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Yep that sounds like a small problem I will look at the numbers again. I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately. Also starting the pit equipment at 5 neutral might fix this. The +7 for the 3 car locations was so that you could use 3 to reinforce the car locations as they will loose one per turn and then have 4 leftover. Maybe +5 is a better number. I think the pits crews could start with 3.iancanton wrote:in a quads game, i assume that each player starts with 1 car and 1 pit crew. if player 1 receives +7 for retaining his car positions, then he can deploy 10 troops on his crew, making 20 total, conquer one of the tools, then knock out the car bonus of player 2 and player 4, leaving team 2 crippled. u'll need to reduce the number of starting troops on the pit crew, as well as make part of each car start neutral, to stop this from happening.
ian.
dolomite13 wrote:I like the possibility of starting the car locations already under player control but maybe I could start them at 1 so you would be forced to start reinforcing them immediately.
dolomite13 wrote:Also starting the pit equipment at 5 neutral might fix this.
dolomite13 wrote:I think the pits crews could start with 3.
dolomite wrote:Connections
- One track location can attack all pit locations (location 26).
- One track location can be attacked by all pit locations (location 1).
- All pit locations can one way attack all pit equipment.
- All pit equipment can bombard all car locations (fuel, engine, tires).
- You can attack all of your car locations (fuel, engine, tires) from your pit location.
- All pit crews can bombard each other.
dolomite13 wrote:any chance we can get this moved back to the melting pot
dolomite13 wrote:Starting Forces
Players are assigned the pit crews as starting positions.
Additional track locations excluding 1 and 26 are assigned randomly.
In a 2 player game
- both players would have 4 pit crew each. (8/2)
- both players would have 9 track locations each with 10 remainder set to 3 neutral. (28/3)
In a 3 player game
- all players would have 3 pit crew each with 2 remainder set to 1 neutral. (8/3)
- all players would have 9 track locations each with 1 remainder set to 3 neutral. (28/3)
In a 4 player game
- all players would have 2 pit crew each. (8/4)
- all players would have 7 track locations each with no additional neutrals. (28/4)
In a 5 player game
- all players would have 1 pit crew each with 3 remainder set to 1 neutral. (8/5)
- all players would have 5 track locations each with 3 remainder set to 3 neutral. (28/5)
In a 6 player game
- all players would have 1 pit crew each with 2 remainder set to 1 neutral. (8/6)
- all players would have 4 track locations each with 4 remainder set to 3 neutral. (28/6)
In a 7 player game
- all players would have 1 pit crew each with 1 remainder set to 1 neutral. (8/7)
- all players would have 4 track locations each with no additional neutrals. (28/7)
In a 8 player game
- all players would have 1 pit crew each. (8/8)
- all players would have 3 track locations each with 4 remainder set to 3 neutral. . (28/8)
MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
dolomite13 wrote:MrBenn wrote:Due to the single lane around the track, I imagine that the initial couple of rounds as people grab little bonuses where possible will be crucial - once somebody is receiving more armies per turn than anybody else, the logical thing would be to build a stack until they have enough to creep around the board slowly.
The only time I can see people making a "dash" for the finish line is in an escalating game with the larger cashes rolling in.
Part of me would like to see a second or even third "lane" (similar to circus maximus perhaps); although you could have more sections on the outer lane (round the bends).
I like it when map ideas get me brainstorming!
Thanks I will see what I can do about additional lanes around the track =)
=D=
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