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Something I discovered exclusive to Conquer Club

Postby Theguyoverthere on Wed Apr 02, 2008 12:05 am

Alright, so here was the deal. I had 4 cards with a set, and it was my turn. Blue had 2 armies left and had 3 cards. I knew that if I turned in, I'd only have 1 card, and if I got green's 3, then I'd have 4, which isn't enough to turn in mid turn. So, I did not turn in. I took out blue, got his cards and then had a total of 7 cards. I played one set, then had 4 cards, and was lucky enough to be able to play another! In the real Risk, if I recall correctly you cannot do this. You simply turn in until you have fewer than 5 cards.

I knew about Conquer Club's unique way of handling turn ins, so I decided not to turn in at the beginning a turn in order to turn in twice in a row :) Pretty clever, eh?
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Re: Something I discovered exclusive to Conquer Club

Postby Joodoo on Wed Apr 02, 2008 12:08 am

yes, very clever
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Re: Something I discovered exclusive to Conquer Club

Postby greenoaks on Wed Apr 02, 2008 1:04 am

that does not make it exclusive.
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Re: Something I discovered exclusive to Conquer Club

Postby wcaclimbing on Wed Apr 02, 2008 1:17 am

nice move, but I prefer to turn in at the beginning if I know it will force a turn-in later.
That way If i get diceraped I will still be able to make the kill because the set gave me enough. then second set is reinforcements to move onto kill #2.
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Re: Something I discovered exclusive to Conquer Club

Postby Joodoo on Wed Apr 02, 2008 6:59 am

wcaclimbing wrote:nice move, but I prefer to turn in at the beginning if I know it will force a turn-in later.
That way If i get diceraped I will still be able to make the kill because the set gave me enough. then second set is reinforcements to move onto kill #2.


it could still depend on probability...
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Re: Something I discovered exclusive to Conquer Club

Postby detlef on Wed Apr 02, 2008 7:42 am

wcaclimbing wrote:nice move, but I prefer to turn in at the beginning if I know it will force a turn-in later.
That way If i get diceraped I will still be able to make the kill because the set gave me enough. then second set is reinforcements to move onto kill #2.

But had he turned in to start the turn, he wouldn't have been able to turn in when he eliminated the player.

Now, I certainly agree with you if there's either enough cards to get a second turn-in or not enough regardless of how you play it (which often means it's not worth doing but that's another story entirely).

However, unless I feel confident that I'll have enough armies that I won't myself be a target for elimination after taking the player out (considering that I'll be sitting there with 5 tasty looking cards (including the one I got at the end of the turn)), then you pretty much need to hold off and hope for two sets upon taking the player out.
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