In the board game Risk....
2 player games can have what is known as an "active neutral" type of game. That format is nice because you can *definitely win on strategy alone, regardless of dice deviation.
So the suggestion here is to: Bring in the 2 player + 4 "active neutral armies" game, same as Risk board game rules (retaining Conquer Club dice and spoils rules).
Most of you are probably already familiar with the board game and it's rules for 2 player Risk. It's a lot of words to explain. But the suggestion could be more attractive with a better description.
2 player with "active neutrals" same as Risk board game
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- VegetasPhone
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- VegetasPhone
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- Joined: Fri Jun 28, 2024 4:35 am
- VegetasPhone
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kibik31958
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Re: 2 player with "active neutrals" same as Risk board game
Yeah this actually sounds like a solid idea. The “active neutrals” make 2-player matches more strategic and less RNG-dependent-just like in Risk
Re: 2 player with "active neutrals" same as Risk board game
I doubt the site would want to invest in the programming for the full implementation of this as shown in the video, though it would make for an easier to program and beneficial game mode to have a basic form of this without bribes and where the neutrals started out with one or two neutral armies per territory with a handful (maybe 5 or so, possibly more for larger maps) of neutral armies that could be assigned by each player to aid in defense or prevention of achieving bonus regions by the opponent.
Re: 2 player with "active neutrals" same as Risk board game
Or an even better idea would be to keep starting neutrals to a bare minimum minimum (a lot of neutrals can lead to quite uneven games when one person has a clear path to one or more regional bonuses that the other player cannot easily break due to neutrals in the way) and let each player choose maybe 1-3 of the other player's territories (less on smaller maps, more on big maps) to turn neutral before the game starts.