NO DICE

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Re: a "no dice" option

Postby Frogmanx82 on Thu Apr 21, 2011 12:14 am

We used a regular Risk board and mixed the old wooden blocks which were armies with the new plastic pieces which were fighter jets and could attack 3 spaces but couldn't take a territory so I guess that's a bit like bombardment. The plastic 10 piece was a base which doubled the defense. We used the old wooden ten piece standing on end as a nuclear missle which could remove any piece on the board including a base but was 0 defense. The oceans could only attack before deployment.

We twisted the old rules up pretty well and played all kinds of variations like getting your deployment at the end of your turn. Most games were played no dice, cards were always flat rate. Believe me, I know my way around the old Risk board though I'm a newbie here. No dice is a strategy game, once you get used to it, the dice seem childish.
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Re: a "no dice" option

Postby TheForgivenOne on Thu Apr 21, 2011 12:23 am

Well, there are certain maps on this website where bombardment is the basis of the strategy, because it's the best way to get card. I'm curious how a no dice option would work, because you aren't defeating that space and advancing, you are just wiping it down to 1 neutral. Would you still lose 1 troop? or lose none?
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Re: a "no dice" option

Postby Frogmanx82 on Thu Apr 21, 2011 2:48 pm

Any action like that would have to cost one army. Pretty simple. I do need to try a bombardment map. Any suggestions? I was looking at the d day map.
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Re: a "no dice" option

Postby TheForgivenOne on Thu Apr 21, 2011 2:54 pm

Frogmanx82 wrote:Any action like that would have to cost one army. Pretty simple. I do need to try a bombardment map. Any suggestions? I was looking at the d day map.


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Re: a "no dice" option

Postby Frogmanx82 on Fri May 13, 2011 7:50 am

Bombardment wouldn't be any different than any other attack, its costs the attacker one army. Stalingrad is a great bombardment map, actually a great map all around. It seems the no dice option just won't get its chance. Too bad, if you played it you might be surprised how much more strategy comes into the game.
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Re: a "no dice" option

Postby Blackaven on Fri May 13, 2011 7:15 pm

If Life had a "No-Dice" option, The Alamo would never have happened :-/
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Re: a "no dice" option

Postby Mr_Adams on Fri May 13, 2011 7:34 pm

Blackaven wrote:If Life had a "No-Dice" option, The Alamo would never have happened :-/


If conquerclub had a setting in which a territory could have a huge disadvantage in the roles of the dice, you would understand why you are wrong.
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Re: a "no dice" option

Postby nibotha on Sat May 14, 2011 6:36 am

2 vs 1 ---> attacker loses 1, defender loses 1, 3vs2, attacker loses 2, defender loses 2, etc etc!
advance how many troops ---> a half?!
lol
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Re: a "no dice" option

Postby Opera Man FL on Sat May 14, 2011 8:27 am

Life always has the elements we DO NOT control. Leave the dice in.
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Re: a "no dice" option

Postby Robinette on Sat May 14, 2011 10:57 am

Blackaven wrote:If Life had a "No-Dice" option, The Alamo would never have happened :-/



mnnnn... no, the Texan's would have lost the alamo either way..



in CC life, it happened something like this...

Santa Anna had 24 troops (each representing 100 men) and attacked a lightly defended Alamo with just 2 troops (representing 200 men).

Santa Anna's 1st roll was 5,4,1 vs 6,4... Lost 2 (two hundred)
2nd roll was 6,3,2 vs 6,3... Lost 2 more
3rd roll was 4,1,1, vs 3,1... each lost 1
4th roll was 5,5,4 vs 5... Santa Anna lost another, now 18 v 1
and the final roll, 6,4,2 vs 2 ended the battle..

Santa Anna claimed the victory and said it "was but a small affair"
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Re: a "no dice" option

Postby Joodoo on Sun May 15, 2011 12:43 am

nibotha wrote:2 vs 1 ---> attacker loses 1, defender loses 1, 3vs2, attacker loses 2, defender loses 2, etc etc!
advance how many troops ---> a half?!
lol


The first post suggests that an attack can only be initiated if the attacker's territory has at least two more armies than the defender's territory. Otherwise, no assaults can be made.
TheSaxlad wrote:The Dice suck a lot of the time.

And if they dont suck then they blow.

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Re: a "no dice" option

Postby Mr_Adams on Sun May 15, 2011 12:48 am

Joodoo wrote:
nibotha wrote:2 vs 1 ---> attacker loses 1, defender loses 1, 3vs2, attacker loses 2, defender loses 2, etc etc!
advance how many troops ---> a half?!
lol


The first post suggests that an attack can only be initiated if the attacker's territory has at least two more armies than the defender's territory. Otherwise, no assaults can be made.


There would need to be a fractional trade system. If you want to weaken, but not kill, an opponent, you should be able to.
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Re: a "no dice" option

Postby Frogmanx82 on Mon May 23, 2011 1:02 am

So is this just a dead issue or is there any consideration for this option from anyone running this site? We have no cards options, I think no dice would be very popular. You would just put up the number of armies you want to attack with and the same number comes off the defender. You need 2 more than the defender to be able to take them out. Bombardment costs 1 army to remove 1 defender. All you need is one more than the defender to turn it neutral.
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Re: a "no dice" option

Postby TheForgivenOne on Mon May 23, 2011 2:13 am

Frogmanx82 wrote:So is this just a dead issue or is there any consideration for this option from anyone running this site? We have no cards options, I think no dice would be very popular. You would just put up the number of armies you want to attack with and the same number comes off the defender. You need 2 more than the defender to be able to take them out. Bombardment costs 1 army to remove 1 defender. All you need is one more than the defender to turn it neutral.


