Moderator: Community Team
If you want your game to closely resemble the board game, you probably shouldn't be playing with nuclear spoils. You also shouldn't play with fog. And you should probably stick to playing on the classic map.frankiebee wrote:My opinion is that the CC game should come close to the board game. When you play on a board it's not a possibilty to ''run out of time.'' So I think it's not right to exploit the time limit as he does.
But hey, what are you going to do about it ?
Nuclear spoils is not really the problem. You can use this tactic with escalating to.pearljamrox2 wrote:If you want your game to closely resemble the board game, you probably shouldn't be playing with nuclear spoils. You also shouldn't play with fog. And you should probably stick to playing on the classic map.frankiebee wrote:My opinion is that the CC game should come close to the board game. When you play on a board it's not a possibilty to ''run out of time.'' So I think it's not right to exploit the time limit as he does.
But hey, what are you going to do about it ?
You could also be playing an escalating game on a complex map, like Rail Europe, and have to make a move so well thought out and precise that it might take your entire hour to do it without screwing up..especially if you dont like auto assault. It would suck to run out of time because it's such a big move and you are being very deliberate....but I imagine the other players in the game wouldn't be crying about you missing your card in that instance, huh?frankiebee wrote:Nuclear spoils is not really the problem. You can use this tactic with escalating to.pearljamrox2 wrote:If you want your game to closely resemble the board game, you probably shouldn't be playing with nuclear spoils. You also shouldn't play with fog. And you should probably stick to playing on the classic map.frankiebee wrote:My opinion is that the CC game should come close to the board game. When you play on a board it's not a possibilty to ''run out of time.'' So I think it's not right to exploit the time limit as he does.
But hey, what are you going to do about it ?
What I meant was that you should'nt exploit tactics that are only there because the game is online, but that's just my opinion.
Never heard of it.blakebowling wrote:Moved to Strategy.

...in adjacent, or chained settingsdemonfork wrote:It's a completely legitimate strategy, one in which you must give up any possible fortifications in order to avoid a card.
What if it is unlimited forts? Couldn't you just fort and not push end reinforcements? Seems like it would work...but I don't know, never tried it.demonfork wrote:It's a completely legitimate strategy, one in which you must give up any possible fortifications in order to avoid a card.
Good point...I think that would work.pearljamrox2 wrote:What if it is unlimited forts? Couldn't you just fort and not push end reinforcements? Seems like it would work...but I don't know, never tried it.demonfork wrote:It's a completely legitimate strategy, one in which you must give up any possible fortifications in order to avoid a card.

The problem Dynasty is that in Nuclear, a card isnt just a reward, but also a punishment. By not taking the card, you are basically having your cake and eating it too. I'm pretty sure that thats not how the system for nuclear games was intended.pearljamrox2 wrote:Nope, no loophole. A loophole is a way to avoid the intentions of a rule.
You have exactly an hour from the time you start your turn to complete your turn. If you do not end your turn before the hour is up, you will not receive spoils. This is the exact intention of the system that we use. It is a penalty for not finishing your turn in the amount of time given. It is a well known feature of our game, and it penalizes us all equally, no matter who we are.
To the punctual goes the spoils?
Maybe the way you choose to play, it isn't a reward. It is still called a spoil though. I find it very rewarding to own a card with a territory that I know will not be blown up. That's a good place to keep a stack of troops.Evolution299 wrote:
The problem Dynasty is that in Nuclear, a card isnt just a reward, but also a punishment. By not taking the card, you are basically having your cake and eating it too. I'm pretty sure that thats not how the system for nuclear games was intended.
Simple answer for this problem, is at the end of the 1hour time limit in Nuclear games only, a card is awarded. No ifs ands or buts.
Problem solved. It should not be that hard to write that into the program.
Awesome quote which actually is an argument against what you are trying to say. Refraining from pushing a button to end your turn as you should when you could easily end your turn is quite clearly a "way to avoid the intentions of a rule".pearljamrox2 wrote:Nope, no loophole. A loophole is a way to avoid the intentions of a rule.
I knew you'd like that. The problem is..there is no rule that says you must push the button and end your turn. You are simply given an hour to take your turn. That hour is your time to use. There is nothing that says you can't use every single second that is available to you. And if you use up all your time, without ending....Conquer Club will not give you your card. I've been in quite a few Freestyle Battle Royals where I didn't have a card spot until the last few seconds..I made my attack but I couldn't end my turn fast enough. So I made a worthless attack. I didn't get the card I wanted, and it ruined my game....and funny, no one in the game seemed to mind that I missed out on my card all that much.Bones2484 wrote:
Awesome quote which actually is an argument against what you are trying to say. Refraining from pushing a button to end your turn as you should when you could easily end your turn is quite clearly a "way to avoid the intentions of a rule".
Wow! I never thought of that before. What an idea, Huh?gannable wrote:i did this once in an escalating game where i needed to take a territory but if I took a card I would have had 3 cards and a perfect kill for the next player.
Afterwards, I felt dirty and ashamed
but we won the game
so I was able to recover emotionally

AAFitz wrote:I think if you choose to play a nuclear game or even escalating, you simply have to choose to accept it as a perfectly valid possibility. If taking another card means you will lose, you're insane to take one yourself by hitting end when you don't have to as well. If CC wants to enforce you take a card, its really their responsibility to program it in, not police the use of the game as programmed in this particular case.
Personally, I think it adds another layer of strategy by having to end, and by being able to choose not to end, which thereby makes the game better and more challenging, not worse.