So you say rules can be changed as long the clans agree to it?Dako wrote:Any clan can alter rules and add nukes if they both agree on it.
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So you say rules can be changed as long the clans agree to it?Dako wrote:Any clan can alter rules and add nukes if they both agree on it.
from the first post from chuuuck in this topic :benga wrote:So you say rules can be changed as long the clans agree to it?Dako wrote:Any clan can alter rules and add nukes if they both agree on it.
As was allowed last year, each clan war can adjust the rules slightly to their liking if both clans agree on the adjusted rules before any games are started and they get my approval.

My problem with timing out is that it is a loophole, and I would view it as cheap if someone played that way against me. You do gain an advantage, not having to cash. Clearly you would not make the play if it didn't help you in some way so how you can argue that point baffles me. Beyond that think about a risk game in rl, would your be allowed to sit there for an hour just so you could not take a card because it wasn't beneficial? To me this is a cheap strategy in both escalating and nukes.Chariot of Fire wrote:I'd agree to nuke cards being allowed, but wouldn't want to see manual (or restrict manual to Hive - now there's an idea to speed up that game). We have to consider the fact this tourney is open to all clans who have played two challenges (and those challenges don't allow manual) so we'd end up in a situation where a less-experienced clan is going to get steamrollered by one who knows how to best adopt the manual format.
As for nuke, although I seldom play it I believe it's possibly the card game that calls for the greatest finesse. Also (unlike esc) it often doesn't matter if you land two pairs - a problem I have with esc and the luck that that involves. If you own territories for cards you hold you can either stack on them (and obviously not trade) or leave them weak for the oppo to hit. It's actually a very thought-provoking format and deserves consideration.
As for timing out......I think it's fair strategy and not poor sportsmanship. The player doing it is sacrificing a card so is obviously not gaining an advantage - he simply doesn't want to have to trade his cards on the next turn. Who says you have to win a card? Any attempt to try and introduce a rule disallowing timeouts is bound to end in controversy ("The site went down", "My server went down", "My Mum made me go to bed", "I was attacked by a dog" etc). You have to bear in mind the poor sod who deliberately times out has obviously been dealt a crap hand of cards, so why punish him more by disallowing the one tactic that might keep him in the game? I'm fine with timing out. If an opponent does it then it tells me a heck of a lot about the cards he has in his hand.
You can only take the real life analogy so far - people miss turns here which obviously would never happen in real life, you generally don't get 24 hours to take your turns, and freestyle is absolutely impossible.ljex wrote:My problem with timing out is that it is a loophole, and I would view it as cheap if someone played that way against me. You do gain an advantage, not having to cash. Clearly you would not make the play if it didn't help you in some way so how you can argue that point baffles me. Beyond that think about a risk game in rl, would your be allowed to sit there for an hour just so you could not take a card because it wasn't beneficial? To me this is a cheap strategy in both escalating and nukes.Chariot of Fire wrote:I'd agree to nuke cards being allowed, but wouldn't want to see manual (or restrict manual to Hive - now there's an idea to speed up that game). We have to consider the fact this tourney is open to all clans who have played two challenges (and those challenges don't allow manual) so we'd end up in a situation where a less-experienced clan is going to get steamrollered by one who knows how to best adopt the manual format.
As for nuke, although I seldom play it I believe it's possibly the card game that calls for the greatest finesse. Also (unlike esc) it often doesn't matter if you land two pairs - a problem I have with esc and the luck that that involves. If you own territories for cards you hold you can either stack on them (and obviously not trade) or leave them weak for the oppo to hit. It's actually a very thought-provoking format and deserves consideration.
As for timing out......I think it's fair strategy and not poor sportsmanship. The player doing it is sacrificing a card so is obviously not gaining an advantage - he simply doesn't want to have to trade his cards on the next turn. Who says you have to win a card? Any attempt to try and introduce a rule disallowing timeouts is bound to end in controversy ("The site went down", "My server went down", "My Mum made me go to bed", "I was attacked by a dog" etc). You have to bear in mind the poor sod who deliberately times out has obviously been dealt a crap hand of cards, so why punish him more by disallowing the one tactic that might keep him in the game? I'm fine with timing out. If an opponent does it then it tells me a heck of a lot about the cards he has in his hand.



Cheap is cheap. Using the example of a map/setting with inherent risks to validate the exploitation of this loophole is a weak argument. If you're not up for playing a little Russian Roulette, which your scenario provides, then I suggest you avoid those settings just as I assume you avoid playing a lot of Doodle Earth quad games with manual drops.Chariot of Fire wrote:Deliberate timing out to save one's skin and stay in the game (coz we all play to win I assume) certainly isn't as cheap as farming for points or medals.

Yeah, good point. I guess it could work for unlimited forts, as long as you don't hit the end reinforcements button??? Don't know, as I haven't really tried. But the tourney I'm thinking of only had adjacent and chained forts so I probably misspoke about the "retreat" portion of my comment... though I'm sure I had the means to break the bonus and chose not to in order to avoid taking a card even though the time-out loophole was known to me, which was the point of my statement.Dako wrote:How could you retreat if forting ends the turn?


You're right, it's a cheap strategy.ljex wrote: To me this is a cheap strategy in both escalating and nukes.


You keep claiming that not taking a card has no advantage over taking one. In esc sure, in nuclear not having a card is an advantage. In esc you gain troops with cards in nuclear you blow off you right foot for no reason. The entire point of not taking a card is to gain an advantage.Chariot of Fire wrote:'Strategy' - A long term objective to achieve a goal.
I'd hardly call having to miss out on a card a 'strategy'. As I've said, the player forced into such a play is already caught in a tough situation. Seems wrong to criticize him for possibly the only recourse he has to remain competitive in the game. And he's certainly not gaining an advantage - he's merely not incurring a disadvantage, and in that there's a world of difference.

You keep using that word. I do not think it means what you think it means.Chariot of Fire wrote:lol, it's still not an advantage (is there any material gain?).


