what the COCK is this shit?
Moderator: Community Team
Forum rules
Please read the community guidelines before posting.
Please read the community guidelines before posting.
That's why it's always best to look at the "cards" option when choosing a game to join or start. I personally hate escalating, I stay away from it. Not cuz I'm bad at it, but simply because there's no fun in it for me. For now, just stick to no cards and flat rate. If you have people at home you can play with, test the water temperature and try escalating. It was the very first way the game was played, and obviously it kicked ass enough to make Risk the best global domination game in the universe. 
- dcowboys055
- Posts: 2341
- Joined: Wed Apr 26, 2006 7:32 pm
- Gender: Male
- Location: Milwaukee
Last edited by Stopper on Sat Aug 11, 2007 11:10 am, edited 2 times in total.
- yorkiepeter
- Posts: 622
- Joined: Thu Jan 04, 2007 3:49 pm
- Location: Kendal, gateway to the English Lake District
I can identify somewhat with the op. People say its all about skill and timing - BULLSHIT! In a recent escalating game I had the last surviving player down to 1 territory with 7 armies, I had 2 adjacent countries both with 8 armies and failed to take him out - he had 4 cards and I was left with 3 at the end of my turn. He was able to cash for 45 armies to become the strongest player. I was not able to cash but was strong enough to stay alive till i got a cash. Problem was that my opponent managed to cash next for 50 armies - result = game over. Did I get my timing wrong, was my opponent playing better, bullshit, he got lucky with cards I wasn't. Had I not got shit dice he would have lost had he not got a set with 4 cards he would have lost, had I got to cash next for 50 he would have lost. So I don't play escalating if i can help it, first 6 or 7 rounds are meaningless, then its all about who gets to cash at the right time - 10% skill 90% luck. May as well forget the game and just turn over cards to decide the winner. This is not sour grapes, but really making the best strategic moves counts for very little in the game.
Now I play mainly no cards, far more skill involved and better players are more rewarded. 20% luck, 80% skill
Now I play mainly no cards, far more skill involved and better players are more rewarded. 20% luck, 80% skill
lol.... this poor bast*rd has played 5 games....
I think he gets the point....
leaving a player with 5 armies and a cash worth 75......BAD
complaining about it in public....BAD
profanity in general discussion...BAD
and most importantly, he already learned the most important one so....if robinette , whats the word here?... semi-flames you, take it like a man and laugh....GOOD
you should be on your way to a productive CC career now...
Just do us one favor.... never, ever, ever, ever, ever, ever play a freestyle game we cant possibly take one more complaint about these
I think he gets the point....
leaving a player with 5 armies and a cash worth 75......BAD
complaining about it in public....BAD
profanity in general discussion...BAD
and most importantly, he already learned the most important one so....if robinette , whats the word here?... semi-flames you, take it like a man and laugh....GOOD
you should be on your way to a productive CC career now...
Just do us one favor.... never, ever, ever, ever, ever, ever play a freestyle game we cant possibly take one more complaint about these
Rocketry wrote:Optimus Prime wrote:Escalating is the original rules for RISK, so I'm not sure why you are so surprised it is an option here.
really?
yup.. the 1959 version was for 3 to 6 players (2-6 in the 1963 version), it used the classic map, standard sequential (no teams), adjacent fort, escalating cards...
ConquerClub has made a few modifications however...
* Starting # of armies was different, and they were placed individually
* When you captured a country you had to move in at least as many men as the # of dice you rolled
* And there are a couple country connections that changed as well.
In the original French version the country selection was random (like CC) except that you started with only 1 army per country.
So yes, ESCALATING CARDS has always been the the only way this game was ever played...
Robinette wrote:Rocketry wrote:Optimus Prime wrote:Escalating is the original rules for RISK, so I'm not sure why you are so surprised it is an option here.
really?
yup.. the 1959 version was for 3 to 6 players (2-6 in the 1963 version), it used the classic map, standard sequential (no teams), adjacent fort, escalating cards...
