- Mark as unread from here
- Posted: 7 years ago
-
Post #1
OK serious players. Hear me out on this. Im sure Ill get resistance, but not based on merit, but habit. Just because things are a certain way does not mean they should be. It seems like the “default settings” are for having increasing card bonuses. Which lets be honest, takes all the strategy really away from the game that we love.
When you played risk as a child there was a card bonus value that did not increase, at least not in the original versions of the game. When and if this ever became part of the standard board game, I honestly don't know. The bonuses in RISK are based on weighted cards. Now the three colors that we have are just like the artillery, calvary and infantry cards of risk except the colors are not weighted.
3 infantry cards = 4 units.
3 cavalry cards = 6 units.
3 artillery cards = 8 units.
1 of each type = 10 units.
Of course if you own those countries you get two units on those countries as well.
Here's the problem. In RISK, the way it was originally present, ONLY through good strategy and clever use of your troops can you overcome your opponents. With the increasing bonus, all you have to do is nothing, not take or control regions (it is even mentioned in the forum strategy guides to NOT hold territory), just attack little 1 unit countries, and retreat after getting your card. Don't believe me, watch any game where someone takes Australia first, lol. All they do until they get their cards is use the 2 bonus to attack a 1 unit country, and then retreat, and hope that someone takes the country back so they can do it again.
Right around the time the bonus gets to 35 units, (which lets face it, for doing nothing, you deserve 35 units trade in, lol), there are almost no legitimate players who have been using strategy and thought, who can turn back an attack that can come from almost anywhere with 35 plus troops. The result? This has led to just 4 or 5 roving huge masses of armies, who hold nothing, and do nothing, just attack tiny 1 unit countries, and.. wash, rinse, repeat.…
Sure, almost ALL games are over shortly after the 35 unit range is reached (most even before that), and in the games I have played recently, the only factors I have needed to consider, prior to my turn, is who is going before me and how many cards THEY have, who is going after me, and how many cards they have, and how long till I get a full set for trade in. The positions of my troops, lay of the board, are all irrelevant next to the card trade in issue, and that is truly sad.
This bonus situation also leads to other problems as well. Problems that really dont exist without the increasing bonus option in play. For example I never heard a murder-suicide till I got here. When you know that the absolute maximum that you can receive for a trade in bonus is 10 (and maybe you own a couple of the countries, so call it 12 or so), is that you value your troops more, and you actually think strategically. The reason that one might decide to risk it all (which by the way is the name of the game) and go for broke by attacking another player in a winner take all scenario, is usually because the player going next, is set to trade in cards at a trade-in value of possibly 25+ units. If the current player does nothing, the following player is going to wipe him out based solely on the strength of that bonus alone, so why wouldn't he try whatever he could to avoid losing? Ironically, the definition of suicide would actually be met more by sitting still and doing nothing.
The irritating thing about that is, through no fault of your own, you could've played a very good and strategic game, but somebody else decides to plan their entire game around going “card chasing”, and if they get lucky and have a set to trade in (rather than the having 4 cards you cant use, that kills us all), then you really have no chance. Plus, we have all seen (and probably done) exactly that, we see a target that strategically would never have been significant, but they are holding 4 cards! So we throw everything at them following a huge bonus, get lucky, kill them, and now we get to cash in yet again, at an even higher bonus, which essentially means the game is over. All you do then is “add time” and viola, victory for the guy who did nothing.
It is odd that you can add time to a game where the first option one selects is the duration of time allotted for each turn, isn't it? Bet that the Atlanta Falcons wish they could have “added time” to the end of the last Super Bowl, but a quarter is 15 mins, and thats it. When you think about it, remove that and much of the “card chasing” would be at least partially neutralized, but thats another discussion.
The only mildly valid reason I can see for ever having the “increasing bonus” selected, is for those who were heavily effected by the MTV destruction of attention spans, because the increasing bonus essentially ensures that the game ends much sooner than it would if strategy were the focus, and that is fine, but that is not the strategy game I came to know and grow up playing, and if I wanted to play cards, I believe Pogo has an excellent reputation for card games, I would likely head there. However I like RISK, and choose to play that, which I am guessing is why we are all here, isn't it?
Maybe it isn't that big a deal, and if that is the case, I apologize, but if nothing else, the “increasing bonus” should be an option that is not used often and certainly not the default setting.
