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SamUser is Offline


Diplomat
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07 Dec 2007 1:13 PM  

Total Diplomacy Risk Map: Grand-Strategy-Game
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What do I do next? Who should I ally with? This is Blue And Yellow's turn now (simoultaneous turns)  No cards and normal fortifications. If either Blue or Yellow can take a turn, it's my turn and whoever did'nt take that turn. I am Red.


2¢ is my son so we have the same email. Sorry for any confusion.
Ehsan HonaryUser is Offline


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07 Dec 2007 3:06 PM  
I am not quite sure what you mean by "No Cards". Anyway here are my thoughts.

You are in a three player game, and you are the weakest.Yellow is extremely strong. It all really depends if you get cards or not, and since I don't know, its difficult to judge. If you don't get any cards, you need to ally with Blue against Yellow. At this point, if Yellow decided to take you out, he can easily do so by rearranging his armies. So you need to get Yellow and Blue against each other.

If you can have cards, it all depend on who has how many and the turn order. The game seems to be at a very critical point and obtaining another player's cards by elimination can be very attractive.

Ehsan Honary
EuropaUser is Offline


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07 Dec 2007 11:08 PM  
I think the "No cards" means that you are playing a game in which you do not have the cards in play at all, no extra reward for taking one territory and no bonus for turning them in. Interesting way to play, and certainly one that changes your strategy a bit since the incentive to remove players goes away somewhat. You still need to eliminate your opponents to win the game and make it easier on yourself in the process, but you need to be sure that when you eliminate them that you do not decimate yourself in the process since you have no cards to reinforce your position after the take over.

The tactics I would take are to go after Yellow's big territories near Aussieland in India, Afghanistan and then maybe the Middle East if possible. This can help get Yellow and Blue to fight since Yellow may have to reposition its resources to deal with you, this can allow Blue to take him out. You need to make it clear to Blue that he needs you. Red can act as a buffer, an irritant at the very least and force Yellow to fight a two-front war which is never easy. This has to be your focus, to get Blue to accept you as a partner or at least keep you around long enough to help out. You can claim that dealing with a weaker Red in Australia is much easier than dealing with a stronger Yellow who holds three continents.

Go from India to Afghanistan and then try the Middle East if you have enough left. Then fortify back to India or Siam after you have opend the door for Blue. Blue should go right after the Middle East and into Europe and Africa.

Grant Blackburn
SamUser is Offline


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Diplomat
Posts:110

08 Dec 2007 12:32 PM  

Well, unlucky me but I lost before getting to take my turn! Thanks for the advice anyway.


2¢ is my son so we have the same email. Sorry for any confusion.
EuropaUser is Offline


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Diplomat
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14 Dec 2007 3:40 PM  
Well, for those of us who would still like to learn from this example can you clear up what you meant by no cards? Thanks.

Grant Blackburn
SamUser is Offline


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14 Dec 2007 11:47 PM  
No cards means that there are no cards. I don't think i can explain any further.

2¢ is my son so we have the same email. Sorry for any confusion.
Dan12User is Offline


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Posts:81

15 Dec 2007 2:15 AM  
Mmm, this conversation is very strange. Risk games usually have cards. By the time you get to this stage everyone has some sort of cards. Some may have one, some may have more. Once the game starts at no time in the game everyone goes completely card-less. I have never seen this.

If you mean they can't cash, then that's fine, that's possible. But they would still have cards and your move highly depends on how many cards others have. So no, I am afraid you can't say they don't have cards!
SamUser is Offline


Diplomat
Diplomat
Posts:110

15 Dec 2007 2:23 AM  

Well , there is old version of risk and and it has no cards, and Grand Strategy adopted that rules.


2¢ is my son so we have the same email. Sorry for any confusion.
SamUser is Offline


Diplomat
Diplomat
Posts:110

15 Dec 2007 2:00 PM  

This is what I meant:

Posted By Europa on 07 Dec 2007 11:08 PM
I think the "No cards" means that you are playing a game in which you do not have the cards in play at all, no extra reward for taking one territory and no bonus for turning them in.

 


2¢ is my son so we have the same email. Sorry for any confusion.
EuropaUser is Offline


Diplomat
Diplomat
Posts:170

15 Dec 2007 2:53 PM  
Makes sense, I do know of games that don't use cards and this can change the strategy of the game a lot. Not having cards to bring in reinforcement armies can make the armies on the board that much more valuable, you don't have to worry about a massive retaliation from a player who is about to gain a huge troop boost and therefore change the layout of the game. This is actually an interesting point, how can you take stock of the board in such a way that you cna take into account where a player might stock his next set of reinforcements and how would you counter that?

As I said in my earlier post, having no cards also takes away some of the incentive to wipe out a player except to make the board less crowded. In this three player game, keeping another player in the game is actually ok considering that you don't get any extra cards upon elimination. So now you need to weaken the opponents and make your next move in such a way that it keeps your armies on the board.

Grant Blackburn
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