2-1 Let the game end

It's quite possible for that one player to slowly but
surely eliminate other nations, one by one. Surely he should
be given the right to try.

Or are you saying that your fun has greater weight than his?

Gavin

In this particular case, it is a battered nation. I took his starting capital 4 turns ago, and would now be on new capital had I not been in the hospital getting my appendix removed 2 turns ago, then special serviced last turn due to receiving the "we quit" email from the enemy team.

There is no way this lone nation is going to emilimate anyone. What can happen is that 12 people may get tired of spending $78 a turn, to try to track down one hold out. Some of those 12 people may become more concerned with VPs and Player Rankings than saving the cash, and do more nation building than enemy hunting.

I must say, I was glad to hear this game was over. I'm not glad to hear I have to waste money trying to track down one last hold out. It was a 12 v. 12 game. In 11 turns, we eliminated 4 of their nations, and had kicked the crud out of 3-4 more. None of our nations are at risk of elimination. We clearly won, and everyone of the enemy (except one) seems to see it that way.

Darrell Shimel (SK NKA 41)

···

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--- In mepbmlist@yahoogroups.com, "corsairs game 101"
<corsairs101@h...> wrote:

>It's quite possible for that one player to slowly but
>surely eliminate other nations, one by one. Surely he should
>be given the right to try.
>
>Or are you saying that your fun has greater weight than his?
>
>Gavin

In this particular case, it is a battered nation. I took his

starting

capital 4 turns ago, and would now be on new capital had I not been

in the

hospital getting my appendix removed 2 turns ago, then special

serviced last

turn due to receiving the "we quit" email from the enemy team.

There is no way this lone nation is going to emilimate anyone.

What can

happen is that 12 people may get tired of spending $78 a turn, to

try to

track down one hold out. Some of those 12 people may become more

concerned

with VPs and Player Rankings than saving the cash, and do more

nation

building than enemy hunting.

I must say, I was glad to hear this game was over. I'm not glad to

hear I

have to waste money trying to track down one last hold out. It was

a 12 v.

12 game. In 11 turns, we eliminated 4 of their nations, and had

kicked the

crud out of 3-4 more. None of our nations are at risk of

elimination. We

clearly won, and everyone of the enemy (except one) seems to see it

that

way.

Darrell Shimel (SK NKA 41)

Egads what a gab fest over a subject that has been beaten to death
several times before on both the old forum page and GSI's message
board. Darrell if he's the only one left you guys must have almost as
many characters in each and every category as he has total
characters, seems like coordinated use would finish the game quickly.
How many major towns can you see but not account for the owners? You
can send any character to any major town and find out who owns it.
Then once you identify his major towns it should be easy for you to
finish him. You could mass your emissaries on his capital and
influence it away. Even if he has a backup his loyalties will go down
everywhere, and his revenues will drop. You can have the teams killer
agents make it impossible for him to issue capital orders, or a curse
squad parked outside his capital can kill his characters off. You can
have your less than top ranked agents steal his gold and sabotage his
stores so he can't raise cash to pay for his maintenance. You can
cast LAT on his best artifacts and track his characters. You can load
up command and mage artifacts on characters and send them a
challenging. You can find the ring and either give it to Sauron or
destroy it. He shouldn't be able to stop you. That option is the
surest if you have been developing your mages if nothing else it will
bring out his best challenge character and assassin for you to pick
off, especially if you are tracking them. This option should end the
game in no more than 4 turns if he is that much of a die hard.

I totally disagree with whoever posted the make players pay up front
for a minimum number of turns no refunds thought. I think that would
drive many players from the game. I haven't heard much on the rating
system, but it was my understanding that this was more a tool to help
Clint set up more competitive games among players with approximately
the same skills. I do think however that there is probably a way to
track those who continually drop early in the game for no apparent
reason, or at the first experience of a reversal they give up. In
those cases I believe Clint could point out to them how disruptive to
their team mates that behavior is and warn that player he will be in
a probationary status for, say his next two games, and if he
continues his past drop propensity he will suffer a ban of say 6
months, before being accepted into a new game. That might make throw
away games less common among this type of players.

···

_________________________________________________________________
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The minor points: It's a fourth age NKA game so there is no ring and
agents cannot kidnap or assassinate. In our team setup we decided to
go without mage hit squads. So, all that's left to us is challenge,
influence, and military action. Odds are the game will take more than
4 turns to finish.

