it would be great to see a couple changes to how game programming works here:
Once you surrender you shouldn’t need to complete your turn. You’ve resigned the game. Also - call it that.
When a territory is captured there shouldn’t be any more than 1 troop advanced. This is how other sites do it. This keeps players from using up a reinforcement turn regardless of return to attack, which to me really makes no sense.
that is all for now.
MrPlaya wrote:it would be great to see a couple changes to how game programming works here:
Once you surrender you shouldn’t need to complete your turn. You’ve resigned the game. Also - call it that.
When a territory is captured there shouldn’t be any more than 1 troop advanced. This is how other sites do it. This keeps players from using up a reinforcement turn regardless of return to attack, which to me really makes no sense.
that is all for now.
Sorry,
Resigning occurs in chess, not in battle.
Advancing the number of armies equal to the number of dice thrown adds strategy to each roll, maybe players don't employ strategy at those other sites.
Also, from the actual original Risk rules from Hasbro (you claim to be old school Risk player):
Capturing territories. As soon as you defeat the last opposing army on
a territory, you capture that territory and must occupy it immediately. To
do so, move in at least as many armies as the number of dice you rolled in
your last battle. Remember: In most cases, moving as many armies as you
can to the front is advantageous, because armies left behind can’t help
you when you are attacking. Also remember you must always leave at least
one army behind on the territory you attacked from. During the game,
every territory must always be occupied by at least one army.
semantics. Once you leave a game, you should be out of that game and not need to take or complete a turn.
There are times when advancing those extra troops puts them in a corner territory rendering them useless.
It was semantics when you initially brought it up, but since you did, I'm assuming you expect Putin's Army will resign?
You are clearly missing the point on the relationship between the number of die rolled and armies and the strategy that has been associated with that in the 65 years the game with those rules has been around. Check with hasbro maybe they will change the rules for you.
Let me make it simple for you: If you don't want to leave useless armies DON'T ROLL 3 DIE.
MrPlaya wrote:semantics. Once you leave a game, you should be out of that game and not need to take or complete a turn.
You can "Surrender" from any game whenever it's not your turn. Just go to that game's view page:
https://www.wargear.net/games/view/xxxxxxxxx
And if you're in the middle of your turn and wish to leave the game, the solution is not that hard: Just end your turn, then surrender.
There are times when advancing those extra troops puts them in a corner territory rendering them useless.
As hootz said, you don't have to advance all troops. However, per the original and official rules of the game, you must advance as least as many troops as the number of attack dice used. Think of it in terms of the real world analog; the number of troops that attack actually need to enter the country they conquer, at least temporarily.
Solution. The "T" button advances all troops, so don't use it. All other buttons leave you with the option of not moving in (fortifying) additional units.
Exceptions: There are some boards that are purposely designed such that you must use the T button, but these are are typically un-risk-like boards in the first place.
Yes, attack with one or 2
it's a programming thing; you can't execute two commands at the same time. if it's your turn, it's executing 'your turn' protocols -- if you wish to enact 'surrender' protocols, you must wait for 'your turn' ones to cease to be engaged. thus end your turn.
also, surrendering in a multi-player game needs acceptance by all other players (if it's 1v1 or mutiplayer game down to just you and one other, then there's no approval needed). this is intentional.
i think others have already answered the question as to when there's a need for more than 1 unit to advance, so i'll not add to that.
>This keeps players from using up a reinforcement turn regardless of return to attack, which to me really makes no sense.
Changing topics a bit here, but I thought an interesting rule might be to not allow players that free-fortify when you take a territory. i.e. if you want to move more than the # of dice rolled, you need to use a fortify to do so. Might be an interesting way for a map designer to use # of fortifies to limit the amount of agression that can happen on one turn.
Ozyman wrote:>This keeps players from using up a reinforcement turn regardless of return to attack, which to me really makes no sense.
Changing topics a bit here, but I thought an interesting rule might be to not allow players that free-fortify when you take a territory. i.e. if you want to move more than the # of dice rolled, you need to use a fortify to do so. Might be an interesting way for a map designer to use # of fortifies to limit the amount of agression that can happen on one turn.
Interesting. I'd try it if someone made a map like that. Would slow down play for sure, unless the number of forts is high.
For WGWF multiplayer it would completely remove the possibility of an elimination spree, though. Sounds like a bad thing there. Would have to find the right board.
Ozyman wrote:>
Changing topics a bit here, but I thought an interesting rule might be to not allow players that free-fortify when you take a territory. i.e. if you want to move more than the # of dice rolled, you need to use a fortify to do so. Might be an interesting way for a map designer to use # of fortifies to limit the amount of agression that can happen on one turn.
If one had a handful of fortifies with return to attack turned on, this suggestion would be an interesting modification of games with limited attacks. Essentially, you'd have n number of normal attacks, based on the number of n fortifies, and the ability to have attacks where only 1, 2, or 3 are fortified. Sounds like fun, or very frustrating. :-) I'd try it.