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I don't get it. If I attack & win with a joker, the joker downgrades to an ace.....and then sometimes disappears. Is this intentional or a bug? Sometimes when attacking & winning, my highest value card seems to disappear....it won it's fight, I know it should be 1 lower....but it's completely gone.
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the % chance to win needs serious fixing...I'd say I lose at least 1/3rd of the battles where I have an 80%+ chance to win...
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I'd like to be able to choose which cards to move. Nothing is more annoying than having 90% of the map, but still take ages to finish off the opponents, because you can't get the high cards to the front due to overflooded mid sectors.
Being able to set "waypoints" would be nice too. (So you don't have to command the same movement pattern at the end of each turn over and over again)
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#1. Try to stack, be patient.
#2. Never attack with stronger card on top, set as a first card, weakest one which can win (example: 7,A,J,10,9,8 if u attack an enemy stack with 6 on top, cuz its pointless to waste your A(its gonna be K after) and u'll never know what is under that 6).
#3. Find some corner. Its always easier to fight on one front than on many fronts...
#4. If u got a weak stack, waste it and attack enemy stack asap. That makes your enemy weaker and give you space for better cards that you can move from 2nd line. Do it before enemy attack you! If he got stronger stack u gonna lost your stack and land.
#5. Always move your reinforcements to front from first lines to back (like 2nd line goes to 1st line, 3rd to 2nd, etc. till deep corner). Never in opposite way cuz you gonna block army in land which get reinforcement.
Thumb up if u find it useful.
hf & gl!
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Unless you really like repetitiveness, this game has way more levels than you need before you'll get sick of it. Desperately needs something like upgrades or whatever to keep it playable. Once you figure out the strategy, winning is pretty easy. However, it's slow and repetitive. Every map plays pretty much the same. The maker should have focused less on making differently shaped maps and instead should have tried to make game-play differ from map to map.
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@zzxxzz3:
I know, I love the supports too; in my first real game I used a long jump/spyglass combo to go from a turn from defeat to an even fight (which I won).
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Excellent, excellent game! The thing I think is really neat is how the battles are completely deterministic, but retain a degree of uncertainty and bluffing involved. I'd describe it as more of a cross between chess and poker than anything else.
I made up the entire set of rules. Of course, they are based on the "War" and "Dice Wars" rules as on the sources of inspiration, but the game is original.
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how the battle is over when you have 4 cards left, but they can keep attacking till they have one card left? Also extremely difficult. The first war shouldn't be this hard.
The battle is over when 50% of any side forces is lost. Like in real history, the army which suffers big losses becomes demoralized and retreats. And I'm sure that you'll find the game easier if you use the tactical hints mentioned in the strategy guide.
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I'd like an "undo move" button, for when I accidentally transfer cards to the wrong territory. I like the supports, railway is insanely useful.
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The explanation boxes that pop up everytime I use a powerup should only popup the first time (as in, once in my lifetime of playing this game)- after that, they are extremely annoying.
UPD: Okay, you won :) The informers about each kind of powerup will appear only once per game.
INTITAL ANSWER: Perhaps, you're right, if your comment gathers some more +'s I'll change their behavior.
Yes, the moves are initially blocked in the tutorial to show the player all the help info. In any other levels you can move and attack whenever you'd like. Have fun!
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I got fed up trying to drag and drop to move my cards from one territory to another, they just won't move. Maybe I'm doing it wrong but your instructions just say Drag and Drop. Tried it won't work, I thought this could be a nice pleasant memory of the Risk game, was looking forward to it. But meh, the drag and drop isn't working for me so I'm moving on~
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thanks for your speedy reply - i kind of thought that, but wasn't sure. And yeah, some random maps are 1st turn death. It's kinda too bad that you have to wait for random luck :)
Welcome :) Yes, sometimes luck plays significant role. BTW, a quicker way than the complete map rebuild could be playing one round, noticing, which of the southern nations survives longer, restarting the game and selecting it. But in general the Valiant Defender medal is rather difficult to get, now I think that I should've made like cup: survive for 2 turns: bronze, for 4 turns - silver, for 5 (or, even 6) turns - gold.
Any of the small states in "One vs All" scenario. I'll give you a hint: to get the Valiant Defender medal you'll perhaps need to re-generate the map several times to get good starting position.
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Also, on player vs computer maps, if you play as a smaller nation vs a bigger, the smaller nationas war with each other more often, leaving the larger empire. If youre the large empire they immediately attack you and ignore each other. Computer players need soem serious nerfing for this to be playable. Could be 5 stars, but as it is its 2.
And could you, please, tell, on what scenarios did you notice this? I carefully balansed the AI to make it behave in the opposite way: to let the smaller nations temporarily unite when the bigger one becomes a dnger.
But the AI has a "revenge module": sometimes, if you attacked the AI in the past, it will strike back no matter what the polytical situation is.
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Computer always seems to know the best combination to beat your cards. needs added difficulties because beating the computer is impossible
I honestly tell you that the computer doesn't know the human's cards, and he doesn't know the other computer's cards, either. As a rule for the attack he uses the descending cards order with some optimisations, judging by the probability.
The only way to see the enemy's cards is to activate "SpyGlass" powerup - try it :)
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idea is fantastic. it would probably be a hit if had more suitable music and a nicer appearence, but that can always be changed.
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Reminds me a bit of Dicewars, but with the classic War mechanic. Nice concept. The only snag I feel is the nature of the resolution; it wasn't always clear to me why I'd won any given battle. (http://www.gamedesign.jp/flash/dice/dice.html)
Thank you! Yes, I mentioned Dice Wars in the "Inspired by" section, it's a cool game.
The battle resoultion works in such way. Battles between individual cards: the stronger card wins, when they're equal, the defender wins.
Battles: when someone attacks someone other's province: the first side to loose 50% of the garrison retreats. So, for example, when your 7-cards stack attacks the frovince, which is defended by 4 cards, you need to kill only 2 cards to conquer the land. While the defender needs tio kill 4 of your cards (as 3 is less than 50% of 7) to keep the land.
Thank you very much!
Keep an eye on the computer opponents' progress and remember that if one of the computers grows too strong, the others will likely attack him, not you. Knowledge of this can help you win, good luck!
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this is a really amazing system for a risk game. all you need to do is replace the cards with real units and you could have an 'improved' version of risk on your hands. If you go this route, I suggest axis and allies.
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Interesting concept and a nice twist on risk but I wouldn't say it is very strategical and the gameplay moves rather slowly. 3.5/5
Than you. And what scenarios have you playerd? Perhaps, I should change their order to place such scenarios as "Battle for Europe" with 9 players on map first?
And, yes, as Samdc said, please, adjust the game speed in the Settings menu (top-right corner).