ConquerClub has made a few modifications however...
* Starting # of armies was different, and they were placed individually
* When you captured a country you had to move in at least as many men as the # of dice you rolled
* And there are a couple country connections that changed as well.
In the original French version the country selection was random (like CC) except that you started with only 1 army per country.
So yes, ESCALATING CARDS has always been the the only way this game was ever played...
but surely you would run out of plastic figures....
Rocketry wrote:Robinette wrote:Rocketry wrote:Optimus Prime wrote:Escalating is the original rules for RISK, so I'm not sure why you are so surprised it is an option here.
really?
yup.. the 1959 version was for 3 to 6 players (2-6 in the 1963 version), it used the classic map, standard sequential (no teams), adjacent fort, escalating cards...
ConquerClub has made a few modifications however...
* Starting # of armies was different, and they were placed individually
* When you captured a country you had to move in at least as many men as the # of dice you rolled
* And there are a couple country connections that changed as well.
In the original French version the country selection was random (like CC) except that you started with only 1 army per country.
So yes, ESCALATING CARDS has always been the the only way this game was ever played...
but surely you would run out of plastic figures....
You get cannons which are worth 10 normal armies and calvalry which are worth 5. That helps a bit, but there are still limits to how many armies you may have though...
- Skittlesandmnms
- Posts: 544
- Joined: Tue Sep 12, 2006 12:13 am
- Location: Pyongyang
Re: what the COCK is this shit?
hellogoodbye wrote:so im playing a game. im doing well. i would say im even the front runner. i pretty much have the game on lock.
AND THEN OUT OF FUCKING NO WHERE
this guy with like 5 territories left, trades in three sets of cards for 75 armies and wipes out the board.
WHAT THE f*ck IS THAT?
This isn't really related to anything but I would just like to point out that no one likes you.
Vita sine honore vivere not est.
So yes, ESCALATING CARDS has always been the the only way this game was ever played...
God you come out with some horse shit. The original might have started out that way but like most good things in life, they get made better!!
Its not hard to figure out a good stragey for escalating and it does boil down to a huge mount of luck ( thte right cards at the right time and also good rolls), as yorkie has described in his post.
God you come out with some horse shit. The original might have started out that way but like most good things in life, they get made better!!
Its not hard to figure out a good stragey for escalating and it does boil down to a huge mount of luck ( thte right cards at the right time and also good rolls), as yorkie has described in his post.
[img]http://img801.imageshack.us/img801/9761/41922610151374166770386.jpg[/mg]
hulmey wrote:Its not hard to figure out a good stragey for escalating and it does boil down to a huge mount of luck ( thte right cards at the right time and also good rolls), as yorkie has described in his post.
You need to know when to strike, what not to strike, and what to protect. On a British Isles game I did with Escalating, I fortified Sussex with about 15 armies to protect the 1 army on Isle of Wright. Was that my territory? Hell no. It was pink's, and I damn sure wasn't going to let Red or Green take pink out (who was already weak) before they had enough cards to make it worth my while. Red and Green couldn't take pink out because MY armies were in their way. The next turn, I eliminated pink, then rolled the entire board with his cards, then the green's cards.
Strategy is still involved. There's just as much luck involved in Escalating as there is in No Cards and Flat Rate. Luck is involved in every aspect of this game. If it wasn't; wouldn't we all win everytime?
-
Flickflack
- Posts: 32
- Joined: Sat Feb 10, 2007 9:33 am
- Location: Chicago
No. Later editions listed it as an optional "House Rule", though. Much like how, officially, you don't get any money for landing on Free Parking in Monopoly.Stopper wrote:So, has the board game ever had flat-rate rules?
