I was wondering if anyone would be able to offer some advice with regards to cards.
I would love to play a game where the cards truly are flat rate - ie where a set, no matter the colours of the cards, were worth a certain arbitrary value. As it stands the cards in a flat rate game add a huge extra element of chance. I like having the dice for that and don't think the cards need to add more of that chance factor in.
Is there no way of having a game type where cards had no colours and were worth an arbitrary amount per 3,4 or 5 cards. This would mean there would still be tactics to be used around how and when to deploy them (I am assuming here the more cards you have the longer you hold onto them and therefore would be worth more) but would eliminate the luck element of getting a mixed set as opposed to a red set.
This is particularly of importance in low number troop games, such as 1 v 1 on small maps where if someone chances a mixed set in 3 cards it can double their army count and end the game.
I think 'true flat rate' has been posted in the suggestions section before, to no avail so far. Although a bonus amount increasing by holding 3, 4 and then 5 spoils as you're suggesting is slightly different, but still cool. And not available as an option.
I'm sure you know what the card options available to you are already. No spoils eliminates that element of chance you outlined. And the other types force different strategies upon you.
I HATE flat rate, even when I win. That option for "true" flat rate would be nice though, I'd be game for that. But yeah, just stick to no spoils/esc until they come up with it is my advice unless you like ramping up the level of chance in your games.
think about.....argue with me....see my point....thanks
It's close but you've still got the element of gaining a card with true flat rate to add spice to the game.
EDIT: That being said, it's actually more like regular flat rate because in true flat rate the dice will become more key in the turn per turn basis, taking the place of the luck factor of regular flat rate cards.
think about.....argue with me....see my point....thanks
It's close but you've still got the element of gaining a card with true flat rate to add spice to the game.
EDIT: That being said, it's actually more like regular flat rate because in true flat rate the dice will become more key in the turn per turn basis, taking the place of the luck factor of regular flat rate cards.
You still get spoils when you kill an opponent as an incentive, you still need to take your spoil instead of just dropping not attacking like you can do in no spoils, so no true flat rate is not like no spoils.
think about.....argue with me....see my point....thanks
It's close but you've still got the element of gaining a card with true flat rate to add spice to the game.
EDIT: That being said, it's actually more like regular flat rate because in true flat rate the dice will become more key in the turn per turn basis, taking the place of the luck factor of regular flat rate cards.
You still get spoils when you kill an opponent as an incentive, you still need to take your spoil instead of just dropping not attacking like you can do in no spoils, so no true flat rate is not like no spoils.
That's what I was saying, the bolded parts show this. Seems like you didn't even process what I wrote, further proof that you just like to disagree with me.