Poker Club [Quenched]

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Which version is easier to see the army numbers on?

Poll ended at Thu Oct 02, 2008 6:09 am

Version 12
2
22%
Version 13
7
78%
 
Total votes : 9

Re: Poker Club [Quenched]

Postby zunzee on Tue Sep 30, 2008 11:09 pm

http://www.conquerclub.com/game.php?game=3321924

Shouldn't Full House receive a bonus of 9 armies a turn? And Four of a kind 11 armies?



2008-09-30 21:08:54 - empyreal13 receives 10 armies for holding Four of a Kind
2008-09-30 21:08:54 - empyreal13 receives 1 armies for 20 territories
2008-09-30 21:08:58 - empyreal13 deployed 11 armies on King of Spades
2008-09-30 21:09:22 - empyreal13 fortified 7 of Hearts with 3 armies from 9 of Diamonds
2008-09-30 21:16:07 - weathergeek104 receives 8 armies for holding Full House
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Re: Poker Club [Quenched]

Postby Herakilla on Tue Sep 30, 2008 11:36 pm

zunzee wrote:http://www.conquerclub.com/game.php?game=3321924

Shouldn't Full House receive a bonus of 9 armies a turn? And Four of a kind 11 armies?



2008-09-30 21:08:54 - empyreal13 receives 10 armies for holding Four of a Kind
2008-09-30 21:08:54 - empyreal13 receives 1 armies for 20 territories
2008-09-30 21:08:58 - empyreal13 deployed 11 armies on King of Spades
2008-09-30 21:09:22 - empyreal13 fortified 7 of Hearts with 3 armies from 9 of Diamonds
2008-09-30 21:16:07 - weathergeek104 receives 8 armies for holding Full House


its 8+1 = 9. its set like that because right now the XML cant deal out 0 armies for a territory bonus so the xml for this map says you always get 1 army and then the rest are in the card bonus. if you notice all the bonuses give one less than they should but the 1 makes up for it
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Re: Poker Club [Quenched]

Postby joshrising on Sun Oct 05, 2008 5:56 pm

Just finished a game...very fun map. I do think that it can really reward those who get cards first (or luck with dice), as you have so few armies after battling neutral that you can get wiped out very easily. I got lucky--got cards right away in a flat game, and rolled through everyone in about 5 turns. I might suggest starting off with more than 3 armies on each of your territories. Maybe 5 or 6? Could make it more interesting. Just a thought...
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Re: Poker Club [Quenched]

Postby scottp on Sat Oct 25, 2008 10:53 am

6c looks like it touches both 4h and 7s, to me - however it does not. the graphic is misleading, as the corners are clearly "clipped".
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Re: Poker Club [Quenched]

Postby BBoz on Sat Oct 25, 2008 11:58 am

scottp wrote:6c looks like it touches both 4h and 7s, to me - however it does not. the graphic is misleading, as the corners are clearly "clipped".


Based on looking at the map, they should be "adjacent". You saying they aren't?
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Re: Poker Club [Quenched]

Postby yeti_c on Sat Oct 25, 2008 2:08 pm

The 6 of clubs touches and borders the 4 of Hearts & the 7 of Spades.

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Re: Poker Club [Quenched]

Postby Gilligan on Wed Oct 29, 2008 7:19 pm

I don't know if this has been brought up, but the Ace of Hearts and 9 of Clubs look like they could touch.
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Re: Poker Club [Quenched]

Postby WidowMakers on Wed Oct 29, 2008 8:12 pm

Gilligan wrote:I don't know if this has been brought up, but the Ace of Hearts and 9 of Clubs look like they could touch.

That is because they do.
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Re: Poker Club [Quenched]

Postby Gilligan on Wed Oct 29, 2008 8:23 pm

9 of Clubs and Ace of Hearts? Not in the XML
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Re: Poker Club [Quenched]

Postby WidowMakers on Wed Oct 29, 2008 8:48 pm

Gilligan wrote:9 of Clubs and Ace of Hearts? Not in the XML
Sorry :oops: :oops: :oops: Stupid me. I read 9 of Hearts and Ace of Clubs. But they don't touch anyway in the image. They are close, but they don't touch.

What does everyone else think?

