- new type of spoils
Specifics/Details:
- All spoils are colorless. You are always able to trade them when you get 3 of them. However, your patience will be rewarded according to this table:
trade 3 spoils when you have 3 - 4 armies
trade 3 spoils when you have 4 - 6 armies
trade 3 spoils when you have 5 - 8 armies
We can cap this here or go further, allowing for more powerful "midcashes", such as:
trade 3 spoils when you have 6 - 10 armies
trade 3 spoils when you have 7 - 12 armies
trade 3 spoils when you have 8 - 15 armies
trade 3 spoils when you have 9 - 20 armies
You still get +2 when you hold a cashed spoil.
How this will benefit the site and/or other comments:
- I conceived this system to minimize the effect of luck on the game.
1 - Nuclear is considered a game that involves a lot of luck, as you can nuke anything (particularly when you have 2 pairs and thus need to use the 5th card you are awarded, regardless of what it is).
2 - Flat rate is also considered highly dependant on luck. You can get anything between 4 and 10 armies depending on the colors of the spoils you have.
3 - Escalating is probably the setting that takes most skill. Games get really complicated when cashes get high (definition of "high" varying per game type). However, there is still a lot of luck in getting a 3-card set at the right time or hoping that your opponent's 4 cards are 2 pairs.
4 - No spoils is probably the setting that is less dependant of luck. Well, at least when you consider "spoils" luck. This is the kind of game that is harder for comebacks to occur. Early leads are a great indicative of the winner. Several 2-sided no spoils games are decided when a player/team holds 1 well protected bonus. Since holding that bonus usually depends on a lucky drop or lucky dice, you could say that the luck factor in no spoils is simply shifted from the non-existent spoils to start/dice/drop.
The idea of the "colorless" spoils is to remove luck elements that are present in escalating/flat rate, while giving some reasonable strategical margin for a team that started poorly and is deploying less armies per turn (by round 1 or 2) to comeback on the game.
In other words, unlike flat rate, the ammount of armies you get does not depend on the color of the spoils you randomly drew; unlike escalating, you won't be denied a clutch cash with 4 cards just because you drew 2 pairs; unlike no spoils, that poor round 1 dice/drop is not a death sentence.
Strategic elements would be the dilemma between cashing earlier to break/take/protect a bonus or make a kill and cashing later to get a bigger ammount of armies. "Luck" would be limited to getting cards of territories you already have (the +2 auto-deploys) and, of course, killing territories to grant you the card when your turn ends.
In summary, the idea is good because it diminishes the role of luck and makes room for more strategic considerations.