Game #18469082: 4 Players,
Doubles,
Flat Rate,
Sequential,
Chained
Clans Tournament:
2018 [Jul] [CC8] S&M vs TOFU Label: S&M Round 4 Home Games Set 2
Help
Play States
Play By Clickable Map
Deploy: Click on territory to deploy, choose number to deploy and click again to make deployment
Assault: Click on a territory to Assault from, then on a territory to Assault (right click to Auto Assault)
Advance: Click on conquered territory to choose to advance, choose number to advance, then click again to advance. Click on conquering territory to advance zero.
Reinforce: Click on a territory to Reinforce from, then on a territory to Reinforce to. Click again to confirm.
Play By Keyboard and Mouse
N Key: Skip to next game, Jump to next game
B Key: Begin Turn
E Key: End Deployment, End Assaults, End Reinforcement
L Key: Later (decline to play spoils)
W,S Keys: Increase/decrease troop quantity (slow)
Q,A Keys: Increase/decrease troop quantity (fast)
Mouse Wheel: Change troop quantity by scrolling over the selected region.
CTRL Key + Click: You can always use CTRL-click instead of the right mouse button.
Middle Click: To advance to next stage (Begin Turn, End Assaults, etc.) click the middle mouse button anywhere on the map.
- Players
- 4
- Game Type
- Doubles
- Slots Per Player
- 1
- Initial Troops
- Automatic
- Play Order
- Sequential
- Spoils
- Flat Rate
- Reinforcements
- Chained
- Fog of War
- No
- Trench Warfare
- No
- Round Limit
- None
- Round Length
- 24 Hours
4 |
|
Doubles |
In a Doubles games, pairs of two players team up against other teams. The last team alive wins. |
Automatic |
Regions are randomly distributed at the start of the game and each region starts with three troops. |
Sequential |
A player is selected at random to go first and then subsequent players follow in turn. During a team game the play order alternates between the teams. |
Flat Rate |
At the end of your turn if you have conquered at least one region you get 'spoils.' Once you have three of the same color (or three different) these can be traded in at the start of your turn for bonus troops. A set of three reds is worth four bonus troops. Three greens is worth six and three blues is worth 8. A set of three different colors is worth ten bonus troops. If you own any of the regions that you trade-in you get two bonus troops on those regions. |
Chained |
At the end of your turn you can reinforce once from one region to another (they must be connected by regions that you own). |
No |
Fog of War masks enemy positions that are not adjacent to your forces (or your team's forces). It also masks region and zone names in the log |
No |
You can only assault from regions held since the start of your turn. If you conquer a region during your turn you cannot assault from it until your next turn. |
None |
|
24 Hours |
Each player has up to 24 hours to complete a turn. You will get an email notification when it is your turn to play. |
Regular
|
Regular leaderboard scoring is in place for this game |
| Eurasia: | 131 Territories, 32 Continents, 2 Start Positions, Min Reinforcements: 3 | |
Toggles change the setting temporarily, other settings are saved on a per map basis. For site-wide settings see our
Game Settings page.
2018-08-25 02:21:52 - Game has been initialized
2018-09-21 17:45:08 - davekettering eliminated rockfist from the game
2018-09-22 16:55:03 - davekettering eliminated loutil from the game
2018-09-22 16:55:03 - random21, davekettering won the game
2018-09-22 16:55:03 - rockfist lost 15 points
2018-09-22 16:55:03 - loutil lost 15 points
2018-09-22 16:55:03 - random21 gained 15 points
2018-09-22 16:55:03 - davekettering gained 15 points
2018-09-22 02:17:56 - rockfist: I understand. I personally never pick sunny, but everyone has their likes and dislikes
2018-09-22 02:23:24 - rockfist: I used to play some of my favorite maps on flat rate, but I found I did better on no spoils although I was still doing well enough on flat rate
2018-09-22 02:24:29 - rockfist: If I would actually play my favorite maps it would be a treat these days.
2018-09-22 03:48:14 - loutil: sorry, I reject your premise. We can agree to disagree. This game was lost in the late, middle rounds. PERIOD.
2018-09-22 03:51:11 - loutil: By round 11, this game strongly favored us. Then starting in round 14 the dice turned massively in your favor.
2018-09-22 03:51:38 - loutil: had the dice not shifted, all your "european strategy" would have amounted to a hill of nothing.
2018-09-22 03:52:23 - loutil: in round 14 you dropped 17 and cleared 11 terts. I then dropped 16 and cleared 4.
2018-09-22 03:53:18 - loutil: In round 15 I had another very poor roll.
2018-09-22 03:55:16 - loutil: after my poor roll in round 15, you followed with a set and cleared 13 terts.
2018-09-22 03:57:29 - loutil: Dave followed that with another mixed set and cleared another 10 terts
2018-09-22 03:58:28 - loutil: nothing before that or after that mattered at that point. Dice and sets took the game from us, not strategy.
2018-09-22 03:59:02 - loutil: If I do not go 5-13 and then fail on a 66% on my next turn, I believe we win the game.
2018-09-22 03:59:12 - loutil: 2018-09-14 21:49:33 - rockfist [team]: I don’t even want to speak about the dice or cards in this game. It’s just shit. Every time we have it all but 2018-09-14 21:49:58 - rockfist [team]: won CC keeps them in it.
2018-09-22 04:02:17 - loutil: to be clear...we would have won the game on dice.
2018-09-22 10:51:16 - rockfist: Lol thanks for bringing me into it...
2018-09-22 15:08:14 - random21: no worries. This conversation could go on forever. What I don't understand is how you can make 0 comments about the game outside of sets and dice. Every statement you make is this: round x dice result y set z vs round b dice result a set c. Say SOMETHING
2018-09-22 15:08:22 - random21: about the game other than dice and sets.
