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BUG: Was not allowed to cash all possible reinforcemtns

WidowMakers

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I killed Bado and then had 7 reinforcements.
I turned in 3 for 30 troops but was not allowed to turn in the other 3 I had for the 35 next.

Game number 401

Also: Game numbers need to be listed on teh actual game play screen. It makes no sense that I need to go back to my game list to find the number.
INTEL TAB should have the number as well as the BRIEF TAB
 

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yes the brief tab should have the number. but its also in the url.
 

yeti

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Having something in the URL is NOT a good UI.

C.
 

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Having something in the URL is NOT a good UI.

C.

i am just saying you don't have to back tot he games page to retrieve that info.

and to correct your statement,

"Having something ONLY in the URL is NOT a good UI."
 

Cassidy

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Tho putting it up top where the player list is wouldn't be a bad idea.
 

WidowMakers

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Regardless, teh thread was about a bug with reinforcements. Is this been found by others or am I the only one.
 

yeti

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i am just saying you don't have to back tot he games page to retrieve that info.

and to correct your statement,

"Having something ONLY in the URL is NOT a good UI."

Yeah - fair correction.

C.
 

Shepherd

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Regardless, teh thread was about a bug with reinforcements. Is this been found by others or am I the only one.

It allowed you to turn in one set, probably because it's set up to allow mid-turn cash-ins when you have 5+ cards. I'm no programmer but for the second set you didn't have 5+ suggesting that the coded rule allowing you to turn in cards needs to be tweaked to allow multiple sets turned in mid-turn.

I wonder - could you have selected six cards and turned them all in at once?
 

Evan

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Shep: No you couldn't have

WM: It works this way by design. It used to be that there was no mid-turn cash. I was told there had to be when a player had 5 or more cards, which is what this functionality was meant to address. The whole thing that triggers the mid-turn cash is having 5+ cards. Once you have < 5 cards, there is no longer an issue. (per my understanding of the req)
 

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the coded rule allowing you to turn in cards needs to be tweaked to allow multiple sets turned in mid-turn.

So you're saying:
-User cant cash mid-turn unless they have 5+
-After user cashes mid turn, if he has less than 5 cards but has a set, he can cash again?

To me that seems weird. The only way that makes sense to me is if a user gets to cash mid-turn regardless if he has 5 or not.

Can you provide the complete requirement for this feature?
 

WidowMakers

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Lets say I have 1-4 cards and I kill a player who has X cards.
I would then have 4+X cards and would get to turn in MID TURN as many sets as I have.

If I then have 5 I can turn in once.
If I have 6 I can potentially turn in twice
If I have 7 I can turn in twice
If I have 8 i CAN turn in twice
If I have 9 I can turn in potentially 3 times.
Etc...

A player is required to turn in until they have less than 5 cards but are allowed to turn in as many sets as they have.
That is how it works
 

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is that how it should work?
 

WidowMakers

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yes. The reason you go for a kill is to get to turn in more than 1 set MID TURN and thus sweep teh board. That is what makes escalating reinforcements so strategy oriented and hard to master.
 

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agreed - if i take out evan (which I like to do) and suddenly find myself with two sets I should be able to cash them both in after the take-out, regardless f how many cards it leaves me with. It may be that I started the turn with two cards and no set, now I have six cards and two sets.
 

WidowMakers

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What do the official risk rules state?

C.

http://www.hasbro.com/common/instruct/risk.pdf
page 10
4ee595b25800723b386d8b67fdcf7237.png


But I still like CC rules better.
By adhering to official rules, it greatly reduced the benefit of killing a player for multipel cash ins. it completely will eliminate the ability to turn in twice. people will hate that.
 

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Im not going to join the debate. I dont doubt the impact it has on strategy. But from a pure logical point of view, the cc way makes no sense. The Hasboro way makes perfect sense. Just in my opin.
 

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http://www.hasbro.com/common/instruct/risk.pdf
page 10
4ee595b25800723b386d8b67fdcf7237.png


But I still like CC rules better.
By adhering to official rules, it greatly reduced the benefit of killing a player for multipel cash ins. it completely will eliminate the ability to turn in twice. people will hate that.

Not really, if I have 4 cards, and i take someone out who has 4, or 5, then I have 8 or 9, which means if I call up , i still have 5 or 6, prompting another trade in. CC rules favor the lucky, say I have 9 reserves and 3 sets, inwhich the case is over if its escalating, which isn't so great.

I think we need to take a hard look at what is best, and what we are used to. we should also not carry over mistakes CC has made just because its what we think our players will want. the number of Risk players who use Hasbro rules vs CC rules is about 1000 to 1.

lets discuss this further. Maybe CC rules could be be a feature DTR, but I don't think it should be default.
 

yeti

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Hmmmm - I'm gonna side with Bads/Hasbro here I think...

C.
 
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