2 player with "active neutrals" same as Risk board game

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VegetasPhone
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Joined: Fri Jun 28, 2024 4:35 am

2 player with "active neutrals" same as Risk board game

Post by VegetasPhone »

In the board game Risk....

2 player games can have what is known as an "active neutral" type of game. That format is nice because you can *definitely win on strategy alone, regardless of dice deviation.

So the suggestion here is to: Bring in the 2 player + 4 "active neutral armies" game, same as Risk board game rules (retaining Conquer Club dice and spoils rules).

Most of you are probably already familiar with the board game and it's rules for 2 player Risk. It's a lot of words to explain. But the suggestion could be more attractive with a better description.
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VegetasPhone
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Re: 2 player with "active neutrals" same as Risk board game

Post by VegetasPhone »

4 active neutrals rules (5 min tutorial):

https://www.google.com/search?q=4+activ ... BHc,st:197
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VegetasPhone
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Re: 2 player with "active neutrals" same as Risk board game

Post by VegetasPhone »

Sorry (from 2min30sec to 4min54sec):

https://m.youtube.com/watch?v=F702AG1nBHc
kibik31958
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Re: 2 player with "active neutrals" same as Risk board game

Post by kibik31958 »

Yeah this actually sounds like a solid idea. The “active neutrals” make 2-player matches more strategic and less RNG-dependent-just like in Risk
zen330
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Re: 2 player with "active neutrals" same as Risk board game

Post by zen330 »

I doubt the site would want to invest in the programming for the full implementation of this as shown in the video, though it would make for an easier to program and beneficial game mode to have a basic form of this without bribes and where the neutrals started out with one or two neutral armies per territory with a handful (maybe 5 or so, possibly more for larger maps) of neutral armies that could be assigned by each player to aid in defense or prevention of achieving bonus regions by the opponent.
zen330
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Re: 2 player with "active neutrals" same as Risk board game

Post by zen330 »

Or an even better idea would be to keep starting neutrals to a bare minimum minimum (a lot of neutrals can lead to quite uneven games when one person has a clear path to one or more regional bonuses that the other player cannot easily break due to neutrals in the way) and let each player choose maybe 1-3 of the other player's territories (less on smaller maps, more on big maps) to turn neutral before the game starts.
ernestwatson
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Re: 2 player with "active neutrals" same as Risk board game

Post by ernestwatson »

I think this would be a great addition to Conquer Club! A two-player game with four active neutral armies would bring a different strategic dimension to the experience while staying true to the original Risk board game rules. It would give players more opportunities to plan their moves, manage their resources, and adapt their strategies without relying entirely on luck with the dice.
One of the most appealing aspects of this format is that the active neutral armies create additional challenges and strategic possibilities, making the game feel less predictable than a standard two-player match. It could also make head-to-head games more balanced and rewarding for players who enjoy carefully planning their attacks and defending their territories.
I agree that a clearer, more detailed description of the rules would make this suggestion more attractive to the community. Perhaps a brief overview explaining how the neutral armies are placed, how they behave during gameplay, and how they interact with the existing Conquer Club dice and spoils systems would help players understand the concept more easily.
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