nvrijn wrote:Couldn't the other players miss their turns as well? The first guy has to break, or he's thrown out of the game after 3 turns. So there is a counter-strategy of sorts.
That said ... if you went with this approach, you'd have to indicate that to all players (next risk = 30 except for truant Red who gets 20). Is that what you are proposing?
My perspective is primarily from speed games. Speed games are the reason I signed up for premium. True, the other players can miss, and I have seen a scond player with 5 cards miss and I suspect he had the same motivation.
If a player with 5 cards missed it could say "XXXXX missed a turn and will turn in spoils for 10 troops next turn." The counter would increase to 12 for the next reward level.
TheForgivenOne wrote:And what happens if the player legitimately missed their turn? They didn't mean to do it, but it happened. And if this was implemented, my best guess is they would start just deploying and not attacking with 4 cards, so they still get to "miss" the spoil, but still get to cash later.
I have legitimately missed turns, and I am penalized by it. I recieve my troops only after I have completed my attacks. It appears to me the developers already view missing a turn negatively, otherwise the deferred troops would be available at the initial deployment.
I have seen many people deploy and not attack with 4 cards. I do it if I do not want to be forced to cash.