I think that if a player conquers a territory during his turn but forgets to hit the end fortification button (If he runs out of time, basically), he should get a card. This is because as the rules currently are, in an escalating game, a player is able to capture territories each turn but won't be forced to cash in on turn 6 since he'll have fewer cards.
Also, this feature is good for the absent-minded among us who forget to end our fortifications.
My set is a bone coat-of-arms and chandelier! How cool is that?
Itrade wrote:I think that if a player conquers a territory during his turn but forgets to hit the end fortification button (If he runs out of time, basically), he should get a card. This is because as the rules currently are, in an escalating game, a player is able to capture territories each turn but won't be forced to cash in on turn 6 since he'll have fewer cards.
Also, this feature is good for the absent-minded among us who forget to end our fortifications.
but what about those people who deliberatly run out of time in the Freestyle games?
Itrade wrote:I think that if a player conquers a territory during his turn but forgets to hit the end fortification button (If he runs out of time, basically), he should get a card. This is because as the rules currently are, in an escalating game, a player is able to capture territories each turn but won't be forced to cash in on turn 6 since he'll have fewer cards.
Also, this feature is good for the absent-minded among us who forget to end our fortifications.
but what about those people who deliberatly run out of time in the Freestyle games?
They get a card, too.
My set is a bone coat-of-arms and chandelier! How cool is that?
This has been discussed a number of times before. The reason there is no card if you let the time run out, is to 'remind' people to end their turn so others don't have to wait for an hour while the turn clock is counting down after someone attacked and basically finished their turn. Right now, there is incentive to 'End Turn', your card. If you don't click it and let the time run out, you don't get your card.
But not getting your card can be a good thing, like I said before. If you're in an escalating sequential game, and each turn all the other players take one territory and get a card, then at turn six everyone will be forced to cash their cards. But if you don't end fortification, then you can cash your cards at turn seven for the highest bonus.
My set is a bone coat-of-arms and chandelier! How cool is that?