The major points.

First, please see my previous post (13132) regarding why I believe the
player in question is honor-bound to cede the game along with the rest
of his teammates.

Second, I agree that forcing players to pay for more turns up-front is
a bad idea. True, it would nearly eliminate players dropping on turn
3. However, I believe it will only serve to delay their dropping from
the game, not eliminate it. And in the meantime you have a player who
knows he's gonna drop so he'll likely either trash the position due to
neglect or (even worse) decide to attack allies for fun. Would you
rather have a player drop on turn 3 when a replacement player can
possibly salvage the position or on turn 10 when the position is
probably beyond repair?

Keith

--- In mepbmlist@yahoogroups.com, "kingoftherill" <kingoftherill@y...>
wrote:

--- In mepbmlist@yahoogroups.com, "corsairs game 101"
<corsairs101@h...> wrote:
> >It's quite possible for that one player to slowly but
> >surely eliminate other nations, one by one. Surely he should
> >be given the right to try.
> >
> >Or are you saying that your fun has greater weight than his?
> >
> >Gavin
>
> In this particular case, it is a battered nation. I took his
starting
> capital 4 turns ago, and would now be on new capital had I not

been

in the
> hospital getting my appendix removed 2 turns ago, then special
serviced last
> turn due to receiving the "we quit" email from the enemy team.
>
> There is no way this lone nation is going to emilimate anyone.
What can
> happen is that 12 people may get tired of spending $78 a turn, to
try to
> track down one hold out. Some of those 12 people may become more
concerned
> with VPs and Player Rankings than saving the cash, and do more
nation
> building than enemy hunting.
>
> I must say, I was glad to hear this game was over. I'm not glad

to

hear I
> have to waste money trying to track down one last hold out. It

was

a 12 v.
> 12 game. In 11 turns, we eliminated 4 of their nations, and had
kicked the
> crud out of 3-4 more. None of our nations are at risk of
elimination. We
> clearly won, and everyone of the enemy (except one) seems to see

it

that
> way.
>
> Darrell Shimel (SK NKA 41)

Egads what a gab fest over a subject that has been beaten to death
several times before on both the old forum page and GSI's message
board. Darrell if he's the only one left you guys must have almost

as

many characters in each and every category as he has total
characters, seems like coordinated use would finish the game

quickly.

How many major towns can you see but not account for the owners?

You

can send any character to any major town and find out who owns it.
Then once you identify his major towns it should be easy for you to
finish him. You could mass your emissaries on his capital and
influence it away. Even if he has a backup his loyalties will go

down

everywhere, and his revenues will drop. You can have the teams

killer

agents make it impossible for him to issue capital orders, or a

curse

squad parked outside his capital can kill his characters off. You

can

have your less than top ranked agents steal his gold and sabotage

his

stores so he can't raise cash to pay for his maintenance. You can
cast LAT on his best artifacts and track his characters. You can

load

up command and mage artifacts on characters and send them a
challenging. You can find the ring and either give it to Sauron or
destroy it. He shouldn't be able to stop you. That option is the
surest if you have been developing your mages if nothing else it

will

bring out his best challenge character and assassin for you to pick
off, especially if you are tracking them. This option should end

the

game in no more than 4 turns if he is that much of a die hard.

I totally disagree with whoever posted the make players pay up

front

for a minimum number of turns no refunds thought. I think that

would

drive many players from the game. I haven't heard much on the

rating

system, but it was my understanding that this was more a tool to

help

Clint set up more competitive games among players with

approximately

the same skills. I do think however that there is probably a way to
track those who continually drop early in the game for no apparent
reason, or at the first experience of a reversal they give up. In
those cases I believe Clint could point out to them how disruptive

to

their team mates that behavior is and warn that player he will be

in

a probationary status for, say his next two games, and if he
continues his past drop propensity he will suffer a ban of say 6
months, before being accepted into a new game. That might make

throw

···

away games less common among this type of players.

>
> _________________________________________________________________
> Protect your PC - get McAfee.com VirusScan Online
> http://clinic.mcafee.com/clinic/ibuy/campaign.asp?cid=3963

American Brad, right?

