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Secret Victory Conditions 2014
#1
Attached is the new design model for Secret Victory Conditions in Alamaze Classic.

Please comment on whether it is clear, and whether you would always or never select a certain condition regardless of your kingdom. I know some conditions are better suited for certain kingdoms - that doesn't require comment.


Attached Files
.pdf   Secret Victory Conditions.pdf (Size: 117.99 KB / Downloads: 26)
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#2
Ouch. I love this, but those extra two orders on turn 1 are going to hurt. The defaults is fair, though. I think that 6 fleets in 2 seas is something I might go for a lot. I don't think it would be hard to achive and once you have it, they fleets could just sit there and not be at risk unless somebody sabotaged them. I think I'd avoid ones that required being on the HC - way too easy for people to kick you off if you are getting close to winning and then it's very hard to control getting back on. I think the rivalry/control more than your NE is very tempting if you have chosen to control 3 regions. You'd almost be guaranteed to have more than them. I think I'd go for that one a lot, too. The covert ones seem easy to acomplish as well - it's just about spending money, unless the UN starts to raise the rates again. For whatever reason, in all the recent games I've played in, the UN has not done this.
Great work guys - can't wait for this to kick in!
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#3
(05-02-2014, 03:18 AM)Ry Vor Wrote: Attached is the new design model for Secret Victory Conditions in Alamaze Classic.

Please comment on whether it is clear, and whether you would always or never select a certain condition regardless of your kingdom. I know some conditions are better suited for certain kingdoms - that doesn't require comment.

I would always select control 3 regions. The others mean attacking half the regions on the board.
I would always select 2+ fleets in 4 seas as that is ridiculously easy compared to the others.
The magic options exclude most kingdoms unless they happen to find the stone.
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#4
[/quote]
I would always select control 3 regions. The others mean attacking half the regions on the board.
I would always select 2+ fleets in 4 seas as that is ridiculously easy compared to the others.
The magic options exclude most kingdoms unless they happen to find the stone.
[/quote]

Not to interrupt - but remember now that to build a fleet, you need a coastal PC of that sea. I don't think today in the normal course of events a kingdom has 4 such PC's.

I don't think everyone would agree on controlling 3 regions as the obvious choice. Presently many kingdoms are content with Substantial and maybe cities, to avoid the notice of controlling 2 regions. The choices other than Control 3 Regions obviously would become even more attractive if it is anticipated that most kingdoms will choose that way, as there are only 10 regions and 15 kingdoms yet a controlled region can still have another kingdom be substantial.
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#5
UN could have 5A and 8B by turn 2. That 1st group would take a while no matter the choice though and would need to wait until T16 anyway.
The sea ones seem easy but it would also be easy to plunder all the PC next to or in a sea zone making it possible to fairly easy block the victory.
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#6
I would always select control 3 regions. The others mean attacking half the regions on the board.
I would always select 2+ fleets in 4 seas as that is ridiculously easy compared to the others.
The magic options exclude most kingdoms unless they happen to find the stone.
[/quote]

Not to interrupt - but remember now that to build a fleet, you need a coastal PC of that sea. I don't think today in the normal course of events a kingdom has 4 such PC's.

I don't think everyone would agree on controlling 3 regions as the obvious choice. Presently many kingdoms are content with Substantial and maybe cities, to avoid the notice of controlling 2 regions. The choices other than Control 3 Regions obviously would become even more attractive if it is anticipated that most kingdoms will choose that way, as there are only 10 regions and 15 kingdoms yet a controlled region can still have another kingdom be substantial.
[/quote]

I had indeed forgotten the new fleet rule specifics. It would then be the 2 seas option. I would argue the point that having (and maintaining) a presence in half the regions on the board is easier than taking 50.1% of 3 regions. The 5 cities option is also steep due simply to having their locations public (to say nothing of the 15 towns). When the RD is going after cities, everyone knows pretty quickly what is happening.

On the flip side, these rules are likely to extend many more games past the 20 turn threshold which can be a bonus, favoring players who enjoy "builder" positions. I think that every player will prefer a mix and match system, but you have to be concerned that new players may choose poorly. You may want to "recommend" categories for new players as guidance and exclude or highly caution against others. Barring kingdoms that have almost no hope of success from choosing the magic category comes to mind.
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#7
It's a huge step in the right direction. I think the above new rules are fantastic. I would also hesitate to consider the naval requirements too easy. You can take down an enemies fleet with agents and your fleet as well. You can stop his ability to build fleets by taking his pop center that is adjacent to the sea.
Lord Brogan

156 - GN

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