Moderator: Community Team
jimboy wrote:Has it ever been suggested to have a setting while setting up a game of how many turns a player is aloud to miss? I know its not exactly what this thread deals with but it would be nice to be able to stop players from strategically missing turns when they have 5 cards in a multiplayer escalating spoils game so that they can cash in at a higher value. It would be interesting to have a setting of say 0, 1, or 2 missed turns alound before being kicked. So although not entirely the same as this thread, in my opinion its still related to this topic because its another way of using a loophole in the rules, similar to not taking a spoil, that can be ised to gain an advantage. Just a thought.
riskllama wrote:was this applied to all types of spoils, or just nukes & zombie?
king achilles wrote:This topic was forwarded to me and I just have to clarify this: This suggestion has NOT yet been implemented. The webmaster took a look at the code and it was only implemented in beta likely for testing purposes but that's as far as this goes. There is still some disagreement with this change and so possibly we still did not do it for speed. If you play a speed game with Nukes or Zombie settings, you will not get any spoils if you run out of time.
Again, to clarify, this "Timing-out loophole" is NOT implemented.
TrafalgarLaw01 wrote:Is missing a turn on purpose with 5 spoils in escalating games allowed? I don’t know if there is a forum for that, but I believe something should be done about it, either cashing and deploying automatically in any tert when time out or as deferred troops, deploying them at the end of next turn, to avoid this kind of abuse.
TrafalgarLaw01 wrote:I realize that maybe this is not the right forum, since it's actually a different case in Zombie trench u run out of time to not get a spoil, in escalating you miss the turn to not cash less troops, so the mechanic implemented should be different.
Mad777 wrote:TrafalgarLaw01 wrote:I realize that maybe this is not the right forum, since it's actually a different case in Zombie trench u run out of time to not get a spoil, in escalating you miss the turn to not cash less troops, so the mechanic implemented should be different.
The main argument is simple: you attack and decide to conquer at least 1 territory then you get a spoil, no less no more, that is a basic rule. While you sit around a table and take out someone, you can’t just let the hours passing and arguing you won’t end your turn because you don’t want to receive the spoil.
TrafalgarLaw01 wrote:Mad777 wrote:TrafalgarLaw01 wrote:I realize that maybe this is not the right forum, since it's actually a different case in Zombie trench u run out of time to not get a spoil, in escalating you miss the turn to not cash less troops, so the mechanic implemented should be different.
The main argument is simple: you attack and decide to conquer at least 1 territory then you get a spoil, no less no more, that is a basic rule. While you sit around a table and take out someone, you can’t just let the hours passing and arguing you won’t end your turn because you don’t want to receive the spoil.
Yeah and also in the table u cant refuse to take ur turn cause u dont want to cash few troops.
Users browsing this forum: No registered users