How do spoils work?
Posted: Sat Dec 18, 2021 9:37 pm
Apologize if this is posted elsewhere, but I couldn't find it with a few searches and I'm looking for a nuanced bit of information. Feel free to point me to the post if my search-fu is weak.
The spoils you receive at the end of each turn (in which you conquered a territory etc) appear completely random. Is this true? I fear the game suffers for it, while the fun of the game is the mix of strategic decisions and statistics to best use one's luck, adding yet another completely random mechanic takes away a tool a player can use. This is particularly obvious in the Zombie and nuke games; sure interesting twists but so rarely do you have the card that cracks open that choke point so the games are just slugfests of random destruction. Worse, if you have a card of your OWN territory there's no guarantee that someone else also doesn't have the card, so you don't have security for those troops. As you can see I use the term spoils and cards interchangeably; in the-game-that-shall-not-be-named there is 1 card per territory so someone *could* try to memorize which cards had been played. It's a rarely worth the effort but it's a tool one *could* use; if that was simulated here, one could go back through the log so it's still fair between those who have good memories vs research time.
Of course I could be wrong, maybe there's 3 cards per territory (1 per color) which is possible, however i've seen the same territory played so many times in the same game, it is unlikely that the game is tracking a "discard deck" like how that other boardgame does it.
Any admin know exactly how this mechanic works?
The spoils you receive at the end of each turn (in which you conquered a territory etc) appear completely random. Is this true? I fear the game suffers for it, while the fun of the game is the mix of strategic decisions and statistics to best use one's luck, adding yet another completely random mechanic takes away a tool a player can use. This is particularly obvious in the Zombie and nuke games; sure interesting twists but so rarely do you have the card that cracks open that choke point so the games are just slugfests of random destruction. Worse, if you have a card of your OWN territory there's no guarantee that someone else also doesn't have the card, so you don't have security for those troops. As you can see I use the term spoils and cards interchangeably; in the-game-that-shall-not-be-named there is 1 card per territory so someone *could* try to memorize which cards had been played. It's a rarely worth the effort but it's a tool one *could* use; if that was simulated here, one could go back through the log so it's still fair between those who have good memories vs research time.
Of course I could be wrong, maybe there's 3 cards per territory (1 per color) which is possible, however i've seen the same territory played so many times in the same game, it is unlikely that the game is tracking a "discard deck" like how that other boardgame does it.
Any admin know exactly how this mechanic works?