Time to bump this topic to the top to ask Tom if he's given any thought to this issue in the past month.
I'm curious because I'm working on a game where I could really use a card option that lets me ramp the cards slowly up and then slowly down in a long cycle. Even if the fancier card options discussed in this topic are never implemented, it would be nice to have at least that.
I do agree the card system needs an overhaul, it's going to take a while to implement so it'll have to wait till the tournaments are up and running, sorry.
Hello, I have a question about that. Totally noob question btw but I don't understand the meaning of the numbers after Card sets worth: in the cards tab. Could you explain me in detal (for a Risk board game). Thanks in advance.
Hi SaMDaS, welcome to Wargear!
In most games, if you take a territory during your turn you receive a card at the end of your turn. Once you have a set of 3 cards you can trade them in for extra bonus units at the beginning of your turn. Usually the bonus amount increases after each person trades in their cards, so the numbers are showing how many bonus units you will receive when you trade in and how much it will increase every time after that.
...as far as the original thread goes, I really like the ideas presented here. Anyone know where we are on implementing this? I'm not a board developer so it could be done for all I know, but I'm pretty sure I haven't seen any boards with card scales like this
There are a lot more options for card scale now than there were at the time this thread was started (which was 5+ years ago... talk about an epic bump!). We don't quite have everything that was suggested here -- for example, it is possible to create a plateau now, but we don't have a way to have increasing cyclical cards.
Thanks you very much for your answer! I was wondering about what happened with the option where you change the 3 soldiers = 4, 3 tanks = 6, 3 planes = 8 and 1 of each = 10.
I've never heard of those rules. It seems like you must have implemented a few "house rules" when you play Risk in real life...kind of like a nuke if you roll a triple 6, killing all the enemy troops and allowing you to take the territory immediately =P
That system is in a lot of the newer versions of risk and I think it takes a lot away from the game
I have the rules in paper about the Risk and those are the methods it says to change the card for troops.
3 cannons = 8 troops.
3 horses = 6 troops.
3 soldiers = 4 troops.
1 of each = 10 troops.
Oh wow...I guess my board is super old, and I didn't realize they changed the rules...not sure I would like it very much...kind of like Stratego switching the numbers on the pieces so that 10 is the Marshal and 1 is the scout. Totally backwards!
That's the card system I first learned also.
Yeah originally the scale was 4,6,8,10,12,15,20,25,30,35,40,45,50,55
and then people would either have it plateau at 55 or continue to increment by 5
The first version I played with the sets being worth 4,6,8, or 10 by which kind of set they were was the Lord of the Rings addition
I always played the 4-6-8-10 as well.