Moderator: Clan Directors
IcePack wrote:Someone proposed we roll initiative every turn to see who starts / what order instead of the fixed “board game” clockwise turnnorder.
If that’s acceptable then it’s a change we can make that doesn’t affect the timeline
Jurasu wrote:Initiative might help some of the fairness questions, but does it answer all of DJENRE's concerns? From the way I read it, the larger issue he seemed to have was the fact that IcePack having to choose where they ended up after their intended path was blocked was not where they would have chosen to be had they had the chance to be alerted and make a second choice. Because of the dice rolls on the next turn, one spot, which they had not been put on, was more favorable than the spot that they had been put on. Part of it may be hindsight bias, but I thought that was the larger issue being discussed here.
I believe I have that summed up correctly. Based on the fact that IcePack asked us for suggestions that wouldn't significantly increase the game's run-time (which elongating turns and making multiple checks per round would do), wouldn't it be better if teams also included a Plan B when submitting their turns? It was mentioned earlier, but didn't seem to gain any traction. It wouldn't have to be super specific and contain a list of potential coordinates in descending order. It could be a general "If we can't move to this spot, we would like to move towards Map X." That way shouldn't really add any more work for IcePack to do, and it should also cut out the arbitrary factor that has the potential to inadvertently create a disadvantage.
Also, thank you again IcePack for running an interesting game to put a spin on Risk on this site. I'm sure setting this up and running it takes a lot more effort than most of us would want to do, so I appreciate it.
IcePack wrote:Jurasu wrote:Initiative might help some of the fairness questions, but does it answer all of DJENRE's concerns? From the way I read it, the larger issue he seemed to have was the fact that IcePack having to choose where they ended up after their intended path was blocked was not where they would have chosen to be had they had the chance to be alerted and make a second choice. Because of the dice rolls on the next turn, one spot, which they had not been put on, was more favorable than the spot that they had been put on. Part of it may be hindsight bias, but I thought that was the larger issue being discussed here.
I believe I have that summed up correctly. Based on the fact that IcePack asked us for suggestions that wouldn't significantly increase the game's run-time (which elongating turns and making multiple checks per round would do), wouldn't it be better if teams also included a Plan B when submitting their turns? It was mentioned earlier, but didn't seem to gain any traction. It wouldn't have to be super specific and contain a list of potential coordinates in descending order. It could be a general "If we can't move to this spot, we would like to move towards Map X." That way shouldn't really add any more work for IcePack to do, and it should also cut out the arbitrary factor that has the potential to inadvertently create a disadvantage.
Also, thank you again IcePack for running an interesting game to put a spin on Risk on this site. I'm sure setting this up and running it takes a lot more effort than most of us would want to do, so I appreciate it.
I think part of the changing the first person by initiative would also bring balance to the other part, as the same clan wont be dealing with it the whole game.
All will get treated the same way by me but it wont be the same clan every turn having to predict who goes where or might not get the moves they were looking for etc.
Someone else suggested the "alternate path" method via PM i think. Essentially this is "possible" but then it opens the door to a lot of other headaches. For example:
I tried to do alternate turns in the CR@W game and it can be a huge pain. Instead of we move to X it was:
We move to X unless A does B then go to Y but only if Z also does C and if they don’t do either just do Q. Or other such very difficult to follow long involved alternate universes that made it difficult for me to manage in a reasonable time. I’m afraid if we do that here I’ll regret it the same way. Or what happens then when the alternate plan gets blocked...it just goes back to the same add time or icepack decides method which again, isn't ideal for me.
I can't get sucked into another CR@W where each turn takes hours to update, the idea here was it was simple enough and fast enough for me to do on my lunch hour while on site break, and still give clans something to do. So thats 30 mins per turn that I can update basically, otherwise I'm giving up time in the evenings which I'm trying to keep for other things during the fall.
t4mcr53s2 wrote:( sorry Djenere but what can i do with a one ?)
ElricTheGreat wrote:sorry guys ... I have not read through all of this .. but I believe the gist of it is that there are times when a team can get blocked because of what might have happened before his turn comes along.
The way I see it is the easiest solution would be to modify the rule regarding not letting 2 teams occupy the same location simultaneously ....
So I would suggest one of these options ...
1 - lift the restriction and allow more than 1 to occupy the same location or pass through to the other side and continue its movement to its final destination.
or
2 - Allow teams pass through an occupied location but NOT end the turn in the same location.
---- using a direct line movement to where the intended destination was to be ... IP will move the team token. If there are not enough steps available to safely move to the final destination ... he will move it as far as possible and the token's final destination will be the farthest number of steps where it can rest in an unoccupied location. At no time will the token be allowed to move MORE than the number of spaces equal to the number rolled. If when travelling in a straight line to the intended destination there is no UNOCCUPIED safe landing space then the token remains in place and the turn ends.
so as an example ... the team rolls a 6 ...
steps 4 and 5 are occupied but 6 (final destination) is open then the token moves to step 6.
case 2: roll again a 6 ... step 5 and 6 are occupied .. the token can only move 4 safely so it does so and completes the rest of their turn on location 4. At no time would the token advance past the max number of spots for example skip 5 and 6 to land on the next vacant spot which is #7.
case 3: roll is 6 ... 4 and 6 are occupied so the farthest safe landing for the token would be the 5 step so that is where it stops.
