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Is it? When's huge not so huge! I play Britsish Isles quite often. There the drop has a big effect on outcome.oVo wrote:Yup, it's true... first move in any 1v1 is a huge advantage.
The hardest part is getting the players in.oVo wrote:This would certainly make an excellent format for 1v1 tournements.
I don't think anyone ever comes second in that scenario. Once the first guy's done, it's over.lhcguy wrote:In Prison riot its also extremly important who comes first.
Funny, I've only played it four times, and the person who played second won every one.Timminz wrote:I don't think anyone ever comes second in that scenario. Once the first guy's done, it's over.lhcguy wrote:In Prison riot its also extremly important who comes first.
xelabale wrote:Going 1st is a huge advantage, if both players are good. White wins considerably more than black in top level games - in chess i mean

Really?danfrank wrote:xelabale wrote:Going 1st is a huge advantage, if both players are good. White wins considerably more than black in top level games - in chess i mean
Nope....
I think we're talking about 2 very different "Prison Riots"BaldAdonis wrote:Funny, I've only played it four times, and the person who played second won every one.Timminz wrote:I don't think anyone ever comes second in that scenario. Once the first guy's done, it's over.lhcguy wrote:In Prison riot its also extremly important who comes first.
Err.......Yesdanfrank wrote:xelabale wrote:Going 1st is a huge advantage, if both players are good. White wins considerably more than black in top level games - in chess i mean
Nope....
Actually he isnt completely correct here.. on adjacent on a big map, if player one has a great first turn, there is nothing you can do about it... but on unlimited, you can access all of your armies for turn two, and have a better shot at it. It is also possible that unlimited will make his turn impossible to beat, but over all, your chances are better on unlimited. You can make some big armies, and at least have a chance at a reversal. Also, escalating gives you another possible chance of evening a sunk game. Of course, if you dont get the cards, it will sink you further, but the goal is to either go first, or have as many chances at coming back from death as you can. Flat rate is far too deciding though, because even on a big map, if your opponent gets a 10 set, and you dont, it will be hard to recover from that. With escalating, it gives you some choices and timing, which may just mean the game. And fog can help the first person, or can even help the second person, if you have a bonus that they did not break.BaldAdonis wrote:Any two player game gives an advantage to the first player. You can alter it by changing fortifications (unlimited > chained > adjacent, where unlimited gives the biggest advantage) or changing cards (flat rate > escalating > no cards). Fog usually helps the first player, but if both players can see the map before anyone moves, then it doesn't make a big difference. Bigger maps give a great advantage if you play right, but most people don't, so it's still common to win from second.
Every conquest map without fog usually means "First turn equals win". Maps with 36 territories (e.g. Australia, Madness) play this way as well, since each player starts on the cusp of a territory bonus.
Games with more players aren't really affected by who plays first. Exception is team games with just two teams, which are identical to two player games (aside from having to avoid maps like Australia).
Actually he isn't completely correct here. Unlimited forts give a far bigger advantage to the player who goes first (especially on larger maps) since they can stack large forces up, and the second to go can only deploy onto 3's, thus making it nearly impossible to do much damage to those large stacks before the first player gets to go again. Combine unlimited forts with a large map, and going first, and any good player will be almost guaranteed of a win. Whereas, given the same scenario, using chained, or adj forts instead of unlim, the first player will not have been able to put up as much defense, thus making it more likely that the second player can counter before things get too lopsided.AAFitz wrote:Actually he isnt completely correct here.. on adjacent on a big map, if player one has a great first turn, there is nothing you can do about it... but on unlimited, you can access all of your armies for turn two, and have a better shot at it. It is also possible that unlimited will make his turn impossible to beat, but over all, your chances are better on unlimited. You can make some big armies, and at least have a chance at a reversal.
