[GO] Ninja Spoils/Espionage Spoils
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And don't forget to search for previously suggested ideas first!
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jammyjames
- Posts: 1394
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Re: Revolution Spoils
I take it this would apply for only one turn? And this means the region could not be attacked for that turn?

Re: Revolution Spoils
It does sound fun, but potentially game unbalancing. I will run it through my game group; report back after Thursday.
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Re: Revolution Spoils
What if you already own the territory?
Re: Revolution Spoils
chapcrap wrote:What if you already own the territory?
No effect, similar to if you didn't in regular.
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Re: Revolution Spoils
greenoaks wrote:Revolution Spoils
Concise description:
- When a set is cashed the territories on those cards that you don't control revolt
Specifics/Details:
- Cashing a spoil gives you that territory with whatever troops were on it
or- Cashing a spoil gives you that territory with half of whatever troops were on it, rounded down, minimum of 1
How this will benefit the site and/or other comments:
- This will alter the way troops are deployed in games. It has similarities with Nuclear in that you are concerned you could lose the troops if an opponent cashes but with this game type the troops don't disappear, they can be used against you.
How would this work on maps with certain WCs, like with the AOR series and the Sanctuary? If you were lucky enough to cash in that card then you would then hold the sanctuary and automatically win the game (providing you maintain it for the next turn). That seems rather game altering and unfair.

Re: Revolution Spoils
True that there are some gameplay imbalances caused, but that's what spoils do in general. In escalating games, the whole point of the cards is that they cause "imbalanced" gameplay allowing someone to win. Hell, the whole reason we have dice is to create "imbalanced" gameplay. Your point about AoR is well taken, but since it is such a lartge map, the odds of getting that card are reduced and this would be an uncommon outcome. And it is only a matter of degree different from when you happen to get just the right nuke card (e.g. opponent's base in some maps or maybe the south pole card in antarctica).
I like this idea. It's just another spoils option that would have differing effects on how people play the game.
I like this idea. It's just another spoils option that would have differing effects on how people play the game.
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JeopardyTempest
- Posts: 20
- Joined: Mon Nov 22, 2010 12:58 am
Takeover Spoils
Concise description:
[*]The most chaos causing spoils type yet.
Specific\Details
[*]Up the ante on nuclear spoils and make the game more unpredictable by having it such that spoils don't just remove the armies from a territory, but give you control of it (along with all the armies thereon). Since it would then be your turn, you might really see games flip around suddenly, much more often than the rare times where nuclear is a game changer. It would maximize any strategies in use for nuclear... imagine how great devastating it would be to lure an opponent into moving his a stack to somewhere you held the card for. It'd offer you ways to get back into areas you thought you had lost.
If the idea isn't groundbreaking enough, other twists could help. Perhaps you lose any of your own territories you play. Perhaps when you play a set, it randomly assigns the three territories out to three different colors.
One thing the idea would occasionally do is offer a way for teammates to acquire their partner's territories without wasting armies. Perhaps in such games, you could even acquire 2 cards per turn to accentuate this and further fuel the chaos.
Would also be an interesting 4th option to the great EFN option being suggested (http://www.conquerclub.com/forum/viewtopic.php?f=4&t=182701 ).
How this will benefit the site and/or other comments:
[*]Open up the game board a lot more.
Just a thought. Did a search but didn't find anything similar, but $10 says some of the ideas have been posed before?
[*]The most chaos causing spoils type yet.
Specific\Details
[*]Up the ante on nuclear spoils and make the game more unpredictable by having it such that spoils don't just remove the armies from a territory, but give you control of it (along with all the armies thereon). Since it would then be your turn, you might really see games flip around suddenly, much more often than the rare times where nuclear is a game changer. It would maximize any strategies in use for nuclear... imagine how great devastating it would be to lure an opponent into moving his a stack to somewhere you held the card for. It'd offer you ways to get back into areas you thought you had lost.
If the idea isn't groundbreaking enough, other twists could help. Perhaps you lose any of your own territories you play. Perhaps when you play a set, it randomly assigns the three territories out to three different colors.
One thing the idea would occasionally do is offer a way for teammates to acquire their partner's territories without wasting armies. Perhaps in such games, you could even acquire 2 cards per turn to accentuate this and further fuel the chaos.
Would also be an interesting 4th option to the great EFN option being suggested (http://www.conquerclub.com/forum/viewtopic.php?f=4&t=182701 ).
How this will benefit the site and/or other comments:
[*]Open up the game board a lot more.
Just a thought. Did a search but didn't find anything similar, but $10 says some of the ideas have been posed before?
- macbone
- Posts: 6217
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Re: Revolution Spoils
It sounds fun (and chaotic!)
Re: Revolution Spoils
macbone wrote:It sounds fun (and chaotic!)
i'm glad you like it.
i felt this setting would compliment Nuclear. you could lose your large stacks with either setting. 1 leaves a gaping hole for the enemy to advance through and with this the troops advancing have just mutinied against you. Mutiny Spoils would also be a good (maybe better) name. or Rebellion Spoils, any thoughts?
whereas Flat & Escalating are more about adding troops to your game.
i feel the tactics required would have similarities to Nuclear because you have to anticipate not having that front defensive line keeping the other player at bay. yet put a totally new spin to where the game could go.
Last edited by greenoaks on Thu Dec 20, 2012 7:51 am, edited 1 time in total.
- macbone
- Posts: 6217
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Re: Revolution Spoils
And it kinda replicates what empires have to worry about, provinces back home growing in unrest and revolting. Like nuclear, it would be dangerous to leave stacks on terts unless you own that tert, making that tert safe from revolution. Cool!
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maxfaraday
- Posts: 272
- Joined: Thu Nov 04, 2010 2:48 am
Re: Revolution Spoils
I support this suggestion. Could be fun.
From: Karl_R_Kroenen
To: maxfaraday
I have noted this post and if it continues, there will be consequences for you.
To: maxfaraday
I have noted this post and if it continues, there will be consequences for you.
- koontz1973
- Posts: 6960
- Joined: Thu Jan 01, 2009 10:57 am
Re: Revolution Spoils
I can see some fun things with this. If you cash and their is only a one, you can still deploy on it, if not, you get to see territs in a fog game. Grabbing a stack would be fun. Small games with lots of players, cards can be handed out twice so stacks on cards owned will not be safe. Like escalating which compliments flat rate, this compliments nukes.



