So can I. But surely that's where the skill comes in? In board-game design, at least, the days of the simple VC "conquer the whole map" (Risk, Shogun, Apocalypse etc. ) have given way to newer games where you have a VC you have to think about a bit more, eg Imperial, Wallenstein, Antike.Saladin wrote:I can think of a lot of situations where a player with only one colour will be stronger than a player with two or more colours. That is a viable strategy.
Why do you assume that if one player is "stronger overall", he should win? If the other guy is smart enough to grab victory from the jaws of defeat ... (and not by luck, but by clever play ....skill)... then he desrves it even more?
The "problem" with a lot of "conquer the map" games is that once you get the upper hand, the other guy stands very little chance of coming back ... not much interest for him in even trying? Now, before you shriek, let me say that this is NOT a problem with Standard WOK: there IS a balancing mechanism: people need to ally against the guy who is looking too strong (as I remember you saying! Just fun).
But it's different in TWO-Player games; no route back once you start to lose. Heck, even chess gives you a chance with a VC (checkmate) that is not just "wipe out the other guy". In two-player games, you need a mechanism, preferably a skill one, that avoids an early lead being a dull progression to an inevitable end, dull for both players, especially the one who is losing.
Sure, a player can win without being overall the stronger. Great!! If it comes from skill, not just from luck. Because then it's worth fighting on, you still have that chance.... Why should victory necessarily go to the currently-stronger rather than the guy who outsmarts? Who comes from behind to cleverly grab victory? Hey, I think he deserves victory MORE!
Every game design has to choose its balance. It would be wrong for WOK to make it that a strong lead counted for nothing, easily overturned by luck. But this isn't by luck. Usually the stronger guy will go on to win, but the weaker is still in with a chance, through skill.
And it adds a whole interesting dimension to your strategy. You can't just simply make one colour very strong ... you might have to decide between grabbing more easy neutrals for it ... versus using it to protect one or other of your weaker colours in case they both go under. A tough call; skill.
A case in point is Duel #06, trewqh v Hryll. GIVEN the VC, trewqh tried a new strategy in Duel: instead of concentrating two colours on the enemy's isolated colour (obvious ploy), he ignored it; he set all three of his against the TWO colours of Hryll's in the south; so the game ended with Hryll's single colour being way the strongest on the map, but trewqh winning because he'd balanced that risk against taking out the other 2 Hryll colours before Hryll could make that power count. Brilliant, I thought! Lots more skill angles to the game this way than the simple "kill 'em all". IMHO.
Well, it's a player's prerogative in Standard WOK to go M-3, but we try to discourage it! A prerogative can be bad for everybody else, so you try to avoid bad ones?I think that in the vast majority of games players who have no change of winning will surrender. And in the very few cases that a player decides to not surrender even though he can't win well to be honest that's every players prerogative.
That's inventive. But you know how much I prefer simplicity. It's just easier to get your head round "reduce him to one colour", than round "reduce him to a total of less than 1,350 points". You'd have to know the formulae and work it out? And a lot easier for watchers to see what's happening?Now if you really do want to make the game end when it's no longer possible for one player to win why not make it so that if a players total score falls below a certain points total he loses. At least that takes in to account the total strength of the player.
Sorry if it's a bit long. Discussing game-theory doesn't lend itself easily to one-liners!
Cheers,
Han