SECOND DRAFT DISCUSSION STARTS AT THE TOP OF PAGE FOUR, THIS THREAD.
INTERMEDIATE STARTS AT TOP OF PAGE EIGHT.
Second draft. I'm still shooting for "lock-step" approach but as you all know the decision tree gets pretty complex and charting a single effective path through those waters is difficult.
The goals again:
A: Avoid erratic play commonly found in beginner games.
B: Cope with deadbeat play also common in beginner games.
C: Build higher quality into beginner games by introducing sound concepts.
The following strategy is designed for beginners level risk and is intended to help new players through their first 50 or so Conquer Club games
Classic, 4-6 player, sequential, escalating, unlimited
A: Pick one country in a large continent that is close to other countries you own and deploy there. Roll dice once against opponent of your choice, but try and attack towards your other countries. Only deploy in South America or Australia if you already own three or four countries on the continent.
After first roll if you are 6 vs 1 or 5 vs. 2, roll again. If you are 4 vs 3 then STOP and end turn.
After the second roll you will own the country, be 3 vs 2, or 4 vs 1. Only roll a third time of you are 4 vs 1. otherwise STOP and end turn.
If you lose the third roll, and are 3 vs 1, STOP and end turn.
Fortifications: DO NOT GATHER YOUR TROOPS INTO PILES.
*exception: you may move troops out of countries that you have completely surrounded*
DO NOT ATTACK WITH LESS THAN THREE DICE FOR THE FIRST FOUR ROUNDS. NO EXCEPTIONS.
Step one: check the board strength. Everyone should still have about the same number of armies on the board.
A: If the board is "balanced" then:
If you are scattered, deploy and attack 1's only. Other players will have likely pulled their troops into piles. Hopefully there will be a "1" available to you that will allow you to concentrate your troops into one area. If not, look for 2's next. Only attack 3's when you have no other easy choices. If you have a card from round one, then only attack with 5 or 6, stop at 4. If you don't have a card from round one, then roll 4 vs 3 if necessary as a last resort. If you fail to get a card this round also, you are in trouble BUT you still must NOT roll less than 3 dice.
B: If the board is "unbalanced",meaning either one player has taken big losses or big advances then you want to attack whoever has the most "armies due" for the next turn. This means breaking weakly held continents if necessary. Look for the easiest victories that will take the most "armies due" from the board leader. If you can't reduce the leader's strength without becoming weak in the process, then look for easy victories as outlined above.
Rounds Three through Five:
A. Attack to keep the board in balance. Always attack the leader first, if possible.
B. NEVER roll less than three dice.
C. DO NOT lose more than your deployment in each turn.
D. DO NOT cash your card set
Attack with same priorities, but now you will fortify with a new goal: elimination.
Here's a simple formula that will give you some success :
Count your opponents total armies.
Add your opponents total territories divided by 3.
Add three for each "front" you must attack from.
example: my opponent has 32 armies on the board and 11 countries. he has one group in NA and another in Asia. I'll need (32 + 11/3 + 3*2)=42.
42 is the absolute minimum army count you need to eliminate this opponent.
In round five you examine all your opponents looking for elimination targets. A viable target will be accessible to your troops and will have at least three cards, preferably more.
Fortify against this opponent(s). Make large piles now, if you can.
If there are no viable elimination targets, make no big moves.
Round six through Eight:
Cash your set. Eliminate your target or if no target, take the easiest card you can get and wait for next round. From here forward cash immediately if you have a target, wait until forced to cash if you don't.
Most beginner escalating games will end before round nine.
Always get a card if you can (without violating dice or deployment rules)
Never attack with less than three dice.
Attack the weakest point of the strongest player.
Don't lose more than your deployment in any round.
Don't try eliminations unless you have the necessary count.
Don't attack deadbeats.
You will experience quite a few "deadbeats" in your first fifty games.
You have unranked players at your table that have NO completed games and have missed one turn, nearly 100% of the time that player will never return to the game. Do not attack that player any more.
Last edited by stringybeany
on Fri Apr 18, 2008 3:36 am, edited 10 times in total.
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Our "Galaxy Quest" never ends, from one ineptitude to the next.
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