Moderator: Community Team
You also are assuming that in the esc scenario, the other players in the game know what they are doing. I have found that nearly every esc. game comes down to a certain amount of "swing for the fences luck" where A suicides into B and does not fully kill B but makes them a sitting duck for C (and you are D). And that can happen even if you are playing smart and running interference between A and B. You can say that the game came down to A's lack of skill, but, actually, that's really just bad luck.edbeard wrote:I would say escalating single games have less luck than no cards
escalating is all about placing yourself to be able to take out someone and turn in and hopefully take out someone again and turn in until you knock everyone out. it's also about blocking others from being able to do the same.
no cards games are more dependent on where you start in the map. if you get a good drop you'll be ahead (though if everyone plays 'smart' you'll end up in a build game). escalating doesn't matter so much where you drop.
sorry, said them backwards in the first post. edited.Herakilla wrote:assdoodle is all luck, from the drop to the fact that any roll you make can quite literally mean the game. it has way more than 8 man sec
Interesting. I never thought about no cards that way, though I just finished one three player where we spent 22 rounds or so just attacking to weaken each other (rarely conquering), and then one person made the smallest error giving the game to me. That is what I like about no cards, one small error and you are out, though with a lot of colonel, I can see how it would become a match where all that happens is that troops are built up. (though I would probably be trying to get a truce with someone by round 5 to keep that from happening, but people usually refuse, though eventually it leads to some minor diplomatic actions in round 15.)Incandenza wrote:Myth: no cards games are the most skill-based
Fact: by eliminating cards, and the strategic implications thereof, not only is a major skill-based concept taken out of the equation, but the drop and dice become that much more important. Plus, with no incentive to kill opponents, many will pull up short and allow a defeated opponent to grow a huge stack.
Myth: escalating games come down to suicide runs and hangings every time
Fact: that's like saying basketball sucks because every time you play against four-year olds, the ball keeps hitting off their feet. There is an art to escalating: positioning, blocking, calculating odds, knowing in turn 1 that by turn 8 you'll be trying to eliminate a certain player, etc.
Incandenza wrote:Myth: no cards games are the most skill-based
Fact:
Myth: escalating games come down to suicide runs and hangings every time
Fact:
And that is the reason why escalating games depend a lot on luck. You are the poor D guy and get killed, nor because you have a worse skill than the player who killed you, neither because you played bad. It happens only because of luck.gdeangel wrote:You also are assuming that in the esc scenario, the other players in the game know what they are doing. I have found that nearly every esc. game comes down to a certain amount of "swing for the fences luck" where A suicides into B and does not fully kill B but makes them a sitting duck for C (and you are D). And that can happen even if you are playing smart and running interference between A and B. You can say that the game came down to A's lack of skill, but, actually, that's really just bad luck.edbeard wrote:I would say escalating single games have less luck than no cards
escalating is all about placing yourself to be able to take out someone and turn in and hopefully take out someone again and turn in until you knock everyone out. it's also about blocking others from being able to do the same.
no cards games are more dependent on where you start in the map. if you get a good drop you'll be ahead (though if everyone plays 'smart' you'll end up in a build game). escalating doesn't matter so much where you drop.If A had rolled rockets and taken out B, then run the table on you, that certainly would be a case of luck!
![]()
It depends on the impact of a single random event. Is not the same the randomnes of getting a 10 army set in flat rate World 2.1 than the randomnes of getting a set in escalating Doodle. The second case has a lot more impact, making luck much more important.Zemljanin wrote:Fact: If you have more random events, each of them is less important and variance is less deadly. Things are more fair and even more predictable...