dolomite13 wrote:I was thinking of adding a few locations along with creating more than one path around the track. These changes would make it impossible to conquer a pit crew, but they could be eliminated via bombardment. I would alo remove the automatic win for a lap of the track and instead build in a stalemate breaker with the winner circle similar to the "Arms Race!" nuke.
u have some good support already for the stalemate breaker.
dolomite13 wrote:+1 bonus for every 3 track locations you control.
(NOTE: players start on the pit crews and track locations for a total of 42 starting territories)
- Start with 1 neutral in each location.
- Loose 1 army per turn.
- Start with 1 player controlled army.
- Your pit crew can one way attack all of your teams car conditions.
- All pit crews can one way attack all pit equipment.
- All pit crews can one way attack the Pit Exit.
+2 bonus for controlling your pit crew.
- can bombard any pit location.
- starts with 5 neutral.
- resets to 5 neutral each turn.
- is not needed to complete a lap of the track.
let's see. 2v2 game. each player starts with 2 pit crews and 8 track locations. in round 1, player 1 receives 3 troops for 10 regions, 4 for 2 pit crews and 2 for 6 track locations. he deploys these 9 troops on one of the 2 track locations that can assault the pit entrance (making a stack of 12), knocks out the 5 pit entrance neutrals and both of player 2's pit crews, leaving his surplus troops on the pit entrance, while forting 2 troops from elsewhere to his teammate, player 3. player 2 deploys his 5 troops to make a stack of 8 and annihilates one of player 3's pit crews. player 3, with his 7 troops, retakes the pit entrance and kills both of player 4's pit crews. if player 4 cannot break through player 3's defence at the pit entrance, then it's game over.
we need to reduce player 1's initial deployment, perhaps by changing +1 bonus for every 3 track locations you control
to +1 bonus for every 3 track locations you control while your car has fuel