Moderator: Community Team
sully800 wrote:I remember being bothered by this when I first joined. It changes the games a lot, but I've just gotten used to it over time.
I think there are some official versions of risk that state the cashing rules just like CC (keep in mind risk varies from country to country a bit also). But even if its completely unique to CC that's okay because we do have other unique features. It does take some time to adjust though, and it does make the cards more important.
Code: Select all
OPPONENT ELIMINATED
Option 1:
a. Check if 5+ Cards (Guaranteed Set)
b. Force Card Cash (Recursively calls the Cashing Subroutine which checks for sets)
c. The Cashing Subroutine actually checks for 5+ Cards (on subsequent calls it adds the Later button if less than 5 Cards)
Option 2:
a. Set Elimination = true
a. Force Card Cash (Recursively calls the Cashing Subroutine which checks for sets)
c. The Cashing Subroutine actually checks for 5+ Cards (on subsequent calls it adds the Later button if less than 5 Cards)
c1. If Elimination = true AND Later button (less than 5 cards) then return false
d. Set Elimination = false (so you don't call Force Cash again until next Elimination)
Option 3:
a. Set Elimination = true
b. Force Card Cash (Recursively calls the Cashing Subroutine which checks for sets)
c. The Cashing Subroutine actually checks for 5+ Cards (on subsequent calls it adds the Later button if less than 5 Cards)
c1. If Later button Clicked, then return false
d. Set Elimination = false (so you don't call Force Cash again until next Elimination)
Wisse wrote:this is logic, in real life, when you would getting a chance of getting new armys you would like to do them all in 1 time instead of now this, and next turn that, that would be strange if you could only deploy half of the man that you would like to deploy
Aerial Attack wrote:Wisse wrote:this is logic, in real life, when you would getting a chance of getting new armys you would like to do them all in 1 time instead of now this, and next turn that, that would be strange if you could only deploy half of the man that you would like to deploy
Using this same logic, we should be able to deploy as soon as we get a set.
Why would we wait to deploy until next turn? Obviously in Flat Rate, we have to weigh the color (red or green w/o bonuses) before cashing. Same with Escalating (is it too early in the game to cash in) - are there others who currently have 1 or 2 cards that would provide a swell takeover target with 1 more card.