Re: Revolution Spoils
MERGED 'Takeover Spoils' with this thread. Same suggestion.
espionage spoils
Concise description:
a set of spoils that when cashed you take over any troops on the territories cashed.
Specifics/Details:
when you cash a set of either 3 red, 3 green, 3 blue or multi-coloured spoils for each of the territories that you have just cashed you would take over any troops that were on it beforehand be they an opponents or neutral. they would subsequently become yours to control and wreck havoc with.
How this will benefit the site and/or other comments:
it would benefit the site as it would give another new and interesting way to play the game and might help stop stale mates as people would be les inclined to stack in one place unless they owned that spoil.
a set of spoils that when cashed you take over any troops on the territories cashed.
Specifics/Details:
when you cash a set of either 3 red, 3 green, 3 blue or multi-coloured spoils for each of the territories that you have just cashed you would take over any troops that were on it beforehand be they an opponents or neutral. they would subsequently become yours to control and wreck havoc with.
How this will benefit the site and/or other comments:
it would benefit the site as it would give another new and interesting way to play the game and might help stop stale mates as people would be les inclined to stack in one place unless they owned that spoil.
plurple is not purple

Re: espionage spoils
plurple wrote:Concise description:
a set of spoils that when cashed you take over any troops on the territories cashed.
Specifics/Details:
when you cash a set of either 3 red, 3 green, 3 blue or multi-coloured spoils for each of the territories that you have just cashed you would take over any troops that were on it beforehand be they an opponents or neutral. they would subsequently become yours to control and wreck havoc with.
How this will benefit the site and/or other comments:
it would benefit the site as it would give another new and interesting way to play the game and might help stop stale mates as people would be les inclined to stack in one place unless they owned that spoil.
similar to my Zombie Spoils suggestion but you end up owning the troops instead of them going rogue (neutral).
this is one of those suggestions i wish i'd thought of myself.
it is possible i'd vote for this to be implemented before mine
Last edited by greenoaks on Fri Sep 13, 2013 10:04 am, edited 1 time in total.
Re: espionage spoils
It would certainly stop stacking, but similar to nukes, people would stack on spoils they own
Re: espionage spoils
Good idea plurple! 
- koontz1973
- Posts: 6960
- Joined: Thu Jan 01, 2009 10:57 am
Re: espionage spoils
kizkiz wrote:It would certainly stop stacking, but similar to nukes, people would stack on spoils they own
And just like nukes, sometimes the same card is handed out more than once.
This is not a bad idea at all. Gets my

Re: espionage spoils
Swifte wrote:Good idea plurple!
i must admit swift did help come up with this idea
plurple is not purple

- Donelladan
- Posts: 3681
- Joined: Tue Mar 03, 2009 8:48 am
Re: espionage spoils
I like the idea but the name isn't really suited I think. This is more like "traitor spoils" for me, since the troops you have betray you by changing their allegeance.
Re: espionage spoils
Donelladan wrote:I like the idea but the name isn't really suited I think. This is more like "traitor spoils" for me, since the troops you have betray you by changing their allegeance.
i was thinking they had been converted by spys or had never been yours in the first place.
plurple is not purple

Re: espionage spoils
Interesting question - how would this mechanic work on team games. Would you take over a teammates' troops, or not? Could be an interesting twist either way.
Re: espionage spoils
Swifte wrote:Interesting question - how would this mechanic work on team games. Would you take over a teammates' troops, or not? Could be an interesting twist either way.
i was thinking that they would yes
plurple is not purple

- MagnusGreeol
- Posts: 1500
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Re: espionage spoils
I love this idea,opens up new avenues,, great input Plurp & Swift '')