The webmaster is basically the ONLY one doing any kind of updates/fixes to the site (Besides blakebowling). You do know how hard it is to juggle his real life (Which happens to be a bit busy), with one on here? Don't expect updates to come pumping into the site until he can find a full time Web Developer.

I personally think there are better options than this one too. I've never supported this suggestion.
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Re: a "no dice" option

Postby Tennisie on Mon May 23, 2011 6:13 am

Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:

"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.

With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.
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Re: a "no dice" option

Postby SirSebstar on Mon May 23, 2011 6:26 am

Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:

"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.

With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.


huh?
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Re: a "no dice" option

Postby Frogmanx82 on Tue May 24, 2011 10:28 pm

SirSebstar wrote:
Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:

"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.

With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.


huh?


I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.
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Re: a "no dice" option

Postby SirSebstar on Wed May 25, 2011 8:42 am

yes, and still this option is not going to make it.
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Re: a "no dice" option

Postby Frogmanx82 on Thu May 26, 2011 12:14 am

That appears to be the last word on the subject. I have nothing else constructive to add.
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Re: a "no dice" option

Postby Tennisie on Sat May 28, 2011 5:43 pm

Frogmanx82 wrote:
SirSebstar wrote:
Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:

"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.

With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.


huh?


I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.


I prefer freedom of choice, so I suggest three options for the "Intensity Cubes" selection: classic, no cubes, one cube per army. Since they are OPTIONS, nobody is forced to use any particular one.
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Re: a "no dice" option

Postby jammyjames on Fri Sep 16, 2011 7:18 am

Frogmanx82 wrote:
SirSebstar wrote:
Tennisie wrote:Seems to be a mexican standoff with no clear majority opinion, so here's a compromise: add the following selection to the Start A Game form:

"Intensity Cubes" with the options "Classic" (current system of 3 attack dice and 2 defense dice) and "One Roll Per Army" (Axis and Allies system). The current method of comparing the highest dice, next highest dice, etc. could still be used to determine how many armies the attacker and defender lose. Altneratively, the dice numbers could be added and the highest number wins, removing only one army from the loser.

With this option, there will still be the element of lucky dice but the "streakiness" would be reduced.


huh?


I can pretty well see that changing the dice won't happen. Its either no dice or what we have. I just wonder if the people that are against no dice have ever tried playing Risk without dice.


Funny this game isn't called "Risk". And since when in risk do you play freestyle, and nuclear spoils?

Great addition that should be implemented.. i personally cant fucking stand the dice on this site, and as a paying customer the fact alone makes me unwilling to buy premium again.. I'm fed up with the bullshit that they bring, with a no dice option this game would be so much better, and actually rely on strategy! When the bullshit that is the CC dice get involved strategy only gets you so far..
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Re: a "no dice" option

Postby T21b on Wed Jan 11, 2012 5:56 am

Obviously in a 2 player game the first to play wins (if bonus possibilities not considered).
Start with 1 territory each, clearly 6 v 3 ends the game,
similarly a parallel deployment start, 9 v 6 ends the game;
Increasing the number of territories, or the number of starting deployment units, simply postpones that result.
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Re: a "no dice" option

Postby Extreme Ways on Wed Jan 11, 2012 11:43 am

What about fs then?

/inb4 discussions again here -_-
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Re: a "no dice" option

Postby Geger on Wed Jan 11, 2012 10:30 pm

... plus unlimited reinforcements :roll:
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Completely stratagy based games

Postby rokus35 on Sun Jan 15, 2012 8:47 am

Does anybody hate it when your opponent gets a lucky win?
Does anybody hate it when you get an unlucky loss?

Well, what if there was another game option. This option would allow little to no luck to be in the game. This new option would include the following

-no dice
-colorless cards

The way this works is simple. If a player attacks he loses an army an the defender also loses an army.

Example 1-attacker's armies is 29-the defending region has 20-the attacker would defeat the region with 9 armies left. 29-20=9

Example 2- the attacker has 3 armies and the defender has 1 army. The attacker defeats the one army with 2 armies left. one army is automatically advanced and both regions have one army. 3-1=2


The cards would have no color to them. To get a card you have to attack a region on you turn as always.The cards have region names and still deploy 2 bonus armies to regions occupied. To turn in a set you have to turn in 3 cards as always.

In flat rate, if a set of 3 is turned in when the player only has 3 cards, the player will receive 4 armies and +2 to owned regions.

If a player turns in a set of 3 when he has 4 cards the player would receive 6 armies and +2 to owned regions.

If a player has five cards when he turns in a set of 3 he receives 8 armies. Notice this does not mean he turns in five cards.
3 cards-4
4 cards-6
5 cards-8
6 cards-10
7 cards-12

This would also make it better to wipe out people in flat rate games.

Escalating stays the same except for a set can always be turned in with at least 3 cards before your turn.
Same with nuclear.

Leave your comments,questions,and feedback.
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