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Offline OdinVanguardTopic starter

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The Game of Risk - Elements style https://elementscommunity.org/forum/index.php?topic=43923.msg1005737#msg1005737
« on: October 06, 2012, 11:22:54 pm »
This PvP event would use the Xenocidus' Game Simulator instead of actual duels. The PvP element is thus a pure test of deck building skill and board game strategy. (I also posted to the competion section... not sure where this idea fits best)

The card game simulator made by Xenocidus presents a very cool and amusing alternative to pure RNG based games.
For instance - The Game of Risk

The standard game of risk rules apply ( Wikipedia-Game of Risk Rules ), with players submitting their actions to the CO via PM... with 1 main exception:
instead of using 6 sided dice for attacking and defending, the Xenocidus' Game Simulator is used instead.

Here's how:
-Each round, players submit a standard deck code to the CO along with their desired actions for the round.
---This code will be used for all attack and defense purposes for that player during the given round.
-Any time a pair of 6 sided dice would need to be roled, The CO instead performs a 60 run simulation on the simulator using the deck codes submitted by the combatants. (60 is arbitrary here. Any even number will work but should be over 30 for statistical purposes)
-The player with the most victories in the simulator wins. Ties go to the defender as usual.

This should add a new and fun twist to a classic board game. Not only must players use strategy in the "risk" style of game itself, but their deck building and predictive skills are tested in each battle.

May the best Elemental General win!
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Offline Laxadarap

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Re: The Game of Risk - Elements style https://elementscommunity.org/forum/index.php?topic=43923.msg1005750#msg1005750
« Reply #1 on: October 06, 2012, 11:59:07 pm »
Xeno'stester The Game! Lets do it!
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Offline russianspy1234

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Re: The Game of Risk - Elements style https://elementscommunity.org/forum/index.php?topic=43923.msg1005752#msg1005752
« Reply #2 on: October 07, 2012, 12:15:58 am »
are you gonna account for the fact that the attacker rolls 3 dice while the defender rolls 2?

how are you handling the fact that most risk turns consist of one person attacking the same country over and over until one of the armies is wiped?
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Offline OdinVanguardTopic starter

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Re: The Game of Risk - Elements style https://elementscommunity.org/forum/index.php?topic=43923.msg1006220#msg1006220
« Reply #3 on: October 08, 2012, 06:41:53 pm »
are you gonna account for the fact that the attacker rolls 3 dice while the defender rolls 2?

how are you handling the fact that most risk turns consist of one person attacking the same country over and over until one of the armies is wiped?
The attack section is the major change here so it is essentially overhauled.
Instead of using the attacker = 3 dice and defender = 2 dice, what essentially happens is the attacker tells the CO the size of army being sent, and the CO then runs the simulations until either the entire attack force or entire defense force is wiped out.

So here is how combat would work:
-The attacking player tells the CO where he is attacking, which zone he is attacking from, and how many armies he is sending
-The CO will run a set of trials to simulate the first die roll pair.
-The loser (one with fewest wins) has their army reduced by 1. As usual a tie will go to the defender
-This continues until one of the armies is completely depleted (this is a departure but is needed to simplify turn sequencing)

So it is still possible to wipe out a large force with a smaller one, but rather than this being purely based on chance, it is biased by deck building and match ups...
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Offline russianspy1234

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Re: The Game of Risk - Elements style https://elementscommunity.org/forum/index.php?topic=43923.msg1006235#msg1006235
« Reply #4 on: October 08, 2012, 07:05:39 pm »
are you gonna account for the fact that the attacker rolls 3 dice while the defender rolls 2?

how are you handling the fact that most risk turns consist of one person attacking the same country over and over until one of the armies is wiped?
The attack section is the major change here so it is essentially overhauled.
Instead of using the attacker = 3 dice and defender = 2 dice, what essentially happens is the attacker tells the CO the size of army being sent, and the CO then runs the simulations until either the entire attack force or entire defense force is wiped out.

So here is how combat would work:
-The attacking player tells the CO where he is attacking, which zone he is attacking from, and how many armies he is sending
-The CO will run a set of trials to simulate the first die roll pair.
-The loser (one with fewest wins) has their army reduced by 1. As usual a tie will go to the defender
-This continues until one of the armies is completely depleted (this is a departure but is needed to simplify turn sequencing)

So it is still possible to wipe out a large force with a smaller one, but rather than this being purely based on chance, it is biased by deck building and match ups...

with these rules, you are giving a bigger advantage to the defender than risk usually has.  not necessarily a bad thing, but something to be aware of.  its hard to simulate because the attacker takes their highest 2 against the defenders roll of 2.  one way might be to run 3 sets of 30 for the attacker and take the best 2 win counts, vs a defenders 2 sets of 30 and taking those win counts (ignoring the corresponding loss counts, and just putting the win counts against each other)  that would allow you to simulate risk rolls and army attrition, while still giving an advantage to good deck building.

feel free to ignore me as i probably wont be joining anyways since i usually don't have time for PVP events.
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Offline Elbirn

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Re: The Game of Risk - Elements style https://elementscommunity.org/forum/index.php?topic=43923.msg1008455#msg1008455
« Reply #5 on: October 16, 2012, 07:36:46 pm »
The biggest problem that I can see is that the AI is stupid and Xeno's simulator only really works for rushes. So basically, this becomes a game of "Who can build the best grabbow"?

Also, an Elements PvP without the Element's PvP is basically just, well.. Nothing. It'd just be Risk with a weird rule set. :P So here's my idea for an improvement, though it'd be a much, much slower event, and thus shouldn't be taken seriously. It'd work well as an entirely for fun un-official event.

TO posts the game map (possibly the following, but preferably larger and with a blank background?)...

Spoiler for map:

And all players involved (up to 5, perhaps more if we wish to have teams) take turns claiming territories and placing the initial troops, as per standard RISK gameplay. RNG is used to determine turn order, and play begins. If so desired, particularly for time constraints, RNG could be used to randomize territories and initial troop placement as well. Gameplay, again, continues to follow standard procedure.

The twist: The amount of troops you have on a territory determines the amount of up's and rares you are allowed to use in your deck for that battle. An upgraded card is worth 1, and the value of a rare depends on the number of "bands" it has, +1 cost per band .
Spoiler for explanation:
(Basically, any given rare costs +2, but a nymph is +3. Marks would be considered pillars of their own element I suppose, instead of making one pay 3 troops to use a glorified pillar, but frankly I'd rather ban them due to their EQ resistance. They're not exactly OP mind you, but any unfair advantage is still, well, unfair)

For example, if I have 5 troops on Irkutsk, I could build a deck with any of the following
1. 5 upped common cards
2. 1 upped nymph (3 band) and 1 upped common
3. 1 upped shard (2 band), 2 upped common

And so on. Note how upping a rare card adds to the cost.

Winning a duel = winning a die roll. The loser has 2 troops on that territory killed. Repeat as necessary. (Note that should the loser wish to continue the battle with that same deck, they'll have to remember to remove 2 "points" worth of rares or up's due to them "dying".) The first criticism I can see here is that, unlike RISK, Elements RISK played in this fashion would have no potential for ties / moar dies for the attacking player, therefore the balance is different: Defenders no longer have their slight advantage. Which may be a bad thing.

As I said, much slower. But I think there's potential here. With a bit of tweaking and patience, I could see this becoming a fun event. Thoughts?
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