I think the fundamental principle that the cards *will* increase in value is good. It avoids stalemates on certain maps (especially the big ones), and it keeps games interesting.
But what we know is that escalating games almost eventually degenerate to "I need to attack 1 territory" to get a card or various other things where the focus of the game *becomes* the cards.
Why not a card setting that increases the cards more slowly? Rather than 15,20,25, etc. why not, 10,11,12,13?
slower escalating games
Moderator: Community Team
Re: slower escalating games
actually, it would be called escalating +1. Its kind of a fun setting to be honest.
I'm Spanking Monkey now....err...I mean I'm a Spanking Monkey now...that shoots milk
Too much. I know.
Too much. I know.
- obliterationX
- Posts: 953
- Joined: Tue Dec 23, 2008 1:52 pm
- Gender: Female
- Location: Yeah
Re: slower escalating games
Escalating is unique to Conquer Club ( if I'm correct ). It's a very clever and fun setting. I wouldn't mind see more variations of the setting, as well. 
Re: slower escalating games
Sounds like a good plan...as long as it still prevents stalemates, which is what i think is the main point of escalating.
http://www.chewingglasstees.com/wp-cont ... mbnail.jpg
Highest Score = Colonel...2610 (something like that...a bit higher)....but CC is no fun when up plan for points...
Highest Score = Colonel...2610 (something like that...a bit higher)....but CC is no fun when up plan for points...
-
ManBungalow
- Posts: 3431
- Joined: Sun Jan 13, 2008 7:02 am
- Location: On a giant rock orbiting a star somewhere
Re: slower escalating games
I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).
- obliterationX
- Posts: 953
- Joined: Tue Dec 23, 2008 1:52 pm
- Gender: Female
- Location: Yeah
Re: slower escalating games
What is this "R*SK" of which you speak?!?ManBungalow wrote:I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).
Anyway, we don't want our lovely escalating being copyrighted now!
-
Nous-irons
- Posts: 110
- Joined: Sun Oct 01, 2006 4:33 pm
Re: slower escalating games
Some other options I thought of:
randomised escalating: there's an "upward" trend for the amount of troops you get when you cash in, but simply because the last player who cashed in got 20 troops doesn't mean you'll get more than that next round. The lower bound and upper bound for a set will steadily increase, but you could get anything within those two limits. (Perhaps it could be a linear probability distribution, or it could be normalised...)
colour-coded escalating: the "multiplier" for cashing in will steadily increase, but cashing in a multicolored set will still get you more troops than cashing in a set of red cards. But if it's round 10, say, a red set might now bring you 10 troops and full-colour set would bring you 25.
randomised escalating: there's an "upward" trend for the amount of troops you get when you cash in, but simply because the last player who cashed in got 20 troops doesn't mean you'll get more than that next round. The lower bound and upper bound for a set will steadily increase, but you could get anything within those two limits. (Perhaps it could be a linear probability distribution, or it could be normalised...)
colour-coded escalating: the "multiplier" for cashing in will steadily increase, but cashing in a multicolored set will still get you more troops than cashing in a set of red cards. But if it's round 10, say, a red set might now bring you 10 troops and full-colour set would bring you 25.
- Thezzaruz
- Posts: 1093
- Joined: Mon Feb 04, 2008 2:10 pm
- Gender: Male
- Location: OTF most of the time.
- Contact:
Re: slower escalating games
It was an optional rule for the early european editions and the default for the old US and all new editions, hardly "unique" I'd say.ManBungalow wrote:I seem to remember it being listed in the RISK instruction booklet as an optional variation, so don't say anything about it too loudly.obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ).
No need to worry...obliterationX wrote: Anyway, we don't want our lovely escalating being copyrighted now!
- lord voldemort
- Posts: 9596
- Joined: Sat Oct 20, 2007 4:39 am
- Gender: Male
- Location: Launceston, Australia
- Contact:
Re: slower escalating games
escalating is the official rules...obliterationX wrote:Escalating is unique to Conquer Club ( if I'm correct ). It's a very clever and fun setting. I wouldn't mind see more variations of the setting, as well.
you know those numbers on the edge of your board!

- sinctheassasin
- Posts: 490
- Joined: Fri Feb 06, 2009 5:57 pm
- Gender: Male
- Location: probably in chat room, advertising conquer crater
Re: slower escalating games
Agh, brings back memories.
The risk board I have Is that somethingith anniversary edition.
It had really good drawing, metal
piece in the shape of soldiers, cannons, and Calvary ( with 1, 10, and 5 troops respectivly.)
very nice, but I switched to cc since it's much more efficeant, and a lot more maps
The risk board I have Is that somethingith anniversary edition.
It had really good drawing, metal
piece in the shape of soldiers, cannons, and Calvary ( with 1, 10, and 5 troops respectivly.)
very nice, but I switched to cc since it's much more efficeant, and a lot more maps
Woop Woop, i love conquer club, why'd i leave for a year?
Who LIkes finishing what they started?

Who LIkes finishing what they started?

