by PLAYER57832 on Fri Nov 02, 2007 10:17 am
I would like to see a reduced multiplier -- say you get only 2 armies or 1.5 percent, not the full amount. I know has been discussed before, but it seems there is enough disagreement that it remains a problem. Also, this is more of a problem on the NEW BOARDS and perhaps should be re-evaluated based on the new options .. if not right now, then before too long.
EVERY game that I have played so far with someone missing more than 1 turn has turned toward that player based on that one turn. From the outset, it is EXTREMLY rare for anyone to lose no armies in a turn. This means you are not starting the turn-misser out on an equal footing, but giving them an advantage. In a standard, fixed- rate card game this somewhat balances out (but only somewhat, particularly if you get all reds).
FURTHER, there are two BIG problems, emerging with newer boards. They fall into 2 categories.
One, in very small boards with no cards such as the "Doodle" Board, nine armies at one time is plenty to alter the game completely. I know Lack argues that you can "prevent/predict", but the other person has a big advantage by seeing in advance where you have deployed armies, especially when it comes to taking or losing continents/point groups. In one game, for example, I grabbed AFrica immediately, thinking it was a standard game. As soon as my oponent missed, I started just reinforcing and not attacking, but he was still able to swoop in, break my continent and then take Asia. One bad roll and the game was over. This is particularly galling in speed games where one person has to sit and basically "twiddle thumbs" (or risk missing their own turn, especially when the other person finally decides to play and start your clock).
A second advantage comes in Escalating card games, especially bigger boards. By sitting out three turns when one has 4 cards with a match, it is quite possible to just sit back, let the other teams get 5 and have to turn in their cards, then "pounce" when the value is high. In many-player games, this can make a HUGE difference. Someone with a poor position, but enough armies to survive can come in and win the game, again just based on this one move. Again , this is less likely in small boards where someone will just be ousted.
Even knowing that the other person will miss a turn, the turn-misser still has the advantage, much like those who wait until the last minute to deploy in free-style speed games. The latter may be considered a legitimate strategy (though I myself don't like it ). If you really don't like that strategy, you can always avoid freestyle games (I do), but to use a misssed turn as a strategy just isn't right.
Sure, you can argue that the ultimate option is to sit out oneself, but I think that just grates on a lot of people, especially in multiple-player games.
Finally, I think the majority of folks recognize that there are a lot of reasons for missing a few turns and most people like the idea that players can come back and still have a fighting chance. However, missing turns should not be an ADVANTAGE. Maybe initially, with the plain "risk" board and similarly constructed boards it made little difference. However, that has changed. This issue needs to be reevaluated. If not immediately, then soon.
As a minimum, Lack, what about opening up a poll yourself addressing the specific new boards. I know this is not a democracy, but .... at a minimum, you would keep folks like me "quiet" and more fully give the issue a rest if you can show that you have really and truly considered ALL of the NEW ramifications!