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Do you ever [u]have [/u] trade in cards?

Postby whitestazn88 on Thu Mar 01, 2007 6:42 pm

i know in real risk, you have to trade in at 6 cards, is that the rule in conquer club as well?
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Postby Guiscard on Thu Mar 01, 2007 6:49 pm

At 5 cards you have to trade (or more if you take an opponents cards through elimination).
qwert wrote:Can i ask you something?What is porpose for you to open these Political topic in ConquerClub? Why you mix politic with Risk? Why you not open topic like HOT AND SEXY,or something like that.
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Re: Do you ever [u]have [/u] trade in cards?

Postby Smurf75 on Fri Mar 02, 2007 2:17 am

whitestazn88 wrote:i know in real risk, you have to trade in at 6 cards, is that the rule in conquer club as well?


I think the limit in risk is 5 cards aswell. If you have five cards when you finish your turn you wont get a new one.
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Re: Do you ever [u]have [/u] trade in cards?

Postby yeti_c on Fri Mar 02, 2007 4:13 am

Smurf75 wrote:
whitestazn88 wrote:i know in real risk, you have to trade in at 6 cards, is that the rule in conquer club as well?


I think the limit in risk is 5 cards aswell. If you have five cards when you finish your turn you wont get a new one.


Not true - If you have 5 at the start you have to trade in... if you have 4 at the start and don't trade in and kill an opponent and get (say) 5 you have 9... in Board Risk you don't trade in "mid-turn" so then you get a tenth card for finishing your turn... you then have to trade in at least 2 sets at the beginning of your next turn...

Ironically of course someone else could kill you in that turn and they would end up with 10 plus however many they held...

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Postby Nikolai on Fri Mar 02, 2007 5:35 am

Actually, I'm reasonably sure that board Risk says you have to cash immediately if you ever get six or more, and that you have to cash at the beginning of your turn if you have five. Anyway, the Conquer Club card rules are straightforward: you have to cash at the beginning of your turn if you have five, and you have to cash immediately if you take someone else's cards and come to a total of five or more.
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Postby yeti_c on Fri Mar 02, 2007 7:20 am

Nikolai wrote:Actually, I'm reasonably sure that board Risk says you have to cash immediately if you ever get six or more, and that you have to cash at the beginning of your turn if you have five. Anyway, the Conquer Club card rules are straightforward: you have to cash at the beginning of your turn if you have five, and you have to cash immediately if you take someone else's cards and come to a total of five or more.


I stand corrected - I've read the rules http://boardgames.about.com/gi/dynamic/offsite.htm?zi=1/XJ/Ya&sdn=boardgames&cdn=hobbies&tm=7&gps=110_204_1276_801&f=10&su=p445.92.150.ip_&tt=14&bt=1&bts=1&zu=http%3A//www.hasbro.com/common/instruct/Risk1959.PDF from here (original 1950's game) and it says if you have a set (even if you have less than 5) you can turn it in... if you have more than 5 you have to turn in!!

The 1950's game used "escalating" cards too!!

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Postby Geographical on Fri Mar 02, 2007 7:26 am

itz five, uless if you play nocards
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Postby Kahless on Fri Mar 02, 2007 7:37 am

5 makes sense, since its the min number you can have and be sure of a matching set.
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Postby Captain_Kris on Fri Mar 02, 2007 9:42 am

I had an interesting play today.

Beginning of turn; 5 cards in hand; Turn in 3. 2 in hand.

Middle of turn; eliminate player; get 4 cards; 6 in hand. (2 of each color)

Cash in set of 3; 3 in hand.

At this point I thought I was done, HOWEVER, I was prompted again to turn in the final card set in my hand even though I was down to fewer than 5.

Here is the game if you want to see the log:
http://www.conquerclub.com/game.php?game=262358
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Postby tahitiwahini on Fri Mar 02, 2007 10:10 am

Captain_Kris wrote:I had an interesting play today.

Beginning of turn; 5 cards in hand; Turn in 3. 2 in hand.

Middle of turn; eliminate player; get 4 cards; 6 in hand. (2 of each color)

Cash in set of 3; 3 in hand.

At this point I thought I was done, HOWEVER, I was prompted again to turn in the final card set in my hand even though I was down to fewer than 5.

Here is the game if you want to see the log:
http://www.conquerclub.com/game.php?game=262358


Yes, I believe the same thing happened to me.

It's like having the 5 or more cards is the triggering event to bring up the menu that lets you cash in a set. After you cash in the set that you have to in order to bring you down below five cards held, it STILL allows you to cash in another set even though at this point you are below 5 cards which would not have triggered the cashing menu to come up. Perhaps this is an unintentional feature of the game, perhaps this is the way it should be. In any case it does seem to be the way it works and it's highly useful as you go about eliminating opponents in a single turn. It surprised me (a pleasant surprise to be sure) the first time it happened to me.
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Postby yeti_c on Fri Mar 02, 2007 10:23 am

Yeah that's the way it works here - If you are above five then you have the chance to cash in one or more sets (depending on cards) regardless of how many you have...

I'm sure this has won (and indeed lost) many a game for many a player...

However this is in teh rules of the risk... in fact the rules of the board game (as specified earlier) allow you to cash "if" you have a set (once you kill someone).

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Postby tahitiwahini on Fri Mar 02, 2007 10:31 am

Thanks Yeti, you satisfied my curiosity. Glad to hear it's a feature and not a bug.

Can I ask a favor?

When you post a long URL (wider than the normal screen size) could you use http://www.tinyurl.com.

That way we won't have to scroll horizontally to read the posts.

Thanks.
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