I like the idea, but I also like the idea that someone who takes out someone else's target does not get their cards. I don't think there should be an incentive for taking out someone else's target other than to prevent that person from winning.
Keebs2674 wrote:I like the idea, but I also like the idea that someone who takes out someone else's target does not get their cards. I don't think there should be an incentive for taking out someone else's target other than to prevent that person from winning.
interesting idea... but the problem with that is if someone is set up to kill their target on their next turn, whoever steps up and kills that target to save the game, would not receive anything for sacrificing his troops and would be put at a disadvantage for the rest of the game.
the only problem i see is that if one person is close to taking out their target, and someone else does it to save the game because they are close then they might win by esentially cheating, unless this could become a part of stragety
assassin games at higher levels tend to be about disguising ones target whilst sneakily setting up for it. i think the alternative you propose will result in another name for an escalating game. however...
if terminator settings were standardised in the new assassin rules then it could be coded that players only receive points for killing their intended target or alternatively everyones point loss and the winners point gain % is affected by how many 'wrong assassinations' the winning player has made. a bit like minimising civilian casulaties.
ill admit theres some skill in higher level assassin, but not really as much as there could be. the best strategy ive noticed is still to just weaken down your opponent and hope you've got a cash with 3 when the sets get high enough.
The secrecy you're speaking of doesn't really happen since there's always going to be players who attack their targets from round 1, and right now thats a fine strategy. with the new rule, dwindling down your targets troops would normally be a bad idea, and the secrecy as to who's target is who's would be greatly increased.
not to mention the fact that it would also definitely allow people to be more willing to make public assassin games since new players wont be able to ruin it by killing the wrong target.
maniacmath17 wrote:There must be a way around that. It's similar to the following situation with the current system:
Lets say your target deadbeats, so then you are given the deadbeats target. Now if the new target has you for their target, and that person deadbeats, what happens?
Assinsin games are indeed set-up that the targets are in a circle (so player 1 has player 2 as target, player 2 has player 3 as target, ..., last player has player 1 as target), so the only case in which you can get the above is in a 3 player game, but in that case you will already have won, because you are the only player left.
I just finished playing a 6-player Assassin game where this scenario could have occurred.
For some reason the following targets were assigned:
Red --> Green
Green --> Pink
Pink --> Red
Blue --> Yellow
Teal --> Blue
Yellow --> Teal
Blue deadbeated causing Yellow to become Teal's target. Had Teal OR Yellow then gone deadbeat - Red, Green, and Pink would have lost?
I think this can only happen in a 6 player game. If it were to occur in a 4 or 5 player game, then it would only take ONE deadbeat for a player to become their own target.
I don't see any chat in that game... how can you be sure of the assigned targets? Did you guys hash it out in PMs?
From the log, I'd say that Teal originally had Blue, and Blue had red... I say this because Teal attacks blue, then when blue deadbeats, Teal goes after Red. I think Pink had Yellow, but being a new recruit, he didn't understand Assassin and was playing the game straight.