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the strategy of missing turns on purpose

Posted:
Sat May 10, 2008 4:01 pm
by azezzo
I've seen players miss turns, some claim lost connections or had to go to the bathroom, etc.
and no doubt this has happened to all of us, shit happens.
But is this also a viable strategy inorder to get additional armies on the following turn, turns?
and if so what is the best way to do this?
just curious if this is just a turn of events or something more.
Re: the strategy of missing turns on purpose

Posted:
Sat May 10, 2008 4:03 pm
by Timminz
azezzo wrote:I've seen players miss turns, some claim lost connections or had to go to the bathroom, etc.
and no doubt this has happened to all of us, shit happens.
But is this also a viable strategy inorder to get additional armies on the following turn, turns?
and if so what is the best way to do this?
just curious if this is just a turn of events or something more.
I can't say it's never happened, but I've never seen someone gain an advantage by missing a turn for bigger turn-in. Anyone who misses a turn on purpose is an idiot, because it does not provide an advantage.
Re: the strategy of missing turns on purpose

Posted:
Sun May 11, 2008 5:27 am
by Thezzaruz
It can be used to gain an advantage, if your opponents don't know what they are doing.
Re: the strategy of missing turns on purpose

Posted:
Sun May 11, 2008 5:46 am
by EatsRainbows
Just put 2 on ignore for skipping turns in a speed game, the outcome was not favorable to them either, lol.
Re: the strategy of missing turns on purpose

Posted:
Sun May 11, 2008 10:49 am
by Timminz
Thezzaruz wrote:It can be used to gain an advantage, if your opponents don't know what they are doing.
True, but a bigger advantage can always be gained by taking your turns.
Re: the strategy of missing turns on purpose

Posted:
Sun May 11, 2008 12:56 pm
by Theguyoverthere
Had this happen to me on age of might and was very depressed. A guy didn't show up for the first two turns so I attack him, then he shows up, deploys his 35+ deferred armies and kills me. However, the guy said he totally forgot about the speed game and such, which is alright, but it kind of was sad to see how someone could win by only playing one turn...
Re: the strategy of missing turns on purpose

Posted:
Sun May 11, 2008 1:03 pm
by Timminz
Theguyoverthere wrote:Had this happen to me on age of might and was very depressed. A guy didn't show up for the first two turns so I attack him, then he shows up, deploys his 35+ deferred armies and kills me. However, the guy said he totally forgot about the speed game and such, which is alright, but it kind of was sad to see how someone could win by only playing one turn...
How could he kill you with his deferred armies, if he only played one turn? You only get to deploy those after you end attacks.
Re: the strategy of missing turns on purpose

Posted:
Sun May 11, 2008 1:06 pm
by nagerous
They changed the system already when they introduced the concept of deferred armies. Before you would get the deferred armies at the beginning of the turn and this gave someone who missed 2 turns often a great advantage, but now they get them at the end of the turn so its much less valuable. If you think someone is using this strategy though just bring their terr's down to below 12 and break all their bonuses and hence they won't have that much of an advantage.
Re: the strategy of missing turns on purpose

Posted:
Mon May 26, 2008 6:03 am
by FabledIntegral
It's a terrible strategy. The ONLY way it is a useful strategy is to convince other players you aer deadbeating, so they ignore you and go for the other player. Then you can come back after they've hit each other and deploy and scrap up the remains. Problem is it's more detrimental than beneficial nearly 85% of the time. Especially in escalating games.
i've never done it, but I've analyzed what positions people get into after doing it on purpose/accident (whichever, doesn't matter if it's done on purpose or accident, they're in teh same situation).
Re: the strategy of missing turns on purpose

Posted:
Mon May 26, 2008 7:19 am
by militant
I think it has happened to me in a game I am currently in, it is 1vs1, Age of Merchants, with fog, the player missed 2 turns then put 28 deffered armies right on my border, this can be a succsefull tactic, because I thought he was going to deadbeat. It is really quite frustrating, the said player will be put on my ignore list and will probably receive a neutral, because I dont like giving negs.

