stevegrossi / sengoku

An online Risk-like game built with Elixir and Phoenix LiveView
https://www.playsengoku.com/
60 stars 3 forks source link

Units can be held in reserve #8

Open yakryder opened 7 years ago

yakryder commented 7 years ago

image

Steps to reproduce: 1) Start a new hot seat game 2) On any turn, do not place armies and click 'End turn'.

Expected: Units either must be placed or cannot be held from one round to another. Actual: Units can optionally not be placed and are then held from one round to another.

stevegrossi commented 7 years ago

Interesting point here. With Sengoku, I'm not necessarily trying to match the behavior of Risk (which doesn't allow armies to be held in reserve), but if letting units carry over from one turn to another makes the game less interesting or fun, I'm all for disallowing it. I'm curious why you expected not to be able to let units carry over.

yakryder commented 7 years ago

The expectation was mainly based off of the Risk model. Also, I wasn't sure at first of the underlying mechanism to the the game not ending when all players but one no longer have units on the map. My understanding now is that the defeat condition for a player is no owned territories.

stevegrossi commented 7 years ago

Yeah, although I think your confusion is understandable. It's definitely weird that you could defeat all of an opponent's units but they're still active. That feels like a point in favor of requiring at least one unit to hold a tile.

yakryder commented 7 years ago

Yeah, although I think your confusion is understandable. It's definitely weird that you could defeat all of an opponent's units but they're still active. That feels like a point in favor of requiring at least one unit to hold a tile.

We could do that. Or we could always make the player defeat condition be no owned territories and no reserve units

yakryder commented 7 years ago

actually probably that approach would be no owned territories or no units anywhere (map or reserve)

stevegrossi commented 7 years ago

We could do that. Or we could always make the player defeat condition be no owned territories and no reserve units

Ooh, or what if you defeat a player you get to keep any units they have in reserve? Kind of like how in Risk you get the leftover cards of anyone you defeat.

yakryder commented 7 years ago

I like that. I think it might prevent players from dragging things out in an unfun way in some scenarios