#Inconsistent card bonus negates any strategy.

1 messages · Page 1 of 1 (latest)

limber kiln
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This is one aspect of this game that keeps me from spending money on it. For a week straight I'm averaging 5 cards before I can get the first 4-6 bonus. I am smoked by others getting 10 unit bonus on their first 3 cards. Doesn't take much strategy with odds like that to get knocked out quick. Plus you are ripe for the picking sitting there with 5 cards on a crowded map.

brittle kayak
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Problem: Fixed Cards
Solution: Progressive Cards

limber kiln
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the solution should be equal card bonus for each player, each turn the bonus is 4, 6, 8 or 10 but the same for every every player, its just as easy to code that as it is random

brittle kayak
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Fixed is the "original flavour" for cards that's "most commonly known" - Progressive is the original card style for Hasbro version initially (so they're both using "classic" card styles rather than any custom stuff just now)

limber kiln
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im aware of the difference, thanks

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I just played a game where 5 bonues in a row i got 4, 4 bonus and one 8 bonus, wtf, the other players got 10s, thats 30 troop difference

brittle kayak
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I play progressive to eliminate;

  • most of the luck factor with cards
  • slow games because people play too passively

If you want to suggest a new card mode can use /risk_idea command in any channel (you can use 1/24h) - I wasn't saying that it's bad, I was saying that currently your best bet is trying different card type if that's your pain point just now (and is an immediate option, vs a potential feature request that even if going well would take longer)

young knot
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The game is the game. Dice luck, spawn luck, luck of turn order, and luck of quality of opponent in the game are a regular part of the game.

And of course CARD LUCK is also involved and if your strategy is not taking into account that factor then it is not a strategy for RISK. Make adjustments in your game play so that you are ready to take advantage of lucky cards but are also in the best position to survive your opponents lucky cards.

This will not always work. Sometimes you will die to no trade on four or five. This is true in fixed cards and progressive cards. Sometimes you will die to opponents with back to back 10 trades in fixed, sometimes you will die when one noob and then another ruin their own game by smashing into you. The strategy you should work on is to minimize the impact of those factors and maximize your chances to win.

You will lose games. The game is RISK. If you want to play a different game then find or design one. But don’t use a few games of bad luck to conclude that your strategy is already perfect and the game is broken. The only thing we have control of is how we improve our own game play to factor in the many complications of RISK including all the luck factors.

(All that said the addition of a flat card mode, where all trades are the same value would be an interesting new variant of RISK)

Best of luck!

knotty jungle
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Yeah it's really just part of the game, everything has some luck involved, and this is just one way it is. There are strategies to reduce the amount of luck in your game but you can't change everything

limber kiln
# young knot The game is the game. Dice luck, spawn luck, luck of turn order, and luck of qua...

I like the challenge and all the variables and even your explanation, however stop capitalizing the word RISK so much, it makes my eye twinge 😉

It would be interesting and it would just make sense. Its silly to have to just get ganged up on where all but 2 players get bonus every 3 cards while the others have to wait for 5 multiple times and get only 4 bonus. A terrible player can win with very little strategy based on this fact.

half egret
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In progressive it's probably more influential because not getting a trade on 4 or 3 can be bad

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Because kills are for cards not just to remove players

limber kiln
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In fixed, and no alliances you A) Have to attack someone to get a card. B) Diplomacy is based on how many troops the guy next to you has

Being the 6th player, getting a 4 bonus after 5 cards 1 time is pretty much a death sentence always

Progressive is fine as is, its more about timing as most games are ended around the time it takes to secure 2 to three sections.

knotty jungle
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Alternatively, ensure you maintain an exterior position to secure cards

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And that's part of the point of prog, using the sets to grow quickly and overwhelm the board by chaining kills

brittle kayak
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Funnily enough, RISK has always been capitalised throughout the app etc (and faqs / news etc) - though no-one seems to know why rooThink

young knot
lofty quail
# limber kiln In fixed, and no alliances you A) Have to attack someone to get a card. B) Diplo...

I think it largely depends on the settings you’re playing.

In fixed, I avoid fog, because often times people are less inclined to take a big risk and barrel everything into you with the 10 set on 3, because the rest of the board see’s it happen and can punish them if they left themselves vulnerable.

The map also makes a difference.

In general, if I’m playing fixed, I’m also playing complimentary settings that lend themselves to a more balanced board and diplomatic/psychological playstyle, rather than crazy fog/blizzards/snowbally maps.

TLDR; its more than just card luck that might be contributing to your early game woes.