In a flat rate or escalating game is it worth eliminating a player for their cards? Any tips?
Thanks

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sherkaner wrote:For escalating: gut-feeling and checking what other people can do (whether they could kill the person too, and how much more they could gain from it) is important. Experience is important, but in most cases it is the only way to victory to kill as soon as possible.
The Tick wrote:How dare you! I know evil is bad, but come on! Eating kittens is just plain... plain wrong, and no one should do it! EVER!
ser stiefel wrote:sherkaner wrote:For escalating: gut-feeling and checking what other people can do (whether they could kill the person too, and how much more they could gain from it) is important. Experience is important, but in most cases it is the only way to victory to kill as soon as possible.
ditto... often I arrive at a "now or never moment". If I don't take the chance, and someone else will have a similar chance as the one I am faced with before my next turn, then it makes sense to go for it. (escalating in particular). Deployement is critical as you cash in the spoils. I have fallen 1 army short when I thought it was going to be easy, and also have made it all the way when I thought it was less than a 50/50 chance. The thrill of going for it and making it is a little bit of a rush. Only rarely do you "throw the game" and hand it to another player. But it does happen. I think real life war may be a bit like that as well. Assuming you don't bring out the nukes early on.
example: http://www.conquerclub.com/game.php?game=5627792
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