game options
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killrick wrote:
has anyone ever played castle risk?? its on the flip side of some risk boards.the game play goes a wee different where ya recieve your re-enforcements at the end of your turn. this makes for more agressive game play and way more killing.sounds like fun rite??
i would like some feedback on this to see if it is even possible to create this as an option
Thorpe wrote:
I forgot about that option!

Fun Time With It!
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next
1771 wrote:
There is also admiral cards and reinforcement cards along with territory cards

I have played many times. my first Risk board was the one with castle risk on back....was awesome. When the Risk pieces themselves was roman numerals :)
Thorpe wrote:
Mine was wood pieces!
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next
1771 wrote:
My friends and I used to sit around and play that as well. Very fun game. Good partner game.
Matty wrote:
I still dont know exactly what it is like - is it only that the attack fase is after the reinforcement phase?
Or are there more things to it.
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
Thorpe wrote:
Right after the attack faze is over you get reinforcement and not at the beginning of your turn...then you are done with your turn...then you do not get reinforcements at the beginning of your turn. If you have a region at the end of your turn you get to have the bonus even if somebody takes it away from you on their turn..cause you got the bonus at the end of your turn..call it the spoils of war.
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next
The_Bishop wrote:
It looks interesting to me. I can't understand why it is called "castle".

We just have to put this option:
- Reinforcement phase at: START/END.

[I had also in mind a new gametype called "castles" or "strongholds". Btw I don't make any proposal bcoz the programmer team (2 person I guess) delays some months to make very little changes.]
«God doesn't play dice with the World» ~ Albert Einstein
Matty wrote:
Depends what we want - should we have this option to be able to mix with capitals, increasing cards and fixed cards?
Or should castle games be just a gametype, like capital games.
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
The_Bishop wrote:
I think it should be an option mixable with the others.

[What I said about a new gametype is completly different thing from this, it is based on what you have to do for win, but it should be arguing in a new topic. I will do it soon. I let you know it only for not having 2 different things with 2 similar names.]
«God doesn't play dice with the World» ~ Albert Einstein
Cireon wrote:
Should be okay to add an option to the game: "reinforcements after or before the attack phase".

How does this work with fortifications and cards? Do you get the reinforcements before you can do fortifications, or the other way around? Do you get a new card right after the attack phase or can't you use a card in the turn you got it?


Also, as we are adding more and more options to games, I think there should be some changes to the "create new game" interface and possible the game list interfaces, but I will make another thread on that tonight or tomorrow.
“This is how humans are: We question all our beliefs, except for the ones that we really believe in, and those we never think to question.”
- Speaker for the Dead, O.S. Card
Thorpe wrote:
Castle is our Capital games...get their Castle win the game.
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next