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- Posted: 8 years ago
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Post #1
There are numerous game types within D12. There are some players who prefer multiplayer capital ascending games. Once you have comprehended the basics of the game, such as not blocking your capital, these games are mathematical in nature. Winning relies on getting the right trade at the right time – and being able to calculate that is the case. The gameplay is slow and tense, building to a crescendo finale.
Another popular type of games is the capped game one, with either no cards or a low cap. These games are slower paced, and are often preferred by those who used to enjoy the classic Risk board game centred around obtaining and holding bonuses. One often wins these games by being big and looking small, or by being lucky in having neighbours who are fighting with each other
D12 has a large number of options, and tweaking just one of them can profoundly change the nature of the game and so the tactics required to win. Switching fog on or off changes games dramatically, with a sudden increase in aggressiveness and risk taking. A game with adjacent fortification is entirely different to one with unlimited. All these tweaks are worth exploring, as they open a huge number of new and exciting games.
But there is one setting that stands above all others in terms of opening up new possibilities in Risk. And that is the ability to have all players taking their turn simultaneously, as opposed to consecutively as was the case with the classic board game.
This little change opens up a yet larger avenue of possibilities, swathes of fascinating, fast paced, highly tactical games.
Myths about Sametime Games
Before going into more details there are a few myths that are worth dispelling:
1) Sametime games are full of glitches, winning relies on exploiting these. While this might have been the case once upon a time, it is certainly not the case anymore. Those of us who came to D12 via WZ will remember a sametime game that was almost unplayable due to glitches. D12 greatly improved upon that game, and in particular provided a stable game that was possible to finish. The glitches have been systematically removed, culminating in the current form, which is the most stable, glitch free sametime game that I know of. The latest upgrade removed the option to add time from sametime games, which has both removed an unnecessary gimmick and made the game much faster paced.
2) Sametime games are not tactical, but simply rely on speed. This is another common misconception, and it couldn’t be more wrong. Sametime is in most ways a more tactical game than consecutive turn ones. Many of the tactics from consecutive turn games carry over to their sametime counterparts, with the difference that the timing for decisions is greatly reduced. As an example, a veteran capital player knows whether a 30 capital is worth attacking with 40 troops in a certain cards scenario. A novice player has to work that out the slow way. If you are playing sametime capitals, you want to have the speed of thought of a veteran player. The tactical decisions are the same, based on the same maths: the time to take these decisions is reduced. A good analogy would be a speed chess game: same game, reduced thinking time.
3) Sametime games are slow: this one is no longer true, though it has been in the past. Sametime games now have 3 minute turns and have no add time, so you will be having one turn every 3 minutes. This is very fast for large multiplayer games, a bit slow for 1v1s. Statistically, sametime games are the fastest paced game there is on D12, and the shortest game too. You can easily play ten 5-player capital games in one evening. [This does mean that sametime is going to suffer the most by the new live game restriction]
4) Sametime games are unwinnable unless you practice or get incredibly lucky: this one is true. But it’s also true of any other game setting. To give you a few examples in consecutive games:In my first capital game I left my capital unattended. In my second I blocked myself off. Similarly, I didn’t know the power of unlimited fortifications until someone made a massive stack by my capital and killed me. The same is true of sametime games: there are some basic things everyone needs to learn – but most people pick these up fairly fast.
Pointers for same time games
Providing pointers for a same time game is a bit like providing pointers for a consecutive turns game: it depends hugely on the type of game you’re playing. Here are some rushed thoughts:
1) Get good at a game type in consecutive turns before trying the same game type in same turn: much of the strategy is the same, and you have more time to think in consecutive turn games.
2) Try not to end your turn in a live sametime game. If you need to end your turn to move pieces, try to do so with only a few seconds left in the timer.
3) Sometimes there is an advantage to acting at the start of your turn (for example, reinforcing your capital so you’re not seen as a target). In other situations it’s advantageous to be slow, acting at the very end of your turn (for example when obtaining a bonus, so other players don’t try to break it).
4) An obvious one: never forget that everyone is playing at the same time as you are (e.g. leaving your capital weak, even for a few seconds, can result in rapid death and a ruined game).
