backstabber and when it comes to me, I would not deal with one.
How do you deal against backstabbers? Keep only a few troops on your borders and a bigger stack within the borders. Don't tempt the other by having 1's all around.
I prefer bigger maps with a lot of players and fog of war. I feel that it is much easier to protect yourself from a possible backstabbers because they just don't know what is going on inside your borders, but I would say anyway "Don't trust deals too much". If you are playing without any kind of backup plan the only person you can blame for losing the game is you. Stack some troops within you borders to strategic points. There isn't a better feeling than your opponent stopping his attack when he sees a stack of 20 waiting for him. However, if you decide to keep some units behind the lines you cripple your advance in other parts, but handling that is a totally different discussion! Besides I have already taken enough of your time. I hope you enjoyed my 2 cents.
if you cant win the game with strategy, utilize psychology.
multilis wrote:"then attack them before then is just so dishonorable and dishonest that I think the people who do it must be nuts"
This is a game, there is nothing in rules about truces. It is fair game to backstab, it is fair game for the 'righteous avenger' to take revenge in future games. While I like playing the white knight, it is part of excitement to never know who may secretly be the black one.
I remember a different sort of game, where roleplay was much more important #2 backstabbed #1 after sucking up to him for months while secretly plotting (private messages were ok in that game), it was most interesting event in game. If he had been loyal would have been boring #1 complete domination.
As far as "fair play" goes, backstabbing can be fairer than using alliance network to give the outsider no chance to win. Complete trust with border of 1s should carry risk for its advantage.
So far in my short experience here, never had a truce offered, did a bit of very specific 1 turn trades to avoid 2 of us stopping each other from having a shot.
sacrebleu wrote:I have had a truce going on with one plaer on the board for quite a few turns. The complexion of the game has since changed, and obviously now I need to break that truce. The other player knows this, and has invoked the Three Turn Rule. ie that you must announce that you are breaking the truce and wait three turns before attacking.
which is obviously news to me.
Anyone have any thoughs on this issue, and truce breaking in general?
Prankcall wrote:sacrebleu wrote:I have had a truce going on with one plaer on the board for quite a few turns. The complexion of the game has since changed, and obviously now I need to break that truce. The other player knows this, and has invoked the Three Turn Rule. ie that you must announce that you are breaking the truce and wait three turns before attacking.
which is obviously news to me.
Anyone have any thoughs on this issue, and truce breaking in general?
Yes,next time be more clever in the way you word things.Don't ever agree to an actual truce,go along the lines of "Makes no sense for me to attack you since your not attacking me" this leaves the door open for your sneak attack
taco_man1 wrote:However, realize that if you BREAK a truce, or BREAK previously agreed upon details... that person, and probably others, will never truce with you again.
flexmaster33 wrote:I'm not a fan of truces, but wouldn't rate poorly against it (I'm in the minority there I believe)...it is a part of the game, just a part that most players don't care for.
I say if you want to delve into truces and such why not just play doubles or triples where the truces are clear from the start and are held throughout the game with all members of the team (truce) being rewarded at the end of the game.
Dauntless07 wrote:flexmaster33 wrote:I'm not a fan of truces, but wouldn't rate poorly against it (I'm in the minority there I believe)...it is a part of the game, just a part that most players don't care for.
I say if you want to delve into truces and such why not just play doubles or triples where the truces are clear from the start and are held throughout the game with all members of the team (truce) being rewarded at the end of the game.
Well, how else are you going to eliminate a player who's grown too powerful? By attacking another player? I know that wouldn't work for me; (unless I can take their cards.)
Players who don't like truces probably have no diplomatic skills, though it is hard to put together a truce I'll admit. I find it difficult to negotiate aggrements with players on this site, because it seems the only ones they trust are their own troops. I have seen games where the players put asside their greed and came together to defeat an aggressive player; it's pretty rare, but when it happens it's a beautiful thing.
sacrebleu wrote:I have had a truce going on with one plaer on the board for quite a few turns. The complexion of the game has since changed, and obviously now I need to break that truce. The other player knows this, and has invoked the Three Turn Rule. ie that you must announce that you are breaking the truce and wait three turns before attacking.
which is obviously news to me.
Anyone have any thoughs on this issue, and truce breaking in general?
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