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California Tanker
03-08-2008, 03:24 PM
Dice Wars at Kontraband (http://www.kontraband.com/show/show.asp?ID=5477)

Your reinforcements appear to be determined by the amount of contiguous territories you hold. Everything else is self explanatory.

NTM

Farren
03-08-2008, 03:46 PM
Man that's addictive!

Dingfod
03-08-2008, 03:49 PM
It didn't change my utter lack of productivity.

Farren
03-09-2008, 01:07 PM
Your reinforcements seem to be based on cellular automata-style rules, which makes it doubly interesting. The number of reinforcements you get in each territory is based on the number of dice you have in surrounding territory. Theres a multiplier effect in that each round a group of territories sit without having their dice expended, reinforcements in that group grow successively more rapidly. It also means that even sides with a small number of terrotories get lots of reinforcements if they have lots of dice in that small area, which has a nice balancing effect and means you can still break out even if you're down to your last stand.

Sometimes its in your interest to spread quickly and other times its better to take only one or two territories, so that there are plenty of dice left over, ensuring territories close to the border get max reinforcements. Since defender wins on a tie, sometimes strategically holding back and defending at the right time gives you an attacking advantage in the next round, after the enemy has broken their force against superior defense. Because the losses in each clash are either/or, rather than proportional, this is a very important consideration.

Also, sometimes its wise to do a bit of damage to the side thats dominating, even if its not necessarily the best move from the point of view of your own expansion. The AI seems to recognise this too, offsetting the risk slightly (other sides will - partially -"Gang up").

A very well thought out game with simple rules but a lot of strategy. Great for a quick fix, especially if you're a long-time RTS player like me who's grown tired of learning the complexities of every new RTS that comes out (I still play WC3 for a fix even though I've got a stack of newer RTS's here - age is dampening my enthuasiasm for grinding away to develop strats for new RTS's).

ChuckF
03-09-2008, 04:07 PM
I's oughta be writing a Master's thesis!

:shaketank:

godfry n. glad
03-10-2008, 01:39 AM
Sounds like Risk!

ChuckF
03-10-2008, 03:52 AM
I like it when key borders are well-defended at approximate dice parity and you get an arms race. The decision to attack is itself random, though it's possible to attack strategically all the same by hitting somewhere with fewer borders and hoping for the best.

ZEZOZE
04-17-2008, 07:45 PM
i love this game.

Dragar
04-17-2008, 11:48 PM
Great game, really fascinating dyanamics from such a simple set of rules.

MonCapitan2002
04-20-2008, 10:12 PM
I keep having to quit because I lose.

erimir
04-20-2008, 11:09 PM
Another good point of strategy is to keep in mind what territories surround the one you're thinking of attacking, and the one you're attacking with. If it's all a bunch of ones surrounding the territory you're going to take, even if you need to be building up defense still, you can probably take it with impunity.

The only danger is if all the ones surrounding it are of a different color than the one next to them, who has a 6-8 dice territory which could then go on a spree...

At some point tho, if one country has enough (well defended) territory, their winning is a statistical inevitability... Playing with more countries makes it easier for you to take advantage of the AI's stupidity, but can also allow one AI country get dominant without you being involved, and then you lose... Playing 1v1 you should probably win most of the time if you play right.

MonCapitan2002
05-30-2008, 08:34 AM
I am still hooked on this.