You'll get invited to our Meetups as soon as they're scheduled!
The Portland Axis and Allies Meetup Group Message Board › Ideas to improve gameplay
| D.K.Maclaren | |
|
|
I like the idea of a "gag" rule game, but it only works in a game with experienced players.I think it adds a whole lot of suspense to the game but worried about the possible tension it could bring also. I see your point about the haziness of lines when limited advice is allowed though.
|
| Andrew | |
|
|
I am not exactly sure what is meant by the gag rule. If you are saying that you cannot talk to your Ally at all than I am against it. George and I did this in one game and though we won it was very difficult to play this way and was not very fun. You need to be able to discuss strategy and possible future moves with your Partners. As Dennis said earlier "If I do such and such can you do this and that to support it". In addition I think it is important for Teams to be able to discuss what their opponent's are doing. For example "Hmmm, Germany is leaving Western Europe open, do we want to invade and if so when and how or is it just a trap?" I think that this perfectly legitimate for Team play. Also not allowing any talking detracts from the fun of playing as Teams.
I am fine with a rule that says you can't give advice once a Turn has started for an individual Player (i.e. they have completed their purchase phase). I think this is the intent of what you are talking about. That way the current Player is the one making the actual moves. In an effort to improve game play I do think that AFTER a Player has completed a Turn then advice and conversation should be allowed. How else are people going to learn? Basically I am saying from a Strategic view Players should be able to converse but from a Tactical view I am okay with a hands off approach. Over time people will be having "confirmation" conversations. "Hey, I am going to do this and that what do you think... a) That sounds great let's do it or b) that sounds really good and what about if we did this too?" should be our eventually goal. |
| Neil | |
|
I also like the idea of shortening turns to whatever arbitrary time seems appropriate (it may need to vary based on number of units on the board). It does force thinking in advance, and it can lead to making mistakes. Those "mistakes in war" are what make the game interesting.
Edited by Neil on Aug 8, 2008 12:40 PM |
|
| D.K.Maclaren | |
|
|
Rather than a total gag rule, which upon further thought, i agree stifles the fun of team play a bit excessively, I think we should adopt the practice of no advising a player once his turn has begun (just before purchasing new units phase) until the end of his turn (cash collection).If you want advice from an ally, ask for it during your opponents turn, likewise for stratgizing.What do you guys think?
|
| Curtiss Mooney | |
|
|
How about allowing only written messages between team members after play begins?
|
| D.K.Maclaren | |
|
|
o.o.o.yes make the written messages in code and the opposing team gets to see them too,If they can break the code.....
![]() ![]() ![]() |