Metsfanmax wrote:mc05025 wrote:I do not like that. Giving the opportunity toa player to decide if he should take a card or not makes the game more complicated. Deciding if you should take a card or not is not easy in many cases. I suppport any feature that makes the game more complicated and more intresting.
Would you support a feature that required you to solve a math problem correctly before initiating an assault? Not all complications to the game are desirable simply because they make the game more complicated, nor is it the case that giving people more options is always a good thing. There needs to be a better argument for this than simply that "it gives people more options." There are myriad ways to do that. We want to retain only the ones that truly add fun gameplay that is challenging in a non-trivial way, while retaining an element of fairness and preventing abuse.
^This. I've always known the rules to be, if you take a territory, you get a card at the end of your turn. (this is applied to all cases). The only difference is that here unless you click the button that says end turn, you don't really end your turn. As such the strategy doesn't really apply to how risk is supposed to be played. You don't want a card? Fine, then don't take a territ and just use your troops to buff your own. You have to take a territory to break someones bonus? Its a choice you have to make. But the fact is, which is more important to you? Not getting the card or breaking your opponents bonus/hold on a certain area?