--- kingoftherill <kingoftherill@yahoo.com> wrote:

Then once you identify his major towns it should be easy for you to
finish him. You could mass your emissaries on his capital and
influence it away. Even if he has a backup his loyalties will go down
everywhere, and his revenues will drop. You can have the teams killer
agents make it impossible for him to issue capital orders, or a curse
squad parked outside his capital can kill his characters off. You can
have your less than top ranked agents steal his gold and sabotage his
stores so he can't raise cash to pay for his maintenance. You can
cast LAT on his best artifacts and track his characters. You can load

FA game, NKA which means No Kidnap and Assassinate. No curses either,
and this team didn't set up with weakness. Thus, emissaries are of
little use on MT's... No ring.

This particular game is a special case. 12:1 is certainly no 2:1.

I totally disagree with whoever posted the make players pay up front
for a minimum number of turns no refunds thought.

Well, the current set up "includes" 2 "free" turns. Increase the set
up fee and increase the number of "free" turns included... But I see
the good arguments highlighting the difference between ruining a nation
over 10 turns vs picking it up with a new player after 3.. tough call.

Interesting. This thread started as a plea for the "2:1" game end
rule, but only as a result of an unique circumstance that not only has
little to do with 2:1 but also illustrates the atypical nature of some
games, and how general, arbitrary rules really aren't always
applicable.
And finally, ends up at the "increased startup fee to deter early
drops" thread... Seems there's a pattern to most "What's wrong with
the game" threads, and they almost always end up pointing to the johnny
come lately's who dabble and dash, leaving those playing the game for
real screwed.

And if I recall correctly, we've never really come to any kind of
consensus on that. Lots of ideas, from increased starting costs to
tracking and penalizing those who routinely leave games, etc.

How about all newbie 12X12 games, where you have 10 vs 10 newbies, and
1 willing volunteer veteran on each side who pays for 1 nation and gets
both neutrals per side? If the GM's would concede 39 and the DS 235
already, I'd volunteer for one of those.. :wink:

Brad

···

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American Brad, right?

--- kingoftherill <kingoftherill@y...> wrote:
> Then once you identify his major towns it should be easy for you

to

> finish him. You could mass your emissaries on his capital and
> influence it away. Even if he has a backup his loyalties will go

down

> everywhere, and his revenues will drop. You can have the teams

killer

> agents make it impossible for him to issue capital orders, or a

curse

> squad parked outside his capital can kill his characters off. You

can

> have your less than top ranked agents steal his gold and sabotage

his

> stores so he can't raise cash to pay for his maintenance. You can
> cast LAT on his best artifacts and track his characters. You can

load

FA game, NKA which means No Kidnap and Assassinate. No curses

either,

and this team didn't set up with weakness. Thus, emissaries are of
little use on MT's... No ring.

This particular game is a special case. 12:1 is certainly no 2:1.

> I totally disagree with whoever posted the make players pay up

front

> for a minimum number of turns no refunds thought.

Well, the current set up "includes" 2 "free" turns. Increase the

set

up fee and increase the number of "free" turns included... But I

see

the good arguments highlighting the difference between ruining a

nation

over 10 turns vs picking it up with a new player after 3.. tough

call.

Interesting. This thread started as a plea for the "2:1" game end
rule, but only as a result of an unique circumstance that not only

has

little to do with 2:1 but also illustrates the atypical nature of

some

games, and how general, arbitrary rules really aren't always
applicable.
And finally, ends up at the "increased startup fee to deter early
drops" thread... Seems there's a pattern to most "What's wrong with
the game" threads, and they almost always end up pointing to the

johnny

come lately's who dabble and dash, leaving those playing the game

for

real screwed.

And if I recall correctly, we've never really come to any kind of
consensus on that. Lots of ideas, from increased starting costs to
tracking and penalizing those who routinely leave games, etc.

How about all newbie 12X12 games, where you have 10 vs 10 newbies,

and

1 willing volunteer veteran on each side who pays for 1 nation and

gets

both neutrals per side? If the GM's would concede 39 and the DS 235
already, I'd volunteer for one of those.. :wink:

Brad

Canadian Brad;
Realized the NKA after I went through the mass of messages. My
thoughts now if you are silly enough to agree to game peculiar rules
that essentially eliminate your ability to finish off an opponent, by
killing, kidnapping, cursing and emissary action then you created
just this problem for yourself quit whining about it and do the one
ring option. Game ends you win. Learn your lesson and don't accept
those limitations in the future.
American Brad

···

--- In mepbmlist@yahoogroups.com, bgb <pbmnoot@y...> wrote:

______________________________________________________________________

Post your free ad now! http://personals.yahoo.ca

American Brad:

Your point is equivalent to saying "suck it up and smile when someone
drops their position on turn3...you were silly to agree to play in a
game where the rules allow that." Just because the rules allow
something does not mean it's reasonable. Just because the rules make
it difficult to punish a player's actions does not mean those actions
are reasonable.