Re: the strategy of missing turns on purpose

Posted:
Tue May 27, 2008 3:37 pm
by Siedshow99
I have never intentionally missed a turn. I think it is incredibly unethical to do so in order to gain an advantage. That said, I have UNintentionally missed turns on a few occasions (with apologies to my opponents), and can only think of one instance in which it did not cost me the game.
Missing turns intentionally or unintentionally ruins the gameplay experience for the other players, and although it happens to all of us now and then, I don't think I would ever advocate missing turns to gain a strategic advantage.
Re: the strategy of missing turns on purpose

Posted:
Tue May 27, 2008 10:32 pm
by Timminz
Siedshow99 wrote:I have never intentionally missed a turn. I think it is incredibly unethical to do so in order to gain an advantage. That said, I have UNintentionally missed turns on a few occasions (with apologies to my opponents), and can only think of one instance in which it did not cost me the game.
Missing turns intentionally or unintentionally ruins the gameplay experience for the other players, and although it happens to all of us now and then, I don't think I would ever advocate missing turns to gain a strategic advantage.
Especially if someone is doing it to gain a higher cash value in an escalating game. Every time I can remember seeing someone miss a turn (intentionally, or not) with 5 cards, they don't get another turn. As with most strategies, I can't say it will never work (I've seen a lot of "crazy" strategies win), but I can say that it will not work nearly often enough to be worth trying, EVER.
Re: the strategy of missing turns on purpose

Posted:
Wed May 28, 2008 11:01 am
by trapyoung
more often than not when ive seen ppl skip turns where thered be a mandatory cash b/c of 5 cards it's just opened themselves up as the #1 target for everyone else to take their cards.
that being said, i have seen other no cards games where deferred armies, especially in teams, can really change the direction a game is going - so a bonus that would have been almost undefended at its weakest point can now receive 9 armies (6 deffered) b/c joe schmoe decides to show up again before getting kicked.
i think cc should revise the rules on deadbeating again. no deferred armies, you miss 1 turn better luck next time, just because things happen doesn't mean missing 3 armies will kill you but losing 1 fortification isn't really penalty enough. also, if you're in a team game and your partner completely deadbeats & is kicked the points that would have been won (provided you win) should be distributed to those remaining on the team who were not kicked & actually participated. i have seen at least 3 games where myself or another team has had a member deadbeat & that team still win yet the deadbeat still gets points. toss the rule giving all those territories to a teammate & just give them his points.
Re: the strategy of missing turns on purpose

Posted:
Sun Jun 01, 2008 5:25 pm
by Beatfactor
I played someone on Age of Realm. He took one go and that was it. I had to wait for three days for the game to end and it was only a two player job. Mind you, because the guy missed three turns, he was kicked and i won but thats not the way to play. If you miss a turn, bad luck but you shouldn't be able to get armies for the turn you miss. You may benefit from it, you may not, never the less, if you want to play the game, play the game. If you miss a go, tough luck. So i say, review the rules. No deferred armies and stop using the miss a go as a strategy.

There, said my piece, oh shit i missed a go. HAHA! not really

Re: the strategy of missing turns on purpose

Posted:
Tue Jun 03, 2008 6:35 am
by nagerous
It's most annoying in escalating games, I took my 5th card in one game, expecting to get a decent turn over. However, because 2 people decided to miss turns (one having taken turns in other games) I was reduced to getting a bonus of 4 instead of 8, screwing my game up later.... I was tempted to miss my own turn, but thought screw it I won't stoop low.
Re: the strategy of missing turns on purpose

Posted:
Tue Jun 03, 2008 6:39 am
by Joodoo
Missing turns on purpose is annoying, but is usually quite useful.
Is anyone interested in starting a thread with ALL of the strategies posted in this sub-forum so far? With a better organized thread, I think it would be much easier for ppl to look up strategies for just about any type of game.
Re: the strategy of missing turns on purpose

Posted:
Tue Jun 03, 2008 6:47 am
by nagerous
Thats a cool idea, could be broken up into sub-sections like maps: feudal wars, arms race etc. strategy, card types: escalating for beginners, no cards games, freestyle/seq/assassin games.
I would offer but I'm lazy and don't have enough time to organise such a thing but if someone made one it would be awesome and could be stickied.
Re: the strategy of missing turns on purpose

