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New card options: 5/19/2014 13:01:13

{rp} Kvich 
Level 52
Not sure if some or all of these things have been suggested before, but did a few searches, and nothing similar came up.

These changes are mostly inspired by roleplaying and diplomacy games, but could possible find uses in normal games as well.

Two new ways of getting cards:

1st: Peaceful way of getting card(s):
You get from this card pool, either if you attack but fail to take a territory, or if you don't attack at all

2nd: Forced cards:
You will get cards from this pool no matter what.

Also possible allow them to have different chances and drop rate in each type of card pool.
For instance, each player will get 1 piece of reinforcement card every turn from the "forced card pool" and have a 50% chance to get another piece if they attack and capture a territory.
Though if they don't attack at all (or fail to capture a territory), they would get a piece of a spy card.
New card options: 5/19/2014 13:02:29

Level 56
whats the difference between the first and second option?
New card options: 5/19/2014 13:07:25

Level 56
Suggestions and ideas go to:

So what your suggesting is that if you take all the territories that you attack then you don't get a card, otherwise you do. Or with the second option you always get a card.

I don't see any benefit.
New card options: 5/19/2014 13:30:28

[LN] Lion
Level 57
Pulsey, the difference between the two is that in the first one: you must still attack
While in the second one: you don't have to attack.
Not too much of a difference but yeah....

And Green, I believe that he means that these should be ways of getting cards in addition to the current setting so you'd get cards regardless of whether you attack or not.
New card options: 5/19/2014 13:44:06

Level 56
"...or if you don't attack at all"

No, the only way you can't get a card with the first one is if all your attacks succeed.

Ohh, I see.
New card options: 5/19/2014 14:08:55

{rp} Kvich 
Level 52
Let me try and post a much better example than my first one.

Players attacking and succeeding in taking a territory, would get either a piece of a reinforcement or blockade card 50/50 (normal available options)

Players attacking and NOT succeeding in taking ANY territories, or players not attacking at all would get from the peaceful card selections, in this case a piece of a spy card. (The peaceful card pool)

Also all players will get a piece of a reinforcement card every turn. (The forced card pool)

So Adam, Bob, Chris and Danny starts a game with these settings.

Adam attacks a territory and capture it, and gets a piece of a blockade card, along with a piece of reinforcement card from the "forced card pool"

Bob also attack, but fail taking any territories, he gets a piece of spy card from the "peaceful card pool" and also a reinforcement card from the "forced card pool"

Chris on the other hand, wants a spy card, and decides to not attack at all, he gets his piece of a spy and reinforcement card.

Danny attacks as well, capture a territory, and gets 2 pieces of a reinforcement card.
1 piece from capturing a territory, and 1 piece from the forced card pool.
New card options: 5/19/2014 15:55:56

An abandoned account
Level 56
How about a system where we get a card every time we get eliminated?
New card options: 5/19/2014 21:06:40

Level 56
Ok, I see. I quite like the idea of different card pools, so if you need an aggressive card you need to attack the enemy etc. and I see where you're coming from.

Post it on Uservoice and I'll vote on it if I have an votes left.

Edit: I'm not sure how it'd be implemented though, it's quite complex.

Edited 5/19/2014 21:07:42
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