waltero wrote:It's an Idea! What in the world are you guys Talking about??? If you roll a 6 on one di while the territory has six neutral units on it and there is a full moon out and a black cat runs across the road, what will happen to those units you just dropped on a Neutral territory?
The same thing that happens in all other Game boards.
You already ''can'' fort other players.
Why would you see Neutral units in FOW games?
''And what if you want your troops Back'' Well maybe you just declare it in game chat, So everybody can laugh at you and Call you a loser ;-P
Maybe you don't want to defend yourself...but rather a territory that nobody controls as to keep or delay another player from Controlling it.
This is a basic game.
I think the more options you have the better.
It is good that Conquers Club took Risk and made it better...But it is still risk.
If you want to keep it the same old game, Fine.
Not every board is the same. Some boards would probably do OK with this others might not.
Could not remember, but I do think I recall a player that dropped a game, all his units go Neutral?
I don't have all the answers. I do have some Ideas.
I still think this game should utilize card play a bit more. A LOT MORE!![]()
Right now it is only a (fun) game of Dice. Balance the game a bit with options and center on Strategy...Not a whole lot of Strategy in Risk.
All in all I do not think reinforcing neutrals will do much for the game.
Won't know until you try.
I'm just opposed to this idea. CC is already hard to get into when you are a NR with all those maps and features, I don't think reinforcing neutrals would help. And about the forting neutrals in FOW, I thought you also meant you could deploy on neutrals. Then you will have to see them.







