Page 1 of 1

Missing turns

PostPosted: Tue Jul 04, 2006 1:00 am
by Molacole
I just don't understand this rule one bit...

I'm sure this has been discussed, but I'm new to this website so here it goes. I can't seem to figure out how giving multiple armies for 2 turns is logical. That seems like a huge reward for someone who doesn't want to attack on their first turn. I'm looking at a game I'm in where someone who was no threat and had horrible placements is now looking more and more like a threat. In free for all games it's almost better to miss your first turn if you're uncertain where exactly you want to conquer. When it comes time to conquer your forces will be twice as strong as they should be all for skipping a turn and making everyone wait. Plus you have more of a chance at cashing in your cards for more troops because you're odds of being forced to cash in are lowered drastically...


If you secured a 2 army bonus territory with a worthy number of troops you could watch the game and check for threats. If no threatening forces move your ay you could easily gain a huge unfair advantage of 10 troops. Even worse if the person gets lucky and happens to take over another color they could end up with so many extra troops.

I understand that not everyone can play this game 24\7 and I'm not disputing that. I just think you shouldn't be rewarded for missing a turn. Especially in triples this could prove to be devistating if your teamates have your borders covered.

I notice this seems to be a favored strategy in every game I play. Someone always misses a turn, goes on a run and then revamps the whole game.

Does anyone have a reasonable explination of this rule because it just seems like a cheap way to get a stronger start than others.

PostPosted: Tue Jul 04, 2006 1:37 am
by alster
I can only guess, but I assume that the rule is there due to the fact that people aren't here 24/7. Especially in non-sequential games it can be easy to miss a turn. If a round ends in the middle of the night, you get caught up in something the next day and can't play, the round passes you by. Sometimes a game takes longer than expected and even if you thought you would have time to play it - poof. One day can easily go down the drain. Without the doubled/tripled armies, the guy who have a real life situation are instead put in a severe disadvantage. But what do I know? As long as you're aware of it, you can take precautions.

Besides, skipping a turn when you hold a territory isn't a smart thing to do. It's usually not impossible to break into a territory (if it is, the game is probably over anyway). If you don't move for a turn you risk loosing your bonus since your opponents get a second shoot to break into it.

PostPosted: Tue Jul 04, 2006 3:07 am
by zip_disk
Read the old threads...

If you choose to leave someone with a continent for that long, isn't that your own fault?

In your example, whether he deployed and then did nothing or missed a turn would result in the same thing. If his armies are strong enough that you couldn't break his continent than you have nothing to complain about.

PostPosted: Tue Jul 04, 2006 4:07 am
by lord vetinari
I am also new around here so please forgive me if the things i write are stupid but i think that the disadvantages of a missing turn at least match the advantages:
1. Let's say you miss a turn having 12 territories. In a normal case, you are loosing 1 of them or more in your enemies turn.
You then have 11 terrs and get 2*3=6 armys instead of 4+3=7 armys.
2. You don't get a card for a missing turn. If your opponent outnumbers you having more cards, it can mean severe problems.
3. A turn means activity. It's the possibility to give the other players a bad position- in a tactical, stratigical and psychological way. I don't think one is rewarded if he gets 2 armys or so more but looses these possibilitys.
4. Of course it seems to be interesting to skip a turn at the very beginning of the match so one has the opportunity to see what the others have in mind and react in an adaquat way.
But the problem is: If the other players are good, they will be able to give you biiiig problems just by fortifying their positions and fulfill their aims.
Example: In SA are all 4 players as are in Australia. If you miss a turn and think: "Let's see which continent is easier to grasp.", it can (and will) happen that SA is taken by blue and AU is taken by green. So you as yellow one are out of game with your other terrs blowing all over the map.