Allegiances

Part 2 - minor breather and as this is a different topic I felt it best to deal with here.

But NOTE that even after turn 12, still being a Neutral does not mean one HAS to be trying for a Neutral victory!

Correct, BUT, you cannot win the game at that point unless it is a neutral victory (in one form or another).

Just as ANY member of a winning side can feel like a winner

I'm not disputing that - how you play the game is largely upto you, and similarly what you get from the game is entirely upto you as the player. One player likes to name characters after Dogs if he's the Doglord - don't understand it myself but heh no skin off my nose (wonder if that translates).

.. so can ANY member of an alliance that achieves a victory by getting one of its members to 1st place at game end.

Yes I understand. However it's not a win in the normal sense - you can only win. There are clearly two types of wins here and I'm hoping to keep them separate. Note it's highest win total on the winning side - any one else is playing for 2nd or 3rd placing with the VPs only at best if they are of a different allegiance.

I KNOW that I gave up my chance to "win" by doing so -- i.e. my Kingdom could not be in 1st place regardless of the number of VPs I might end up with.

Yes but you are losing the game technically. That's the point I'm discussing (or at best 2nd or 3rd in the individual scoring). Is that clear?

Do I digress or what? The point is that even after turn 12, a Neutral may not be committed to a Neutral victory

in play yes, but for winning purposes the above situations that I've described stand.

-- so if a Neutral drops, allowing an existing Neutral player to take over the position may changethe balance of power in the game.

They should change allegiance then IMO. Now it might be that we should look at this for 1000 games and that's something to discuss but at present that's not our policy. For clarity, if it's after turn 12 then any Neutral player (we define it as Neutral Team then, ie neutral but unable to change allegiance with all the benefits and negatives appropriate) can pick up another Neutral nation. In the rare (and it is very rare) situation that they have been allied to players from another allegiance then there is a problem. It's easy to solve - if that player is committed to that team then they should send in orders to change allegiance (seems a simple solution to me) before the turn 12 deadline. If not then they've lost the opportunity to do so. Seem fair? (Note before turn 12 a Neutral position cannot be picked up by anyone else in the game or outside of the game if they are allied to players within the game or for 1650/2950 at any point in the game (before turn 12, during or after). - minor exception Neutral teams we treat these as allied players with said benefits).

What I do think is that, maybe, sometimes, allowing a player already in the game to take over a nation is not as good as getting in an independent player to take it over.

As a general point I agree - we prefer players from outside the game to pick up a nation but sometimes that's not appropriate. The benefits of this take-up policy are more vibrant games, less annoyance for allies with nations perfectly fine but not being played - the negatives are smaller than that IMO.

Thoughts?

Clint

The impression I got in the last couple of games I played contradicts
this. It was a case of "play it our way or we drop", with "our way"
being defined as the way a group of people who'd played together
before wanted to do it. I don't think I'm alone in this.

To a certain extent, the game has become a bit like chess: there are
certain defined openings which everyone expects you to follow and if
you decide otherwise then you are labeled as not being a team player.
That can be very disconcerting to a new player, particularly if the
"advice" is presented strongly, shall we say!

I originally joined the game because, among other things, it offered
the opportunity to have an individual win which was subordinated to
an alliance win: it's pretty much one of the first things you read in
the rule books. Nowadays, if you let anyone know you're going for
that individual win, you're considered rather suspect.

Gavin

···

On 30 Sep 2005, at 15:29, ME Games Ltd wrote:

Just as ANY member of a winning side can feel like a winner

I'm not disputing that - how you play the game is largely upto you

[Non-text portions of this message have been removed]

The impression I got in the last couple of games I played contradicts
this. It was a case of "play it our way or we drop", with "our way"
being defined as the way a group of people who'd played together
before wanted to do it. I don't think I'm alone in this.

Possibly the case - depends on the players in the game. I think the advent of email discussion means that players are more likely to come to agreement (and conversely disagreement) much more quickly than in the old days. (If you didn't get on with someone then you didn't generally interact with them is my memory of the postal/phone days). This clearly brings pressure to bear on others in the game. The more successful teams generally get over such disagreements and the less successful ones don't.

To a certain extent, the game has become a bit like chess: there are
certain defined openings which everyone expects you to follow and if
you decide otherwise then you are labeled as not being a team player.

If you're saying Army A must move to Hex Y on turn Z then I don't agree. Due to the nature of the game there are moves that generally accepted as being beneficial (and some players think that they are the only moves for example). However, with several hundred "pieces" and ways of subdividing them into other "pieces" and having diffferent types of pieces (characters, armies loosely two types but there's other ways) then the array of opening moves - and that includes sensible ones as well, the non-sensible ones I ignore here - is very wide - much bigger than chess.

Army A with part of Army B moves to Hex Y on Turn Z or Z-3 via Hex W,X,T or via Hex W,T,X etc is much more likely with Character M moving to impact in manner F (well you get the idea). That alone quickly breaks the "chess" opening concept and is the beauty of the game (IMO). Played a fair bit of competitive chess in my time and IMO they are somewhat different! :slight_smile: (Monopoly is a boardgame, so is Puerto Rico but they are quite different boardgames and need different skills for example - both ME and Chess have "opening" moves but there is a big difference between the type and impact they have).