Posted:
Tue Jun 03, 2008 9:46 am
by Joodoo
I might be interested in making one in late June.
Re: the strategy of missing turns on purpose

Posted:
Tue Jun 03, 2008 10:02 am
by detlef
There is an advantage to missing a turn that nobody ever mentions. That is, avoiding taking your shot at keeping a player in check.
If, at some point, a particular player has taken a large enough bonus that the board needs to keep them in check, being the next guy to play can be a rather unenviable position to be in. Provided you have the chance to hit them, you're faced with a tough dilemma. If you do and have to expend a decent amount of armies to do so, everyone else sort of gets a free pass for the turn and can just build. If you don't, then perhaps everyone else will take your cue and the strong player will be able to cash in his large bonus and be even harder to break the next turn when, again, that same player is faced with a worse version of the same problem.
However, if that player misses his turn, then the burden falls on another player but this time, the first player didn't (seemingly) not attack the strong player on purpose.
There's a better than average chance that this will work out well for that player. Provided his borders are decent, other players are much more likely to hit the strong player rather than him. The strong player is more likely to take back his bonus area rather than hit him. So, the player who misses his turn is only out a card. However, unless it's escalating, that card will be worth, at most 3.33 armies (maybe 5.33 if it's part of a mixed set and the player owns the spot). Unless there's an easy country to take, you could spend at least that many armies earning that card.
Re: the strategy of missing turns on purpose

Posted:
Sun Jun 08, 2008 6:59 pm
by Beatfactor
I know this game site has nothing to do with RISK or HASBRO but surely CC is played the same way in which case it should have the same rules setting. You don't get deffered armies in the board game, why should CC be different. When players get the benefit of missing goes, they think yeah! lets have it but i bet there is a lagrge more portion that would like to see it go. This should be reviewed and taken out. And i bet atleast 90% of the players on here would agree with me

Re: the strategy of missing turns on purpose

Posted:
Sun Jun 08, 2008 10:23 pm
by trapyoung
the board game doesnt provide time constraints either which present the potential for missing turns. also the board game allows the quite successful strategy of throwing a temper tantrum & hitting the board knocking pieces off & ruining the game for everyone.. i hear cc's in the works on incorporating this soon though
Re: the strategy of missing turns on purpose

Posted:
Mon Jun 09, 2008 3:14 am
by kletka
Timminz wrote: Anyone who misses a turn on purpose is an idiot, because it does not provide an advantage.
Wrong

Here are a few hypothetical situations where missing a turn gains an advantage:
1) In a normal speed freestyle game, one has a continent and has to make the turn last. It is certainly better to miss your turn and break the next round.
2) In a speed freestyle 8=player game, everyone is on 5 cards for the first time. A player with a good connection and a clickable map will cash with at most 8 seconds to go. If you need more time then that, it is slightly better to miss the turn all together...
3) In a 3-player game, you are losing a ground. Missing two turns will create an impression of deadbeating and will force the other two players to attack each other, thus giving you a chance.
Re: the strategy of missing turns on purpose

Posted:
Mon Jun 09, 2008 7:31 am
by Joodoo
I totally agree with kletka, skipping turns can be used to turn the tide...
I have marked the official date to develop one thread to include ALL of the strategies posted in this sub-forum. The date is June 13th. Date of completion will be very dependent on how busy I am during the summer.
Re: the strategy of missing turns on purpose

Posted:
Tue Jun 10, 2008 7:23 am
by Beatfactor
I'm standing my ground. There should be a rule against using miss a turn as a strategy move.
It's an easy move for ppl who can't deal with the situation. If you're in a difficult position, you should talk to your team mates or if you're on your own, fortify. It's all skill. Miss a turn isn't.
If i miss a turn, i would expect the same treatment, no matter if it was my fault or not

Re: the strategy of missing turns on purpose

Posted:
Tue Jun 10, 2008 2:21 pm
by kj11aw
i'd say there's some strategy to it.....take for example this dubs game i'm playing....player 2 on team 1 is holding central america, usa, and most of canada, player 1 on team 1 has SA. player 2 gets kicked for missing too many turns, and all of a sudden player 1 gets all of player 2's armies. never seen this before. basically bullshit if you ask me, but its workin out really well for team 1