Concise description:
Cashed in sets of 3 like the other spoil types. It basically "barricades" the territories that are named by the spoil. The effect ends on the player's next turn, or when he/she is eliminated.
Specifics/Details:
Example:
Player A cashed in a group of B, C, and D barricading each region.
All three of the territories now possess the following properties:
a)No attacks can be made from the territory, so the troops in region B cannot be used for an assault.
b)No bombardments can be made from the territory.
c)No attacks can be made against the territory, so any territory connected so region C cannot attack it.
d)No bombardments can be made against the territory.
e)No troops can be reinforced into and/or out of the territory, so troops cannot be reinforced from region E to region D, nor can troops from region D be reinforced to region E.
g)No reinforcements can be made through the regions either. If region Z is the only region connecting region B and C, then troops from B and C cannot be used to reinforce each other.
g)The only actions associated with the territory that can occur are: decay, killer neutral, and deployment.
How this will benefit the site and/or other comments:
Assassin Games: If another player is several territories away from killing off his/her target, you can use these spoils to stop them in their tracks.
Terminator Games: Can be used to "hog" the kill on a weak player.
Teams Games: Perfect protection for weak teammates.
General: Useful against territories with big stacks, as those stacks are temporarily useless.
Also, keep in mind that the territories affected are not necessarily under your control, so you can ruin or help an opponent with this spoil type.
Barricade Spoils
Moderator: Community Team
Barricade Spoils
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
- SirSebstar
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Re: Barricade Spoils
I voted unsure. because i see a very limited use of these spoils. And its added effect is.. limited. so a few area'are unattackable. Now if you could use a mix set to picka country that is unassailiable or cannot attack, that would be useful.. this is way to random
Also I assume you mean ends on the start of the players next turn?
Also I assume you mean ends on the start of the players next turn?
Re: Barricade Spoils
Correct.SirSebstar wrote:Also I assume you mean ends on the start of the players next turn?
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
- Victor Sullivan
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Re: Barricade Spoils
I like the idea, but I'm afraid my sentiments reside with SirSebstar's. This will be more of a nuisance than a benefit to the one who cashes it, it would seem.
-Sully
-Sully
Beckytheblondie: "Don't give us the dispatch, give us a mustache ride."
Scaling back on my CC involvement...
Scaling back on my CC involvement...
- shieldgenerator7
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Re: Barricade Spoils
I say all ago. It might take some tweeking of the concept but it's neat. I can't wait for this and the paratroop reinforcements.
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Re: Barricade Spoils
SirSebstar wrote:I voted unsure. because i see a very limited use of these spoils. And its added effect is.. limited. so a few area'are unattackable. Now if you could use a mix set to picka country that is unassailiable or cannot attack, that would be useful.. this is way to random
Also I assume you mean ends on the start of the players next turn?
it would be kinda like nuclear spoils i assume, to random to be useful
i'm not lost just exploring alternate destinations
Optimist invented the airplane, pessimists invented the parachute
I'm to good for victory
Optimist invented the airplane, pessimists invented the parachute
I'm to good for victory
- SirSebstar
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- Joined: Fri Oct 27, 2006 7:51 am
- Location: SirSebstar is BACK. Highscore: Colonel Score: 2919 21/03/2011
Re: Barricade Spoils
Actually nuclear spoils can really change a game. I have had several nuclear games now where i was usre to loose, but sticking in the game and keep getting those nuclear spoils and it can mean as much that suddenly one side is missing 6 territs, and that might just swing the balanceTheFissk wrote:it would be kinda like nuclear spoils i assume, to random to be useful
Re: Barricade Spoils
The spoils I suggest can also change a game. In an assassin game, there might be a player who is close to eliminating his/her target. If you can barricade their stack and one of their target's territory, then you can let that player's assassin take advantage of that situation and in turn, cause a shift in balance of power.SirSebstar wrote:Actually nuclear spoils can really change a game. I have had several nuclear games now where i was usre to loose, but sticking in the game and keep getting those nuclear spoils and it can mean as much that suddenly one side is missing 6 territs, and that might just swing the balanceTheFissk wrote:it would be kinda like nuclear spoils i assume, to random to be useful
TheSaxlad wrote:The Dice suck a lot of the time.
And if they dont suck then they blow.
- SirSebstar
- Posts: 6969
- Joined: Fri Oct 27, 2006 7:51 am
- Location: SirSebstar is BACK. Highscore: Colonel Score: 2919 21/03/2011
Re: Barricade Spoils
g)The only actions associated with the territory that can occur are: decay, killer neutral, and deployment.
i'd like these to be included so you can keep a certain area open. that would be.. wonderious. well except deployment. being able to do that is needed since it might be your last country.
but to loose autodeploy or even killer neutral prevention is.. wow
i'd like these to be included so you can keep a certain area open. that would be.. wonderious. well except deployment. being able to do that is needed since it might be your last country.
but to loose autodeploy or even killer neutral prevention is.. wow
