Sorry I'm late.
Best solution in my opinion, person with 5 cards has the same penalty as anyone ever does for missing a turn. They don't get to place their troops. That's it. Simple.
So when you miss your turn with 5 cards, the computer turns the cards in for you, then that value of troops is added to your next turn. If you are there to take it, then you have the same troop number you would have, just one turn later.
This does a few things. If someone runs the board, they don't benefit from someone having bad internet and grabbing 5 cards that shouldn't be there. If someone runs the board, they DO however benefit because the person that missed their turn didn't place all those troops. But that is what happens when you miss turns as is, so no change to game play at all.
Matty's case: player you want to kill has 4 cards, you have 5, you miss turn - now it turns your cards in for you, holds those troops for your next turn, you now have 2 cards. The next turn that player has 5 cards. You place the troops waiting from missing turn, kill him for two turn ins. Matty suggests this is still a good strategy. Well, I counter that - A. If you place your troops last turn, or this turn, the other guy still has 5 cards and you still get two turn ins killing him. B. If you hadn't missed your turn, you actually would have ended up with 8 cards with a kill instead of 7.
So it doesn't change the gameplay. And the game log should say, player missed turns, player turns in card, card, card for X number of troops. So everyone knows that it is pending. It might make him a target, kill him or her before they come back and place all those troops. But it won't screw the game up anymore than it would have. Consider them sitting there with 5 cards AFK, THAT always screws up a game way more leading almost certainly to double turn ins when killed.
This also keeps the card bonus moving forward, so other players' plans for the game are unaffected. Just my two cents. Sorry for the novel.
Sorry I'm late.
Best solution in my opinion, person with 5 cards has the same penalty as anyone ever does for missing a turn. They don't get to place their troops. That's it. Simple.
So when you miss your turn with 5 cards, the computer turns the cards in for you, then that value of troops is added to your next turn. If you are there to take it, then you have the same troop number you would have, just one turn later.
This does a few things. If someone runs the board, they don't benefit from someone having bad internet and grabbing 5 cards that shouldn't be there. If someone runs the board, they DO however benefit because the person that missed their turn didn't place all those troops. But that is what happens when you miss turns as is, so no change to game play at all.
Matty's case: player you want to kill has 4 cards, you have 5, you miss turn - now it turns your cards in for you, holds those troops for your next turn, you now have 2 cards. The next turn that player has 5 cards. You place the troops waiting from missing turn, kill him for two turn ins. Matty suggests this is still a good strategy. Well, I counter that - A. If you place your troops last turn, or this turn, the other guy still has 5 cards and you still get two turn ins killing him. B. If you hadn't missed your turn, you actually would have ended up with 8 cards with a kill instead of 7.
So it doesn't change the gameplay. And the game log should say, player missed turns, player turns in card, card, card for X number of troops. So everyone knows that it is pending. It might make him a target, kill him or her before they come back and place all those troops. But it won't screw the game up anymore than it would have. Consider them sitting there with 5 cards AFK, THAT always screws up a game way more leading almost certainly to double turn ins when killed.
This also keeps the card bonus moving forward, so other players' plans for the game are unaffected. Just my two cents. Sorry for the novel.