Re: Historical Restrictions / Gamemanship
- --- In wifdiscussion@y..., devinc@a... wrote:
> I agree in general with Daren Moss as quoted below.So whenever one of your oppnents comes up with a clever ploy
> Jeff and I basically avoid ultra-gamey or rules-lawyering
> tactics and if something really egregious crops up it
> is house ruled on the spot. WIF zen it all you like...crap
> like Belgium aligning with China doesn't belong in the
> game...period (IMNSHO).
you didn't foresee you reserve the right to change the rules
in mid game to forbid it ?
If a player desires to align Belgium with China, then
just let her - Belgium is either going to fall soon
beneath the treads of the German tanks or it doesn't
matter since the game is over anyway. And exactly
where is China supposed to get the resources to advance
build a FTR several years in advance ?
If you absolutely have to house rule something you should
agree on it BEFORE the game so that all players have
access to the same set of rules - and all such house rules
should be written down so you know what you have agreed
Changing the rules in mid-game is extremely unsporting
by my standards.
- On Tue, 30 Apr 2002 20:18:29 -0400, in mail
<3CCF3455.84B4CBF3@...> Bob Andriola <doctormm@...> wrote:
>So the CW blows up two oil wells before the embargo, then when the US picksThey need to be unconquered and in supply to do this.
>embargo, the NE INF and TERR blow up the other two wells before the Japanese can
>do anything about it.
>Like I said, perfectly legal, and patently absurd. Most--
>bogus moves like this at least have a potential down side (US Entry, diversion
>of effort, etc.). There is no real down side here. The INF isn't going to hold
>out in the Netherlands, and 2 oil for one turn isn't terribly likely to cost the
>CW the game. Each burned well costs Japan a minimum of what, 6 build points
>(repair plus lost income)?
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