2018-09-22 15:09:11 - random21: I will fully acknowledge that in any risk game with sets those sets matter. I will further acknowledge that dice in all risk games matter.
2018-09-22 15:09:23 - random21: The timing matters yes.
2018-09-22 15:10:01 - random21: In games where the dice and or sets are so devastating for a team, I refuse to acknowledge it is in a game that goes 24 rounds purely.
2018-09-22 15:10:50 - random21: Even if you try to argue it went 10 rounds of dice our way, then 6 rounds of dice your way, then 2 rounds of XYZ that decided the game.
2018-09-22 15:11:54 - random21: Surely there is more to talk about in a game than one particular round? If the dice is one way for a set number of rounds, and another way for x number of rounds, and that at round 16 we are perfecty balanced at 82 troops for each team...
2018-09-22 15:12:24 - random21: Doesn't that just suggest the dice were kinda give and take and more balanced than you are suggesting?
2018-09-22 15:12:55 - random21: Now just like you, I can claim any number of rounds where if we had 20 % better dice than we had, the game would be over. I mean you understand both sides can make that claim?
2018-09-22 15:14:09 - random21: The other things that you could discuss... are where you decided to pick fights. Other components to strategy that work in conjunction with the sets you get.
2018-09-22 15:14:33 - random21: Because I know we worked on europe for the whole game, so that when we got a mixed set we could deal a death blow you couldn't recover from.
2018-09-22 15:14:57 - random21: Now you can disregard all strategy and just say you had 2 rounds of bad dice that sealed the game... but I mean come on.
2018-09-22 15:15:19 - random21: You couldn't have edited anything in the whole game to result in maybe a different result?
2018-09-22 15:16:15 - random21: What if for instance you had down this: on your first turn instead of taking Arabia that was given to you on drop, just deploy 3 troops in arabia take the singles and deploy all around arabia to clear out our surrounding territories.
2018-09-22 15:16:42 - random21: DON'T go for the bonus right off the bat. clear the territories we would use to break, then when we are cleared in all directions three territories take the bonus.
2018-09-22 15:17:12 - random21: On the drop China was more or less well defended on all sides, but through sichuan you had decent shots to break if we went for it.
2018-09-22 15:18:04 - random21: On turns where you get trade ins, don't attack taking bonuses all in europe. You invest a full set to take bonuses that only require us breaking 2-3 territories. Instead, target a player clear them from a region of the map.
2018-09-22 15:18:44 - random21: Here's a simple one... never take west china on eurasia until you have already won the game.
2018-09-22 15:19:39 - random21: Instead focus on dropping a player below 24 territories, or below 20 territories. Look through the whole game, what was the lowest number of territories a player in team 1 ever had? At quick glance i saw myself 1 time get 25 territories.
2018-09-22 15:20:06 - random21: How many times did a player in team 2 receive troops for territories less then 24?
2018-09-22 15:21:06 - random21: What is the difference in using a trade in to 1) take 3 bonuses, targeting both players in opposing teams i.e. say 8 territories where they both stay above 25-28 territories, vs 2) using a set to ignore bonuses and getting a player to below 24 territories
2018-09-22 15:22:40 - random21: Now what you can do that is triply powerful, is that if a player side is going for bonuses, and leaves a bunch of one's. Target JUST that player, take all his territories in an area... and also take the bonuses. Now you've crippled the player. And taken
2018-09-22 15:22:43 - random21: bonuses that need clearing.
2018-09-22 15:25:04 - random21: Lou in round 12, you deployed 12 troops, and took 3 of me, and 2 of dave. Resulting in bonuses in europe. What if you had deployed to take 6 of my territories?
2018-09-22 15:25:42 - random21: You'd have had no bonuses maybe.. but then I'd be deploying 5 troops.
2018-09-22 15:27:06 - random21: In the end we agree to disagree. I understand I think what you are trying to say... all the game was more or less close but then at the end 1 thing happened and it all blew up.
2018-09-22 15:28:32 - random21: The round of bad dice, our quick set, your lack of set in response. But to me, it's just too simplistic. Because other stuff WAS happening. If you really think you can shrug off europe and only having yellow in europe as being... you could handle that.
2018-09-22 15:28:42 - random21: Play more eurasias.
2018-09-22 15:29:41 - random21: Getting kicked out of a region of the map... is map advantage. That's one team member fighting against both opposing players. On top of that, when a player is consistently targeted down to below 24 as blue was... I don't see that same targeting down forus
2018-09-22 15:30:10 - random21: We BOTH had leads. So why did our team never get targeted below 24 territories? Below 20 territories??
2018-09-22 15:31:20 - random21: Because that point is just as relevant as sets and dice. Having a team member cut down to 4-5 deploy. It hurts. You can win boat loads of games in eurasia getting other team down in territories first and keeping them down.
2018-09-22 15:31:51 - random21: In case you hadn't noticed... we kinda went after blue hard. Not only in europe, but in territories. So don't tell me it was one factor that decided the whole game and nothing else mattered.
2018-09-22 15:32:58 - random21: That's BS. And you should both know it's BS. I will concede that those rounds did finish it. The game ended there when we had those things happen. But don't act like if the game continued with average dice, your team would have been ok.
2018-09-22 15:33:59 - random21: Blue was hit down. Blue was gone for europe. We make a few bonus grabs after a set is played and you are on 1-2 cards each. Neither of you can respond out of position and its over just the same.
2018-09-22 15:34:49 - random21: Like I said earlier, the conversation will go no where. I guess we just have altering views.