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#1 | |
Vigilo - Confido
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Okay, here's a rules update, effective Round 3, concerning conditional orders.
Conditional orders ARE allowed, with restrictions: - You're able to specify with how many armies to attack, adding the condition whether or not you want to retreat from a battle when your attackers drop below a certain number/below the amount of defenders. As soon as it becomes clear to me people are abusing this to make sure they can't easily be counter-attacked, this ruling is gone.* - You're NOT allowed to enter a move like this: "Attack Ukraine if the number of attackers from Scandinavia is greater than the amount of defenders. If not, attack Northern Europe instead, but only if the amount of attackers is..." well, you get what I mean. Compare the game as we play it with a soccer game. You can't call a break every time the opponent gets his hands on the ball to tell your own players to do "x if he does y, but if he does z instead you move to cover 9". You try to anticipate what the opponent does before the game and during half-time. In this regard, you're lucky, since you have a half-time every time a Round is over. What I'm trying to say is, after every round, you have your information. The post contains the general strategy a certain Leader might be following (for instance, Tacticslion went straight for Geminex' Capital (with the misunderstanding, it seems, that taking over their capital eliminates that player from the game. Sorry, Tac!)). What could that mean? it could mean he wants Geminex out of the game as soon as possible. It could also simply mean that Tacticslion thought South America was an easier target than North America. It's up to you to determine what a player's moves could mean. Another example, Hawk went to unify Africa. This gives him 3 extra armies every Round. Is he going to start turtling? Or, once again, was Africa simply a convenient target? Or is there more than meets the eye (Africa is part of a giant Transformer!?) in this? It's up to you to figure this out. Why did I do this? Because Risk is the name of the game. I understand you don't want to leave yourselves open to attack, or mistakenly attack somebody with more defenders. But with the limitations of playing this game online, and not wanting to spend weeks just playing one round, concessions need to be made. Which is why the way we play it adds more obscurity about the plans of your opponent. You need to react to your opponent before he's even made his move. This is also why the turn order changes every round. It aims to eliminate a sense of unfairness, since the first player will be able to act, while the rest can't actually react. That's why I initially wanted the turn order to be made known only during the round, but in retrospect, this would have made the game less fun.
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Last edited by Melfice; 01-02-2011 at 01:04 PM. |
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#2 | ||
Objectively The Third Worst
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#3 | |
Vigilo - Confido
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Oh, gods... that is awesome. I'm crying with laughter here.
I love you. I love you so much right now.
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#4 | ||
War Incarnate
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Damnit stop giving away my plans you! That is the most awesome thing I have ever seen.
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