I hope I am expressing my thought properly ... I realise in Clue that double occupancy is not allowed ... but with this little adjustment we can all continue without making IP make any decisions or wait for rerouting.
There are four direction if none occupied - move as predicted.
There are three directions if one is occupied - move will be "Left" {1,2}, "Right" {3,4}, Turn around and continue the move {5,6}.
There are two directions if two are occupied - move will be "Left/Right" {1,2,3}, Turn around and continue the move {4,5,6}.
There is one direction if three are occupied - Only one direction allowed.
There is none direction if all are occupied - Stay put - you're locked.
t4mcr53s2 wrote:Low and LLT fall will be in feudal ( lower left ) care to join us? i figure you will choose game type as second in
the position is blocked and we cannot pass through
DJENRE wrote:ElricTheGreat wrote:sorry guys ... I have not read through all of this .. but I believe the gist of it is that there are times when a team can get blocked because of what might have happened before his turn comes along.
The way I see it is the easiest solution would be to modify the rule regarding not letting 2 teams occupy the same location simultaneously ....
So I would suggest one of these options ...
1 - lift the restriction and allow more than 1 to occupy the same location or pass through to the other side and continue its movement to its final destination.
or
2 - Allow teams pass through an occupied location but NOT end the turn in the same location.
---- using a direct line movement to where the intended destination was to be ... IP will move the team token. If there are not enough steps available to safely move to the final destination ... he will move it as far as possible and the token's final destination will be the farthest number of steps where it can rest in an unoccupied location. At no time will the token be allowed to move MORE than the number of spaces equal to the number rolled. If when travelling in a straight line to the intended destination there is no UNOCCUPIED safe landing space then the token remains in place and the turn ends.
so as an example ... the team rolls a 6 ...
steps 4 and 5 are occupied but 6 (final destination) is open then the token moves to step 6.
case 2: roll again a 6 ... step 5 and 6 are occupied .. the token can only move 4 safely so it does so and completes the rest of their turn on location 4. At no time would the token advance past the max number of spots for example skip 5 and 6 to land on the next vacant spot which is #7.
case 3: roll is 6 ... 4 and 6 are occupied so the farthest safe landing for the token would be the 5 step so that is where it stops.
I hope I am expressing my thought properly ... I realise in Clue that double occupancy is not allowed ... but with this little adjustment we can all continue without making IP make any decisions or wait for rerouting.
Actually it's in rules, the position is blocked and we cannot pass throught.
But the matter is that in this case, Icepack select HIMSELF where the team should go instead, and that can give more or less possibilities for next round.
ElricTheGreat wrote:I guess you missed the whole point of my post ...
Which is to remove the rule regardingthe position is blocked and we cannot pass through
and replace the movement method to one of my options listedDJENRE wrote:ElricTheGreat wrote:sorry guys ... I have not read through all of this .. but I believe the gist of it is that there are times when a team can get blocked because of what might have happened before his turn comes along.
The way I see it is the easiest solution would be to modify the rule regarding not letting 2 teams occupy the same location simultaneously ....
So I would suggest one of these options ...
1 - lift the restriction and allow more than 1 to occupy the same location or pass through to the other side and continue its movement to its final destination.
or
2 - Allow teams pass through an occupied location but NOT end the turn in the same location.
---- using a direct line movement to where the intended destination was to be ... IP will move the team token. If there are not enough steps available to safely move to the final destination ... he will move it as far as possible and the token's final destination will be the farthest number of steps where it can rest in an unoccupied location. At no time will the token be allowed to move MORE than the number of spaces equal to the number rolled. If when travelling in a straight line to the intended destination there is no UNOCCUPIED safe landing space then the token remains in place and the turn ends.
so as an example ... the team rolls a 6 ...
steps 4 and 5 are occupied but 6 (final destination) is open then the token moves to step 6.
case 2: roll again a 6 ... step 5 and 6 are occupied .. the token can only move 4 safely so it does so and completes the rest of their turn on location 4. At no time would the token advance past the max number of spots for example skip 5 and 6 to land on the next vacant spot which is #7.
case 3: roll is 6 ... 4 and 6 are occupied so the farthest safe landing for the token would be the 5 step so that is where it stops.
I hope I am expressing my thought properly ... I realise in Clue that double occupancy is not allowed ... but with this little adjustment we can all continue without making IP make any decisions or wait for rerouting.
Actually it's in rules, the position is blocked and we cannot pass throught.
But the matter is that in this case, Icepack select HIMSELF where the team should go instead, and that can give more or less possibilities for next round.
IcePack wrote:I sent a PM to two clans that haven't submitted their turns. I assume it has to do with the ongoing discussions etc.
For now, Turn 5 started before the discussions so we will play this per normal. I've given them until Thursday @ 2400 CCT to submit for Turn 5.
I'll send out new info with the Turn 6 rolls, if any.
Thanks,
IcePack
Yes I perfectly see what you said.
But we're not asking for changing the rules, we pointed out a problem which is NOT in any rules.
See the problem and try to apply your new rule, it won't help.
Icepack had two possibilities for us and choose one instead the other.
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