OK, Im done. Just wanted to spur some conversation about this, and share my thoughts. Im ready for the inevitable wave of hate mail that is sure to follow, I only ask that you remember that I am bringing this up in a friendly manner, and not personally attacking anyone, and I would appreciate the same.
Thanks, Damage
When you played risk as a child there was a card bonus value that did not increase, at least not in the original versions of the game. When and if this ever became part of the standard board game, I honestly don't know. The bonuses in RISK are based on weighted cards. Now the three colors that we have are just like the artillery, calvary and infantry cards of risk except the colors are not weighted.
3 infantry cards = 4 units.
3 cavalry cards = 6 units.
3 artillery cards = 8 units.
1 of each type = 10 units.
Of course if you own those countries you get two units on those countries as well.
Here's the problem. In RISK, the way it was originally present, ONLY through good strategy and clever use of your troops can you overcome your opponents. With the increasing bonus, all you have to do is nothing, not take or control regions (it is even mentioned in the forum strategy guides to NOT hold territory), just attack little 1 unit countries, and retreat after getting your card. Don't believe me, watch any game where someone takes Australia first, lol. All they do until they get their cards is use the 2 bonus to attack a 1 unit country, and then retreat, and hope that someone takes the country back so they can do it again.
Right around the time the bonus gets to 35 units, (which lets face it, for doing nothing, you deserve 35 units trade in, lol), there are almost no legitimate players who have been using strategy and thought, who can turn back an attack that can come from almost anywhere with 35 plus troops. The result? This has led to just 4 or 5 roving huge masses of armies, who hold nothing, and do nothing, just attack tiny 1 unit countries, and.. wash, rinse, repeat.…
Sure, almost ALL games are over shortly after the 35 unit range is reached (most even before that), and in the games I have played recently, the only factors I have needed to consider, prior to my turn, is who is going before me and how many cards THEY have, who is going after me, and how many cards they have, and how long till I get a full set for trade in. The positions of my troops, lay of the board, are all irrelevant next to the card trade in issue, and that is truly sad.
This bonus situation also leads to other problems as well. Problems that really dont exist without the increasing bonus option in play. For example I never heard a murder-suicide till I got here. When you know that the absolute maximum that you can receive for a trade in bonus is 10 (and maybe you own a couple of the countries, so call it 12 or so), is that you value your troops more, and you actually think strategically. The reason that one might decide to risk it all (which by the way is the name of the game) and go for broke by attacking another player in a winner take all scenario, is usually because the player going next, is set to trade in cards at a trade-in value of possibly 25+ units. If the current player does nothing, the following player is going to wipe him out based solely on the strength of that bonus alone, so why wouldn't he try whatever he could to avoid losing? Ironically, the definition of suicide would actually be met more by sitting still and doing nothing.
The irritating thing about that is, through no fault of your own, you could've played a very good and strategic game, but somebody else decides to plan their entire game around going “card chasing”, and if they get lucky and have a set to trade in (rather than the having 4 cards you cant use, that kills us all), then you really have no chance. Plus, we have all seen (and probably done) exactly that, we see a target that strategically would never have been significant, but they are holding 4 cards! So we throw everything at them following a huge bonus, get lucky, kill them, and now we get to cash in yet again, at an even higher bonus, which essentially means the game is over. All you do then is “add time” and viola, victory for the guy who did nothing.
It is odd that you can add time to a game where the first option one selects is the duration of time allotted for each turn, isn't it? Bet that the Atlanta Falcons wish they could have “added time” to the end of the last Super Bowl, but a quarter is 15 mins, and thats it. When you think about it, remove that and much of the “card chasing” would be at least partially neutralized, but thats another discussion.
The only mildly valid reason I can see for ever having the “increasing bonus” selected, is for those who were heavily effected by the MTV destruction of attention spans, because the increasing bonus essentially ensures that the game ends much sooner than it would if strategy were the focus, and that is fine, but that is not the strategy game I came to know and grow up playing, and if I wanted to play cards, I believe Pogo has an excellent reputation for card games, I would likely head there. However I like RISK, and choose to play that, which I am guessing is why we are all here, isn't it?
Maybe it isn't that big a deal, and if that is the case, I apologize, but if nothing else, the “increasing bonus” should be an option that is not used often and certainly not the default setting.
OK, Im done. Just wanted to spur some conversation about this, and share my thoughts. Im ready for the inevitable wave of hate mail that is sure to follow, I only ask that you remember that I am bringing this up in a friendly manner, and not personally attacking anyone, and I would appreciate the same.
Thanks, Damage