- Joined
- Oct 2, 2009
- Messages
- 3,962
I've had limited escalite experience, and I'm finally in a game that's gone long enough to be able to observe what happens when experienced players take Escalite into later rounds.
My opinion so far is not good. I'm getting the sense that Escalite might have the weaknesses of both Escalating and Flat Rate, with none of the advantages of either.
The trouble with Flat Rate is that games between players of similar skill can go on forever. Everybody digs in, collects what they can, and tries not to do anything dumb. This is also the case with Escalite: the increase per set is so small that it doesn't make a difference - the 26 troops you get this round isn't significantly more than the 23 troops I got four rounds ago. You don't even have to be strategic about when you turn sets in - who cares if you get 33 or 34 when everybody has 150 troops on the board. So since we've all been collecting troops at about the same rate, and everybody has too many troops to stage a meaningful take-out, we end up with an endless build game on our hands.
The trouble with Escalating is that bonus and map-specific strategy is almost entirely useless. You don't need to carve out a bonus for yourself so much as you need to stay alive long enough to start pulling in some big cash-ins. This is also the case in Escalite. Once you've gotten into higher reserve values a +2 or +3 bonus barely makes a dent in the board, and people stop caring about who has what.
What we're left with is a game that requires minimal strategy, yet last forever. Ick.
Maybe if the card values advanced by 2 the reserve rate would at least increase a bit faster than players' ability to build strength and we might see some take-outs.
My opinion so far is not good. I'm getting the sense that Escalite might have the weaknesses of both Escalating and Flat Rate, with none of the advantages of either.
The trouble with Flat Rate is that games between players of similar skill can go on forever. Everybody digs in, collects what they can, and tries not to do anything dumb. This is also the case with Escalite: the increase per set is so small that it doesn't make a difference - the 26 troops you get this round isn't significantly more than the 23 troops I got four rounds ago. You don't even have to be strategic about when you turn sets in - who cares if you get 33 or 34 when everybody has 150 troops on the board. So since we've all been collecting troops at about the same rate, and everybody has too many troops to stage a meaningful take-out, we end up with an endless build game on our hands.
The trouble with Escalating is that bonus and map-specific strategy is almost entirely useless. You don't need to carve out a bonus for yourself so much as you need to stay alive long enough to start pulling in some big cash-ins. This is also the case in Escalite. Once you've gotten into higher reserve values a +2 or +3 bonus barely makes a dent in the board, and people stop caring about who has what.
What we're left with is a game that requires minimal strategy, yet last forever. Ick.
Maybe if the card values advanced by 2 the reserve rate would at least increase a bit faster than players' ability to build strength and we might see some take-outs.