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- Jan 11, 2010
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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.
I don't really understand how we can look at this from a logical viewpoint. It is a board game with cards. there are no real world applications to associate with it.
Turning in 2 sets from 6 cards or 1 set from 6 cards is no more logical than the next.
Hasbro Rules = Slower playing of cards after capture. A rule that was made to slow the game down.
CC Rules = Faster (allowable) playing of cards after capture. A rule that was made to speed up the end of games.
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There are pros/cons for each type.
1)Hasbro Rules
-More steady escalating games. Players will still want to kill opponents, but the all-out-try-to-kill-for cards strategy will be lost. I will not attack to the last man for a measly 20 troops even if I have 7 cards (2 sets worth)
-Not as many singel turn sweep-the-land games.
2) CC rules
-can favor the player who attacks an enemy with cards so they can turn in twice and clean the board (continuing to turn in multiple sets after otehr player kills.) I am sure we all have done that. It is very satisfying and take planning.
-Allows the game to heat up much faster and with escalating a gem can change outlook/outcome with one roll.
I personally don't remember there being any anti-CC protest to how they handles cards. I have always played Risk at home like I played CC. Just because there are 1000 to 1 Hasbro vs CC players, does not mean that Hasbro has the best answer.
There is bound to be a large influx of players from CC. If this is something that we change and it is not perceived as better, then we need to be prepared.
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