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Re: Poker Club [Quenched]

Postby BBoz on Wed Oct 29, 2008 9:16 pm

Look separate to me. Someone could argue they look like they could almost touch, but every other connection is a card overlap, not a card touch.
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Um...no

Postby D.IsleRealBrown on Thu Oct 30, 2008 12:50 pm

I was just playing the new poker club "beta" map. I set up a 6 player game singles game because I was having so much fun playing a triples game on the same map. Anyway, each player is only started with 6 armies...and needless to say, can be knocked out before ever taking a turn... Something has to change here. IF you're going to start a game with so few armies, then the "random" part needs to be taken out of it. There should be assigned cards that each player starts on, OR make it so one player isn't set up to take someone out in the first or second move.

/endrant
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Re: Um...no

Postby Johnny Rockets on Thu Oct 30, 2008 1:12 pm

Um.....Beta.

Perhaps you should P.M. the author or post this in foundry. I'm sure they would apreciate the feedback....


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Re: Um...no

Postby cicero on Thu Oct 30, 2008 1:14 pm

Moved from General Discussion to Map Foundry > Foundry Discussion.

Foundry Mods please merge with the Poker Map thread.

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Re: Um...no

Postby Bones2484 on Thu Oct 30, 2008 1:14 pm

I looked at the game you are referring to.

You took a turn before pink. You didn't take pink's territory. Pink killed you.

Stop crying and making up lies.
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Re: Um...no

Postby D.IsleRealBrown on Thu Oct 30, 2008 1:24 pm

D.IsleRealBrown wrote:I was just playing the new poker club "beta" map. I set up a 6 player game singles game because I was having so much fun playing a triples game on the same map. Anyway, each player is only started with 6 armies...and needless to say, can be knocked out before ever taking a turn... Something has to change here. IF you're going to start a game with so few armies, then the "random" part needs to be taken out of it. There should be assigned cards that each player starts on, OR make it so one player isn't set up to take someone out in the first or second move.

/endrant



Bones2484 wrote:I looked at the game you are referring to.

You took a turn before pink. You didn't take pink's territory. Pink killed you.

Stop crying and making up lies.


I'm not sure what you're inferring, but I never said I was taken out in the first move. I just said it was possible. Pink also had 5 armies between my 3 each. I'm not one to go after 5 with only 6 early in the game, but I certainly didn't see him taking out my 9 armies with only 8 of his own.

This issue will come up again, it's just a bad set up. There are so many neutral cards, I don't see why we don't start with 9 armies like you normally would.

Love the map though. Great idea.

Can a mod delete any additional posts by bones that are off-topic. Thanks.
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Re: Um...no

Postby BENJIKAT IS DEAD on Thu Oct 30, 2008 1:30 pm

yeah it's possible to be taken out before your first turn, but 6v3,3,3 (if you happen to get 2 region that have a common adjoining region) is a mere 5%.

More likely is that 2 players go 6v3,3 (each at 29%).

I have played this map a fair bit though and haven't seen it happen that much - the most likely scenario in all cases is that they fail and you get to counter attack very easily. So as with most things on CC, it is less about the possibility of things happening and more about the odds of them happening.
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Re: Um...no

Postby D.IsleRealBrown on Thu Oct 30, 2008 1:33 pm

Clearly it's about the odds.

By you're own calculations, the odds are almost 5x greater to be taken out on the first turn with only 6 armies...
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Re: Um...no

Postby Bones2484 on Thu Oct 30, 2008 1:35 pm

As soon as I go off topic, feel free to delete them. But you won't need to.

Look at the game, D.Isle.

1. Pink attacked a neutral to get next to you on his first turn.
2. You deployed and did not shoo him away.
3. Pink attacked your territories and got lucky, killing you.

The map is already set up so that there are neutrals between starting territories. Yes you got unlucky that he had such great luck, but that can happen on almost any map when you have that many players. It's entirely possible for the last player in a game on classic to have been eliminated before he gets the chance to go if there are enough players.

If you don't like it, play bigger maps.

