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yes, the idea is that each country can only attack once. but if you are allowed to attack from several different countries during your turn.FabledIntegral wrote:You can still attack more than one territory per turn? If so, it would still be faster by tenfold.Ditocoaf wrote:It would be a much slower game, especially on certain maps. But people play no-cards adjacent on Circus Maximus, so... I think it's okay for there to be slow game options.FabledIntegral wrote:One person could be a dick and run though and waste so many turns before elimination. It would be absolutely terrible for escalating games. It would result in massive stalemates where strategy does NOT prevail simply because you can never benefit from killing someone, and by the time on the OFFCHANCE you're able to strategically block off someone, by the time you're ready to kill the person they will have taken enough turns to cash.
The only thing this would accomplish would be massive stalemates in escalating games if played on the classic map... you'd need large maps such as World 2.1 to make it work... where people ditch many of their other territories in order to claim a bonus.
....it seems you misread it when you re-read it lol. or maybe it wasn't clear...either way, the idea is that each country can only attack once AND the armies that advanced upon conquering a country cannot attack during said turn.Ditocoaf wrote:Woah... I just realized that I've completely misread this idea. I thought that it meant that you couldn't attack with a territ you just conquered... but upon re-reading, it seems that all this would do is make it so no one country can attack more than once. Which is kind of pointless, because you don't often attack multiple targets from the same country in any given turn -- you zig-zag around advancing armies to the territ you just conquered.
so my "yes" vote changes to a "no", as this would not change the game very much at all.
n00blet wrote:(Plus i added a poll now)


hmm.....that was one of the things i was toying with while thinking of this idea. i wasn't sure which one would be better....but i suppose that would be easier to explain. I'll edit the suggestion....again lolDitocoaf wrote: Newly conquered territories cannot attack.

Do you mean Richard Hand's idea, or the OP? Because the suggestion of this thread seems pretty simple to me... conquered territs can't attack that turn. Much less game-changing than, say, the Assassin variation.kerntheconkerer wrote:Its ok but too far fetched from RISK which this site is based on..

i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.lancehoch wrote:Well, actually assassin is slightly based off of the real life board game. If you play with secret missions, some of the missions say eliminate all of the red armies or blue armies. So assassin does not really change the game all that much. Not being allowed to attack from a conquered territory would slow all games to a halt. Imagine Feudal Wars and AOR with this setting.
i don't really understand how it's too far fetched....this is a just a new game type that will instigate new strategies. a truly far fetched idea, but one that i support, is that of "zombie neutral territories" (which has been passed and is under work as we speak)kerntheconkerer wrote:Its ok but too far fetched from RISK which this site is based on..
Huh? The bombardment would make it impossible to ever get to a castle with such slow movement. It would take you at least 3-4 turns to get to a castle once you've broken into hostile territory and by the time you got there you'd have no armies left...n00blet wrote: i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.
Which makes it a little more realistic, actually. If a castle can bombard the surrounding area, it's a long, hard trek to get near it. It's just as hard for everybody.Bones2484 wrote:Huh? The bombardment would make it impossible to ever get to a castle with such slow movement. It would take you at least 3-4 turns to get to a castle once you've broken into hostile territory and by the time you got there you'd have no armies left...n00blet wrote: i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.

Grind to a halt you mean...Ditocoaf wrote: It's just as hard for everybody.
People say the same about no-cards games, yet lots of other people still play them.Thezzaruz wrote:Grind to a halt you mean...Ditocoaf wrote: It's just as hard for everybody.

i don't understand how people think it would grind a game to a halt. it wouldn't grind games to a halt any more than having escalating cards on a huge map. once people get into their positions and the cards get high enough, its a stalemate. no one wants to attack. THAT is a game grinding to halt.Ditocoaf wrote:People say the same about no-cards games, yet lots of other people still play them.Thezzaruz wrote:Grind to a halt you mean...Ditocoaf wrote: It's just as hard for everybody.
And perhaps this wouldn't work as well on Feudal War... well, most settings don't work as well with every map.
bombardment is not some sort of all-powerful attack. take into account that the castle only gets +5 on it every turn, and with the other players deployment, if you have them boxed into their realm only +6 more, at most. all it would require is just more careful decision-making when considering breaking into someone's realm. if someone builds up a big enough army, they would be able to take down the castle within 3 or 4 turns, depending on the size of the realm.Bones2484 wrote:Huh? The bombardment would make it impossible to ever get to a castle with such slow movement. It would take you at least 3-4 turns to get to a castle once you've broken into hostile territory and by the time you got there you'd have no armies left...n00blet wrote: i actually had big maps like feudal war in mind with this setting. it would not slow games to a halt...rather, people would just need to develop radically different strategies. instead of setting up line of territories to conquer through, people would need to surround the intended victim. choke points would be of greater value, and positioning one's troops would be key.
Well, same time risk is from RISK so it can't be that far fetched.kerntheconkerer wrote:Its ok but too far fetched from RISK which this site is based on..