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1) Last night when playing a 3 player game, the other two players turned terrorists in quick succession, leaving on my smallish empire on the board. As they both hoarded a lot of terrorists in the training camp. Their very next go they were able to win the game by distributing all of them into the continents that i was not in (which was all but 2) - thus winning the game. Do people know if there is a limit to the amount of terrorists a terrorist player can deploy in their go (i know it is unlimited for empires) - i know that they are limited to movements, but essentially it seems that when playing a smaller game (3-4 players), you just have to buy a ton of terrorists and then put them into the empty continents (of course if they are first attached to a network).
2) If a terrorist player goes into a country that has yet to be occupied, does he turn the oil counter over, even though it has no value(at this point anyway) to him/her.
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Hi Liam,
Thanks for your (excellent) question. Funny, I've just replied to an email describing (I think) this very same problem and I told this person he was the first to raise the issue. Now he's the second 
Although I can honestly say that I've not experienced this personally (or heard of it except for these two reports), it certainly seems like a potential flaw. In terms of fixing it, I'd be tempted to look at the rules surrounding the placing of terrorists as this - combined with the cheapness of vanguards - makes things quite fragile at times.
In terms of a strategic fix (ie. embracing the flaw and working with it), I'd try investing in terrorism much earlier in the game than I'd otherwise be tempted to, thus robbing future terrorist players of valuable vanguards.
Like I say, it definitely sounds problematic, but I'm also a bit suspicious that such a serious problem hasn't arisen more often so I'm tempted to think there are counter-measures that can be employed within the game.
Question 2 is easier: no!
All the best, Andrew
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