Clint

Clint,
       Surely a neutral could still win if the FA1000 game reached
turn 52 and there were more than one allegiance left in. My
understanding is that the nation with the highest point total then
would win. Thus if there was an alliance between neutrals and either
DS or FP and the other one was eliminated before turn 52. Then all
they'd have to do is wait till turn 52 and take their chances?

Regards,

Gavin

>The impression I got in the last couple of games I played

contradicts

>this. It was a case of "play it our way or we drop", with "our way"
>being defined as the way a group of people who'd played together
>before wanted to do it. I don't think I'm alone in this.

Possibly the case - depends on the players in the game. I think

the advent

of email discussion means that players are more likely to come to

agreement

(and conversely disagreement) much more quickly than in the old

days. (If

you didn't get on with someone then you didn't generally interact

with them

is my memory of the postal/phone days). This clearly brings

pressure to

bear on others in the game. The more successful teams generally

get over

such disagreements and the less successful ones don't.

>To a certain extent, the game has become a bit like chess: there

are

>certain defined openings which everyone expects you to follow and

if

>you decide otherwise then you are labeled as not being a team

player.

If you're saying Army A must move to Hex Y on turn Z then I don't
agree. Due to the nature of the game there are moves that

generally

accepted as being beneficial (and some players think that they are

the only

moves for example). However, with several hundred "pieces" and

ways of

subdividing them into other "pieces" and having diffferent types of

pieces

(characters, armies loosely two types but there's other ways) then

the

array of opening moves - and that includes sensible ones as well,

the

non-sensible ones I ignore here - is very wide - much bigger than

chess.

Army A with part of Army B moves to Hex Y on Turn Z or Z-3 via Hex

W,X,T or

via Hex W,T,X etc is much more likely with Character M moving to

impact in

manner F (well you get the idea). That alone quickly breaks

the "chess"

opening concept and is the beauty of the game (IMO). Played a fair

bit of

competitive chess in my time and IMO they are somewhat different!
:slight_smile: (Monopoly is a boardgame, so is Puerto Rico but they are quite
different boardgames and need different skills for example - both

ME and

Chess have "opening" moves but there is a big difference between

the type

···

and impact they have).

Clint

It's an obscure part of the game... :slight_smile:

But for clarity if you reach turn 52 (rarely does it happen) in a 1000 game it's just on Victory points for individual winners. For the Side win it's a draw for all players remaining in the game.

So "all they'd have to do is wait until turn 52" is technically correct but in real terms unlikely to happen.

Clint

···

Clint,
       Surely a neutral could still win if the FA1000 game reached
turn 52 and there were more than one allegiance left in. My
understanding is that the nation with the highest point total then
would win. Thus if there was an alliance between neutrals and either
DS or FP and the other one was eliminated before turn 52. Then all
they'd have to do is wait till turn 52 and take their chances?

Regards,

Gavin

> >The impression I got in the last couple of games I played
contradicts
> >this. It was a case of "play it our way or we drop", with "our way"
> >being defined as the way a group of people who'd played together
> >before wanted to do it. I don't think I'm alone in this.
>
> Possibly the case - depends on the players in the game. I think
the advent
> of email discussion means that players are more likely to come to
agreement
> (and conversely disagreement) much more quickly than in the old
days. (If
> you didn't get on with someone then you didn't generally interact
with them
> is my memory of the postal/phone days). This clearly brings
pressure to
> bear on others in the game. The more successful teams generally
get over
> such disagreements and the less successful ones don't.
>
> >To a certain extent, the game has become a bit like chess: there
are
> >certain defined openings which everyone expects you to follow and
if
> >you decide otherwise then you are labeled as not being a team
player.
>
> If you're saying Army A must move to Hex Y on turn Z then I don't
> agree. Due to the nature of the game there are moves that
generally
> accepted as being beneficial (and some players think that they are
the only
> moves for example). However, with several hundred "pieces" and
ways of
> subdividing them into other "pieces" and having diffferent types of
pieces
> (characters, armies loosely two types but there's other ways) then
the
> array of opening moves - and that includes sensible ones as well,
the
> non-sensible ones I ignore here - is very wide - much bigger than
chess.
>
> Army A with part of Army B moves to Hex Y on Turn Z or Z-3 via Hex
W,X,T or
> via Hex W,T,X etc is much more likely with Character M moving to
impact in
> manner F (well you get the idea). That alone quickly breaks
the "chess"
> opening concept and is the beauty of the game (IMO). Played a fair
bit of
> competitive chess in my time and IMO they are somewhat different!
> :slight_smile: (Monopoly is a boardgame, so is Puerto Rico but they are quite
> different boardgames and need different skills for example - both
ME and
> Chess have "opening" moves but there is a big difference between
the type
> and impact they have).
>
> Clint

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