There's no need to rely on vigilante action when a very simple rule
change would handle this situation very well in future games. It was a
team game. When a team concedes, the _entire_ team
concedes...regardless of whether a minority faction of the team
desires otherwise.

Keith

P.S. Apparently, you're still not reading carefully enough. The game
is fourth age so no ring. And I don't know where you got the idea the
NKA prevents emmie action.

--- In mepbmlist@yahoogroups.com, "kingoftherill" <kingoftherill@y...>
wrote:

> American Brad, right?
>
> --- kingoftherill <kingoftherill@y...> wrote:
> > Then once you identify his major towns it should be easy for

you

to
> > finish him. You could mass your emissaries on his capital and
> > influence it away. Even if he has a backup his loyalties will

go

down
> > everywhere, and his revenues will drop. You can have the teams
killer
> > agents make it impossible for him to issue capital orders, or a
curse
> > squad parked outside his capital can kill his characters off.

You

can
> > have your less than top ranked agents steal his gold and

sabotage

his
> > stores so he can't raise cash to pay for his maintenance. You

can

> > cast LAT on his best artifacts and track his characters. You

can

load
>
> FA game, NKA which means No Kidnap and Assassinate. No curses
either,
> and this team didn't set up with weakness. Thus, emissaries are

of

> little use on MT's... No ring.
>
> This particular game is a special case. 12:1 is certainly no 2:1.
>
> > I totally disagree with whoever posted the make players pay up
front
> > for a minimum number of turns no refunds thought.
>
> Well, the current set up "includes" 2 "free" turns. Increase the
set
> up fee and increase the number of "free" turns included... But I
see
> the good arguments highlighting the difference between ruining a
nation
> over 10 turns vs picking it up with a new player after 3.. tough
call.
>
> Interesting. This thread started as a plea for the "2:1" game end
> rule, but only as a result of an unique circumstance that not

only

has
> little to do with 2:1 but also illustrates the atypical nature of
some
> games, and how general, arbitrary rules really aren't always
> applicable.
> And finally, ends up at the "increased startup fee to deter early
> drops" thread... Seems there's a pattern to most "What's wrong

with

> the game" threads, and they almost always end up pointing to the
johnny
> come lately's who dabble and dash, leaving those playing the game
for
> real screwed.
>
> And if I recall correctly, we've never really come to any kind of
> consensus on that. Lots of ideas, from increased starting costs

to

> tracking and penalizing those who routinely leave games, etc.
>
> How about all newbie 12X12 games, where you have 10 vs 10

newbies,

and
> 1 willing volunteer veteran on each side who pays for 1 nation

and

gets
> both neutrals per side? If the GM's would concede 39 and the DS

235

> already, I'd volunteer for one of those.. :wink:
>
> Brad
Canadian Brad;
Realized the NKA after I went through the mass of messages. My
thoughts now if you are silly enough to agree to game peculiar

rules

that essentially eliminate your ability to finish off an opponent,

by

···

--- In mepbmlist@yahoogroups.com, bgb <pbmnoot@y...> wrote:
killing, kidnapping, cursing and emissary action then you created
just this problem for yourself quit whining about it and do the one
ring option. Game ends you win. Learn your lesson and don't accept
those limitations in the future.
American Brad
>
>
________________________________________________

______________________

> Post your free ad now! http://personals.yahoo.ca

Some players enjoy playing in a game where agents don't play a big
role and curse squads don't exist...it's all military baby. Also
this being 4th age, the ring option isn't available. It's a pretty
good scenario, but like you've pointed out, easier to be taken
advantage of.

Canadian Brad;
Realized the NKA after I went through the mass of messages. My
thoughts now if you are silly enough to agree to game peculiar

rules

that essentially eliminate your ability to finish off an opponent,

by

killing, kidnapping, cursing and emissary action then you created
just this problem for yourself quit whining about it and do the

one

···

ring option. Game ends you win. Learn your lesson and don't accept
those limitations in the future.
American Brad
>
>

_____________________________________________________________________
_

> Post your free ad now! http://personals.yahoo.ca