Additionally, your original claim (that I was countering in my first post) was that someone could be eliminated on the first turn. I hardly see how that is possible. That would entail someone taking out a minimum of 3 territories (1 neutral and 2 of yours) with a combined total of 9 armies with a starting total of 6. It's not going to happen (well, it can... but very rarely as it requires a perfect drop AND perfect dice).
Last edited by Bones2484 on Thu Oct 30, 2008 1:44 pm, edited 1 time in total.
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Re: Um...no

Postby Bones2484 on Thu Oct 30, 2008 1:38 pm

D.IsleRealBrown wrote:Clearly it's about the odds.

By you're own calculations, the odds are almost 5x greater to be taken out on the first turn with only 6 armies...


Actually, it's not 5 times greater. Benji stated that each player would have 29% chance, not that there's a 29% chance to be eliminated.

For Benji's calculations to make more sense, you'd have to multiply the .29 by .29 and come to an 8% chance for that to happen. Not to mention that this would infer that two separate players (who I assume would not have a secret diplomacy) to individually decide they want to try to eliminate you.

Like I said, it can happen in almost every map with the right amount of players.
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Re: Um...no

Postby D.IsleRealBrown on Thu Oct 30, 2008 1:48 pm

Bones2484 wrote:
Additionally, your original claim (that I was countering in my first post) was that someone could be eliminated on the first turn. I hardly see how that is possible. That would entail someone taking out a minimum of 3 territories (1 neutral and 2 of yours) with a combined total of 9 armies with a starting total of 6. It's not going to happen (well, it can... but very rarely as it requires a perfect drop AND perfect dice).


I'm certainly not going to argue who got unlucky and who didn't, that's obvious enough. BUT he did have 5 armies between my 3,3. If he wanted, and/or gotten lucky enough rolls like he did in his second turn, he could have taken me out. That's all my point is.

Thanks for toning it down a bit.
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Re: Poker Club [Quenched]

Postby yeti_c on Thu Oct 30, 2008 2:10 pm

As Benji says - this isn't going to happen very often - in fact I think it's less likely to happen than in the classic map due to the amount of neutrals that we have on the board.

Previous discussion was possible about reducing the neutrals to ease movement - but this comment shows that it's a good idea not to reduce them - so 3 they shall stay.

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Re: Poker Club [Quenched]

Postby Redgio1 on Thu Oct 30, 2008 5:17 pm

hi! a question ... i was in game 3566936 last hand i had 2 10s and 3 7s, it was supposed to give me 9 reinforcements while it gave me 8 for a flush i bet 5 of same colour couse i had 5 of same colours too plus 1 for 15 territoires. It isn't supposed to give reinforcements depending on best combination owned?
ty
maybe i haven't understood well how it works :shock:
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Re: Poker Club [Quenched]

Postby Bones2484 on Thu Oct 30, 2008 5:51 pm

Redgio1 wrote:hi! a question ... i was in game 3566936 last hand i had 2 10s and 3 7s, it was supposed to give me 9 reinforcements while it gave me 8 for a flush i bet 5 of same colour couse i had 5 of same colours too plus 1 for 15 territoires. It isn't supposed to give reinforcements depending on best combination owned?
ty
maybe i haven't understood well how it works :shock:


Huh? You had 2 10s and 3 7s. That's a Full House, not a flush. You were given points for a Full House (which is higher than a Flush) correctly.

I just looked through that game, you never received points for a flush. You went straight from 3 of a kind to Full House.

Just in case you are confused by the bonuses, the values listed at the top are for the best hand plus the 1 army. ie: The value of 9 that is listed is 8+1.
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Re: Poker Club [Quenched]

Postby scottp on Fri Oct 31, 2008 10:13 am

[quote='yeti_c']The 6 of clubs touches and borders the 4 of Hearts & the 7 of Spades.[/quote]

hmmm. I thought I encountered a situation where the 4h and 7s were not accessible from 6c. Perhaps I was just relying on BOB's highlighting function. If 4h and 7s were neutral, I guess I might have missed the white highlighting. Or maybe I'm just blind or stupid! #-o Glad they are, in fact, connected - since that's definitely how they look to me!

On the gameplay issue, I agree the movement around the board is extremely cumbersome with all the neutrals. I encountered an opponent dropping 2 pair, or perhaps within just one move of a two pair. That early advantage was insurmountable.

What if players started with 4 or 5 or even 6 armies on each territory? More possibilities would exist for building a very strong hand and/or cutting off one's opponent, since movement would be more doable.
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