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Primeval Alamaze Classic
#51
(03-30-2014, 05:42 AM)Ry Vor Wrote: There has been discussion about no, or only a couple kingdoms beginning with a high priestess.

I don't know exactly what the code has for the 5th group in Twists. Might be a risk on T1 if it isn't in results - maybe someone else in a twist game recalls T1 availability?

I'm interested in feedback on this format both in terms of the amount of freedom for strategy, and as a possible vehicle for brand new players to have a chance in a format not so unforgiving or pressured as with 15 kingdoms.

Looking at g124 our 5th group showed up on T2 results. But I remember a players pushing for the 5th group so not sure if it just appeared or was added.


For the Primeval format. I think it would be a great way to get new players into a game as long as they are all really new. Maybe only twice a week processing at most though 3x processing and learning commands will burn then out. Being able to get in a game quickly as a new player is hugh and this format provides that.

Every thing seems to be magnified.
As the Giant I spent more time in T0 with diplomacy than in any other game. There are only 4 other player but they all have goals and preferences to which region they would like to call a second. But as the deals for regions form others hands may be forced which as nobody wants to fight when their are exactly enough regions for everyone to get two. Which ever region the GI chooses as his second will split two kingdom and it also can start a sort of wrap around effect of how the other regions fall.
Mistakes or mishaps can expand quickly if it prevents you from taking both your regions before others you will become a target of one or two high production kingdoms.
I agree with LT, should be a real brawl once the second regions start to be taken.

Things I would maybe like to see changed or added to this format in the future.
-start everyone as Enemy in addition to the other NE already in place. Mostly just to help keep anyone from trading. I already almost traded and remembered no trading would be easier if my 201 was already blocked. Then would change no ally to no changes from E.
-only three consul positions. Would be player inforced but carry a penalty of -1 influence beyond loosing seat and no gold back. This would help keep the consul valuable and the skeletons still hurting when revealed.
-remove the starting priestess from gnome and black dragon. Gnome already starts with tons of gold and a region that is not effected by first winter. Black Dragon well no reason only one person should start with one, also has the speed to be able to scout region quickly. As it is now two NE loose 0.5 influence and other side gains 0.15 influence because HP is basically a must for this format.
-make the twists standard but have 5 group from the start.

#52
I like the format generally, but agree this is actually a less forgiving format due to the race for two regions. I would assume kingdoms with or without a starting priestess are otherwise balanced, so removing priestesses would then unbalance those kingdoms. As for the .5 influence hit, the Giant gets a huge advantage in this format by having no natural enemy to lower his influence regularly (I am guessing it will be much more than .5 over a few turns), but I do think all 5 should start as enemies to all of the other kingdoms (but maybe remove the influence hit - hmmm, not sure how that would work).
The early negotiations were brutal (though the GI took the lead for us and probably spent 4 times as much time as the rest of us did). No formal agreements, just a general consensus on which direction people will head for their second region.
I think the GI and BL have the advantage in this game due to the quick nature of the expected conflict and the 5th group advantage for military kingdoms (but I guess we will see on that one). ESOs seem a lot easier (I think someone earlier suggested changing them for this format) to attain with all of the extra space on the board.
Orders mistakes (or bad fortune like losing a priestess early) will slow a kingdom down just enough to make them the first target perhaps (or at least make that second uncontrolled territory look appealing).

#53
I can tell you this, if those Elven brigades get out of the forest and into the plains, and understand how to use their tactical selections, they are the most deadly military in this game. Scoff if you want Smile
I did learn one thing from my "mentor".

#54
Any reason our turn did not get run today? Should we expect tomorrow or Wednesday?

#55
Wow someone is up late processing our game. Thanks guys! For me 5 hours before I get done with work plenty of time to mull over my turn Smile

#56
I'd like the players in this game to pipe in on the turnaround for the game.

I had said early that the game "could" have 3 turns a week if the players wanted it so. Then we had those excellent posts that this format is challenging in the planning that is required of experienced players, and involves more diplomacy than might have been expected.

So I am thinking it might be best to go to the standard 4-4-4-6 cycle for this format, especially as it may be the way for new gamers to get involved.

I do like how our experienced players in this first edition of Primeval are enjoying (and sweating) it.

On some previous thoughts expressed by players, I agree no kingdom should start with a high priestess, but we won't be cutting back the five high council seats. Also, we originally were going to have all kingdoms be enemies, but realized that would mean each kingdom could get four decreases to their influence for every one increase they generated. So players just need to remember no trading in Primeval.

#57
Personally, I love the turnaround at MWF. In this format, beyond the initial turn, the diplomacy likely won't be as big of an issue from turn to turn.
-The Deliverer

#58
You could start all five Kingdoms off at unchangeable "enemy" status with each other, without giving them "natural enemy" status. This would also prevent all trading.

In fact, it may be better to have no natural enemies at all, as the two-level regional reaction hit is pretty brutal.

#59
(04-01-2014, 11:29 PM)HeadHoncho Wrote: You could start all five Kingdoms off at unchangeable "enemy" status with each other, without giving them "natural enemy" status. This would also prevent all trading.

In fact, it may be better to have no natural enemies at all, as the two-level regional reaction hit is pretty brutal.

This is what I was trying to say as well. Except I like the corners being NE.

#60
I like the fast turn around and actually think it helps add to the flavor of the game. You do not have days to work with others and make a plan teaming up and such. You really need to get it done and be ready for another round. Sure you can have an ally but not likely a very formal plan.
As a new player game though I would say normal cycle time would be fine or max M/F. 3x a week for a brand new player would burn them out for sure.



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