Not usually with everyone still in the game. When I drained my pieces, I'd just use an unused or eliminated color. If, somehow, everyone was still in the game and you built up that much, you could probably use scraps of paper or something. But, really, you didn't have games where people have hundreds of armies on their borders.Rocketry wrote:but surely you would run out of plastic figures....
Robinette wrote:Rocketry wrote:
but surely you would run out of plastic figures....
Actually they were little rectangular painted wood pieces, with oblong ones to represent 10... and yes, sometimes the boxes would run dry, but that was quite rare... after all, escalating is not a 'build'game
usually....you meant usually not a build game.. im cashing 700 armies and have 6000 on a spot, and cant do anything that isnt suicide in a game...id call that a build game
- flaming_psycho
- Posts: 39
- Joined: Sat Mar 24, 2007 11:53 pm
- DirtyDishSoap
- Posts: 9357
- Joined: Mon Jan 15, 2007 7:42 pm
- Gender: Male
Re: what the COCK is this shit?
you win some and you lose somehellogoodbye wrote:so im playing a game. im doing well. i would say im even the front runner. i pretty much have the game on lock.
AND THEN OUT OF FUCKING NO WHERE
this guy with like 5 territories left, trades in three sets of cards for 75 armies and wipes out the board.
WHAT THE f*ck IS THAT?
Dukasaur wrote:saxitoxin wrote:taking medical advice from this creature; a morbidly obese man who is 100% convinced he willed himself into becoming a woman.
Your obsession with mrswdk is really sad.
ConfederateSS wrote:Just because people are idiots... Doesn't make them wrong.
AAFitz wrote:Robinette wrote:Rocketry wrote:
but surely you would run out of plastic figures....
...after all, escalating is not a 'build'game
usually....you meant usually not a build game.. im cashing 700 armies and have 6000 on a spot, and cant do anything that isnt suicide in a game...id call that a build game
I'd call that World 2.1.... am I right?
But on a Classic map the game will rarely go beyond a dozen or so turns.
Unless of course, all the players in the game are as dense as . . . .
wow, I am proud of myself, just look at that restraint, that self control, I almost called some people in this thread by name you see, and that simply wouldn't have been nice
Stopper wrote:hulmey wrote:So yes, ESCALATING CARDS has always been the the only way this game was ever played...
God you come out with some horse shit. The original might have started out that way but like most good things in life, they get made better!!
So, has the board game ever had flat-rate rules?
flat rate became the norm soon after. in all the instruction manuals ive seen escalating is listed as an alternative to flat rate cards, which are the standard. i think for conventions etc youre most likely to see 6 player flat rate adjacent games because thats what hasbro veered towards.
khazalid wrote:Stopper wrote:So, has the board game ever had flat-rate rules?
flat rate became the norm soon after. in all the instruction manuals ive seen escalating is listed as an alternative to flat rate cards, which are the standard. i think for conventions etc youre most likely to see 6 player flat rate adjacent games because thats what hasbro veered towards.
Was it different in the UK? In the US ALL versions since 1959 describe escalating (4,6,8,10,12,15...) as the rule of play, and then in 1985 an optional "Rule Variation" was introduced that allowed for escalating by 1 (4,5,6,7,8....) Nowhere have US rules ever even mentioned the idea of Flat Rate or No Cards.
As a footnote... there were 2 other optional "Rule Variations" introduced in 1985:
1) Unlimited Fortifications (Adjacent fort has always been, and continues to be the official rule)
2) Optional 12 army limit per territory
One more footnote... the Annual International RISK Boardgame Championship has 2 rule variations... 1) they deal the cards for placement and 2) they use chained fortifications.... other than that, they use the official rules... Escalating Baby!!!!
AAFitz wrote:robinette, arent you at all nervous that if someone googles your name, they will come up with the title of this thread as a result?
hee hee... perhaps you are right...
Well, why not go all in then...
This was the start of my Saturday night...
We were dressed to the T's and put'tin on the Ritz...
http://love.zinzanni.org/_gswf/experience.html
(enjoy)