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Spoils rule when time runs out

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Spoils rule when time runs out

Postby hermit II on Fri Oct 04, 2024 1:26 pm

Just played my first 1 minute speed game on Eurasia, started out crazy but fun, I was enjoying learning how to prioritize and do as much as I can in one minute and was doing well...then suddenly stopped getting spoils one turn even after conquering. Then again. And again, another turn I didn't receive my spoils, while my opponent kept receiving them. Finally towards the end, when he was winning, my opponent went ahead and explained to me that I wasn't getting my spoils because I wasn't clicking "end turn," because I was running out of time. Now that's the biggest steaming pile of male cow manure I ever did hear. Why is that how the game is designed, that you don't get your spoil if you run out of time on a turn? If there's no way to change it, it should at least be made more clear somewhere on the rules available to read in each game session, but no, nowhere
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Re: Spoils rule when time runs out

Postby IcePack on Fri Oct 04, 2024 4:12 pm

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Re: Spoils rule when time runs out

Postby plessdistraught on Mon Dec 09, 2024 1:43 am

You miss spoils when you run out of time because the game requires you to click "end turn" to finalize your actions, including earning spoils. This is a design choice to ensure turns are deliberate, but it can feel unfair in speed games. It should absolutely be clearer in the rules or addressed with features like auto-ending turns or better notifications. For now, focus on practicing turn efficiency and consider longer timers while learning.
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Re: Spoils rule when time runs out

Postby detlef on Mon Dec 09, 2024 10:41 am

It's actually quite simple. The game can't read your mind. If you're playing unlimited forts, how does it know that you're done making them? If you're playing adj, chained, or parachute, where you can only make one fort, it does automatically end your turn once you've made the one fort that you're allowed to because there's nothing left that you're allowed to. In the event of no forts setting, it automatically ends your turn once you've said you're done attacking (which is another thing the computer doesn't know you're done with until you say so).

So, in the situation where it knows your turn is over (where you've made the one fort that you're allowed to) it does automatically end your turn. It is only when you may have other things you want to do, it doesn't. And, for obvious reasons, there's no fix for that.

I write this realizing that it doesn't 100% address your issue, but just wanted to explain why the game asks you to end your turn whenever it isn't obvious that you did so.
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