Actually, he thinks hes right, but is wrong...its not his fault though, hes only played world 40 times...im at 1200...Im not guessing, Im simply posting what Ive seen.... unlimited can give a bigger advantage, however, with adjacent or chained, on a really big map like world, is much harder to come back from going second than on than unlimited. On 1v1, if player 1 goes first, and hits you hard, you will come in with 11 or 10 armies, you then have to not only counter what he attacked, but hit at least two more to get him down to 11. It is practically over right there. However, on unlimited, you can pool 20 to thirty armies, which with good dice, can overturn a good first round by your opponent. If you opponent plays it well and gets good dice, you are dead anyways, but that is true on any setting. But with unlmited...and really only on world, or a equally big map like Conquer, being able to get all armies at once gives you a fighting chance. On adjacent, or chained, on round two, you were only able to access two armies, and without truly good dice on your part, and truly bad dice by your opponent, the game is essentially over.Timminz wrote:Actually he isn't completely correct here. Unlimited forts give a far bigger advantage to the player who goes first (especially on larger maps) since they can stack large forces up, and the second to go can only deploy onto 3's, thus making it nearly impossible to do much damage to those large stacks before the first player gets to go again. Combine unlimited forts with a large map, and going first, and any good player will be almost guaranteed of a win. Whereas, given the same scenario, using chained, or adj forts instead of unlim, the first player will not have been able to put up as much defense, thus making it more likely that the second player can counter before things get too lopsided.AAFitz wrote:Actually he isnt completely correct here.. on adjacent on a big map, if player one has a great first turn, there is nothing you can do about it... but on unlimited, you can access all of your armies for turn two, and have a better shot at it. It is also possible that unlimited will make his turn impossible to beat, but over all, your chances are better on unlimited. You can make some big armies, and at least have a chance at a reversal.
You only get draws in chess cause you are allowed to - we don't have that option here [yet?]!oVo wrote:It's true
[that most top players are very happy to simply look for the draw when playing black.], there are a lot of drawn games between eqivilents in Chess...
someting that doesn't happen here.
You seem to be neglecting the fact that the first player will have the same stacks of 20-30 armies available for use before the second player will. What good it stacking up a large force, if your opponent is going to get a chance of attacking it with their equally sized force before you can use it?AAFitz wrote:...on unlimited, you can pool 20 to thirty armies, which with good dice, can overturn a good first round by your opponent.....
Im only talking about world 2.1 for the most part, and Im not neglecting anything. Just posting my experience on it. My win rate goes up huge on unlimited, and its simply because of its size. Its about proportion. And I never said it was more fair per-se...only that my chances are better on unlimited going second. On any medium sized map unlimited is a coin toss a large percent of the time as to who goes first, and certainly on world there are a bunch of coin tosses too...however, because the percentage of lost armies on turn one, is less as the map gets bigger...having access to the total amount means with a good round you can counter act a bad round more easily.Timminz wrote:You seem to be neglecting the fact that the first player will have the same stacks of 20-30 armies available for use before the second player will. What good it stacking up a large force, if your opponent is going to get a chance of attacking it with their equally sized force before you can use it?AAFitz wrote:...on unlimited, you can pool 20 to thirty armies, which with good dice, can overturn a good first round by your opponent.....
I'd be very interested to see what other players who've played a lot of 1v1 games (with a certain degree of success) think about which fort setting provides a more even game (in sequential). You're the only person with a high score I've ever seen promoting unlimited as more "fair" than chained or adj, except for in freestyle.
very true. Especially on the smaller maps (12, & 15 each) since a difference of 1 is more significant than it is on bigger maps.scottp wrote:The biggest advantage to going first at 1v1, in my opinion, is those maps where each player starts with exactly 12, 15, or 18 territories (like on Africa, each player starts with 15).
Even if the drop is pretty "even" (i.e no one on the cusp of a zone bonus, no one with a lot of armies isolated behind neutrals) the first person to play gets 5 armies and only has to take one territory from the other to reduce his take down to 4. Now the second player must take TWO territories to get player 1's bonus down to 4, which usually will result in some thin territories that player 1 can exploit.
Unless someone gains a zone bonus, this can easily be worked by Player 1 so he just slowly out-earns Player 2 'til the win is inevitable.
Doodle and Lux do. its not unfortunate, it's part of the fun.GenuineEarlGrey wrote:When learning to play the Age of Realms One map, I was fortunate enough to have it pointed out to me that the a standard, two player, sunny game meant the player going first had a big advantage.
What maps and combinations have this unfortunate quirk? How much of an advantage does it give?
Age of Realms One; Two-player, Sunny. Huge advantage.
Oasis, Two-player, Unimited, Sunny. Pretty big.
Any others? I'll update this list with other contibutions as the discussion goes on,
Best wishes
E.G.