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First round games are bad
Ryan wrote
at 5:01 PM, Thursday August 8, 2013 EDT
First round: brown gets a good set of connected areas. Second round: "flag brown". Brown gets an additional advantage in that he knows he's at least not 7th and an indication to other players that he is likely the winner. Other players follow in flagging as they're threatened by brown. This snowballs into a 1st for this player. The game is decided in the first round. Not good.

There's gotta be a good solution to this.

There was a similar behaviour years ago but it had a critical difference. In the second round someone would say "truce brown?" or more subtly "brown, we cool?". If accepted the two would hold off until as a team they are securing the victory. The critical difference is that the snowball of people trucing brown didn't happen. Instead other truces would form and you would have a sort of team game. Much better result.

Is the first version because of the flagging system?

How do you get that third person to not also flag brown but to form an alternative outcome to the game?




Replies 1 - 10 of 37 Next › Last »
Fonias wrote
at 5:18 PM, Thursday August 8, 2013 EDT
You had to convince the 3rd and all the others players to counter.
Not that it usually happens..
jurgen wrote
at 5:40 PM, Thursday August 8, 2013 EDT
The current system with most points for first will already make it less interesting to play for anything less than 1st.

A good sign is that we already see less middle wins, something that I found very frustrating to see in the previous system (someone in the middle got a big stack and the moment one person chickened out and flagged, others caved in too)

it's hard to build in a system that punishes early flags though

Maybe you need to prevent really good starts but it means fiddling with the total randomisation of the starts. You could build in limitations that prevent having a connected base with more than X dice total or something. Or virtually divide the map in 2 and randomly put half a persons dice in one half and randomly put the other half in the second half of the map. Not sure that's the way to go though, just thinking out loud.

It's hard to enforce it as a real rule but maybe the community should just try and motivate itself to become less passive and less scared of one big stack.

Also top players could give a good example by not accepting vflags and not flagging before round 4. The problem somewhat started when real flags became only possible at round 8. round 8 is already pretty end-game in over half the games. People who don't vflag and wait until round 8 will probably die fast. So earlier flagging makes sense but things escalated into round 1 and round 2 flags

Maybe if real flags were possible from round 5 (or 4), we could motivate the community more not to vflag anymore. Also higher kill bonuses will motivate people to accept fewer weakflags.

On the other hand, someone with a very risky first will still be tempted to accept early flags in order to still get the easy other flags.
Slinus wrote
at 8:39 PM, Thursday August 8, 2013 EDT
Ryan, play 500 or even 2k/5k. The problems you describe are rather rare there.
montecarlo wrote
at 9:24 PM, Thursday August 8, 2013 EDT
No chat for first three rounds (forget whose idea this was originally.)

Will input more later, I hate typing on an iPad.
greekboi wrote
at 9:29 PM, Thursday August 8, 2013 EDT
Was just going to say that Monte (I can't remember whose idea it is either); no chat (or avatars, if possible) for 3 rounds would definitely curtail most of this.
skrumgaer wrote
at 10:15 PM, Thursday August 8, 2013 EDT
Have tables with more lands. Then each player starts with more lands and maybe brown and green start with a good set of connected areas. Also, more lands mean more lands in the center rather than on the coasts and a big build may more likely fall in the middle.

Also, you might try The Brain's idea of a toroidal map (lands touch top of map to bottom and left of map to right). On a torus, it is possible to have seven contiguous countries, each of which touches the other six.
DoobiusMalcor wrote
at 1:27 AM, Friday August 9, 2013 EDT
I got your solution. Don't do a damn thing.
Caesar wrote
at 1:51 AM, Friday August 9, 2013 EDT
simple , if the game end before round 10-12 (or if there exist 4persons flag up for 2,3,4,5 before round 10-12), 1st will get weak dom

=]
Caesar wrote
at 1:55 AM, Friday August 9, 2013 EDT
or introduce a "attack counter",

people required to attack >10 (or 15) times in first 3 rounds , fail to do so = half dom
Carnifexxx wrote
at 3:36 AM, Friday August 9, 2013 EDT
We used to simply attack the person who flagged and the person who accepted the flag if it was accepted. Early flags are simply bad form.
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