5) Team games in sametime are entirely different to consecutive turn ones, in particular if they are team capitals. These ones require fast reaction times from all the team members.
All hail sametime
Another popular type of games is the capped game one, with either no cards or a low cap. These games are slower paced, and are often preferred by those who used to enjoy the classic Risk board game centred around obtaining and holding bonuses. One often wins these games by being big and looking small, or by being lucky in having neighbours who are fighting with each other
D12 has a large number of options, and tweaking just one of them can profoundly change the nature of the game and so the tactics required to win. Switching fog on or off changes games dramatically, with a sudden increase in aggressiveness and risk taking. A game with adjacent fortification is entirely different to one with unlimited. All these tweaks are worth exploring, as they open a huge number of new and exciting games.
But there is one setting that stands above all others in terms of opening up new possibilities in Risk. And that is the ability to have all players taking their turn simultaneously, as opposed to consecutively as was the case with the classic board game.
This little change opens up a yet larger avenue of possibilities, swathes of fascinating, fast paced, highly tactical games.
Myths about Sametime Games
Before going into more details there are a few myths that are worth dispelling:
1) Sametime games are full of glitches, winning relies on exploiting these. While this might have been the case once upon a time, it is certainly not the case anymore. Those of us who came to D12 via WZ will remember a sametime game that was almost unplayable due to glitches. D12 greatly improved upon that game, and in particular provided a stable game that was possible to finish. The glitches have been systematically removed, culminating in the current form, which is the most stable, glitch free sametime game that I know of. The latest upgrade removed the option to add time from sametime games, which has both removed an unnecessary gimmick and made the game much faster paced.
2) Sametime games are not tactical, but simply rely on speed. This is another common misconception, and it couldn’t be more wrong. Sametime is in most ways a more tactical game than consecutive turn ones. Many of the tactics from consecutive turn games carry over to their sametime counterparts, with the difference that the timing for decisions is greatly reduced. As an example, a veteran capital player knows whether a 30 capital is worth attacking with 40 troops in a certain cards scenario. A novice player has to work that out the slow way. If you are playing sametime capitals, you want to have the speed of thought of a veteran player. The tactical decisions are the same, based on the same maths: the time to take these decisions is reduced. A good analogy would be a speed chess game: same game, reduced thinking time.
3) Sametime games are slow: this one is no longer true, though it has been in the past. Sametime games now have 3 minute turns and have no add time, so you will be having one turn every 3 minutes. This is very fast for large multiplayer games, a bit slow for 1v1s. Statistically, sametime games are the fastest paced game there is on D12, and the shortest game too. You can easily play ten 5-player capital games in one evening. [This does mean that sametime is going to suffer the most by the new live game restriction]
4) Sametime games are unwinnable unless you practice or get incredibly lucky: this one is true. But it’s also true of any other game setting. To give you a few examples in consecutive games:In my first capital game I left my capital unattended. In my second I blocked myself off. Similarly, I didn’t know the power of unlimited fortifications until someone made a massive stack by my capital and killed me. The same is true of sametime games: there are some basic things everyone needs to learn – but most people pick these up fairly fast.
Pointers for same time games
Providing pointers for a same time game is a bit like providing pointers for a consecutive turns game: it depends hugely on the type of game you’re playing. Here are some rushed thoughts:
1) Get good at a game type in consecutive turns before trying the same game type in same turn: much of the strategy is the same, and you have more time to think in consecutive turn games.
2) Try not to end your turn in a live sametime game. If you need to end your turn to move pieces, try to do so with only a few seconds left in the timer.
3) Sometimes there is an advantage to acting at the start of your turn (for example, reinforcing your capital so you’re not seen as a target). In other situations it’s advantageous to be slow, acting at the very end of your turn (for example when obtaining a bonus, so other players don’t try to break it).
4) An obvious one: never forget that everyone is playing at the same time as you are (e.g. leaving your capital weak, even for a few seconds, can result in rapid death and a ruined game).
5) Team games in sametime are entirely different to consecutive turn ones, in particular if they are team capitals. These ones require fast reaction times from all the team members.
All hail sametime