game options
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The_Bishop wrote:
Well, I got informations. It is similar to capitals but not the same. When you defeat a players you take his territories and cards but not his troops that will be simply removed. You can occupy your new territories moving from the territories you already own... There are also special cards and things like attack by sea and hidden troops...

Btw I think Killrick was just speaking about the reinforcement at the end of the turn, for capitals and deathmatch both.

Cireon also noticed important problems.

The best way to implement that, for me, it would be the "reversed turn". In this way:
1st - the free move (fortification);
2nd - attack phase and eventually you get the card;
3rd - reinforcement (you can also use the card that you have just got).

It would be funny for me. Surely much more aggressive! You can conquer lot of territories in your turn and then you don't need to protect them, but only take the reinforcements and put them in a good place to take lot of terries again or to kill someone. The fortification at the start it would also solve the problem of the blocked capitals, you can move the troops and then make the attack. Game absolutly dynamic, not static. I can't exactly know atm how the strategy is but I think it's funny! Maybe killrick found what Vexer was looking for... REVERSED TURN!!

Wanna try it
«God doesn't play dice with the World» ~ Albert Einstein
Thorpe wrote:
Glad you got the rules...like I said I forgot them...that just proves that I am old!!!
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next
Cireon wrote:
Turn order: normal/reversed.

I like it, but some changes to the core code need to be made for that. I think it will get added to the loooong list.

Also, I had a thread about some interface tweaks, but I get an internal server error when posting it and haven't found out why, so you have to wait for that a little while ;)
“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
Matty wrote:
So first you want kill someone, but only afterwards you can use your cards to do so
thats annoying.
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
Crystal wrote:
I think that it would be different.... to set up the game for a kill and then wait till the next turn, to see who could see through your well-thought plans, and derailed them. 
The_Bishop wrote:
Well, I'm not sure of the result anymore. Matty you are right. And more, there would be no one holding 5 cards and rare to find someone with 4... the result is a stalemating game.

Btw the idea to turn in at the end was mine but it doesn't work. Delete "reversed turn" pls. Maybe killrick suppose to turn-in at the begining and only deploy the reinforcement at the end. It could work.
«God doesn't play dice with the World» ~ Albert Einstein
killrick wrote:
i scanned the rules and board for castle risk and posted it on photobucket : http://s1274.photobucket.com/albums/y422/killrick/
i hope ya all can do something with this.i havnt played this in years and would love to play it here so have at it and good luck
im headin south for the winter and unless someone hung a wi-fi in the coco trees i wont be on again till spring so have a great winter all and ill kill ya in the spring
see ya on the battlefield
Thorpe wrote:
Hate to see you go...use your cell phone as a hot spot or better yet take me and my wife with you and you can use ours!
95.5% of the time you kill a players cap before your 2nd turn in... you fail or die next
killrick wrote:
sounds good thorpe ill see ya there then ill be under the third coco on the left
i cant wait to see what the map makers and programers make of this.
i am hoping that we can play castle risk when i get back. mabee then i can beat 1771
1771 wrote:
I will be looking forward to it my friend. Have a great time, rest up. You'll need it :)

Honestly brother....You will be missed...Love our games.
The_Bishop wrote:
Well, killrick really would like to play castle risk on the site.
I think it would be hard bcoz the complexity of that game is too high for being implemented in the code...

There are special cards: there are cards that modify the result of the dice (General and Marshall), cards for make forced alliances (Diplomat), cards for getting Reinforcement, cards for eliminate opponents' cards (Spy), cards for making attack by the sea without follow the dotted lines (Admiral).
And more, secret "hidden troops", spoil at the end of turn, reduced dice when you attack a Castle and a special rule to replace the territories of a player when he has been defeated. And also some limitations on cards and troops.

I think that's too much! I would love to play it, but I guess it will be hard, the code should be completely re-written!
«God doesn't play dice with the World» ~ Albert Einstein
Matty wrote:
I dont think we are ever going to implement all these rules in the coming 5 years or so.
But still, the "reversed" reinforcement system would be nice to try out :)
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria
killrick wrote:
just wondering if there has been any movement on this or is it now a dead idea?
Matty wrote:
Lolz, I answered this question by about exactly one month ago :)
That meanst that there has been no movement, but the idea is not dead.
"Strength doesn't lie in numbers, strength doesn't lie in wealth. Strength lies in nights of peaceful slumbers." ~Maria