Hidden masterpiece
Incredible amount of interest and emergent complexity from a very simple set of rules.
Good but needs one thing
Needs an option to cut audio completely so that I can listen to the Jim Rutt podcast while also playing the game. Even with volume at 0 it still cuts media player audio. Also, the AI is kind of predictable. Always takes the path of least resistance. Very addictive though.
2k rounds in and still coming back for more
This deceptively simple app is one of my favorites. The basic rules are easy to learn but the game dynamics shift with every randomly-generated round. It’s like a miniature induction into intuitive game theory! But fun.
Needs work
It would be better if one could chose a different colour after the setup.
Good potential, but problems
I hope this game gets updated. Classic mode and other-more reasonable- modes…
3 big problems.
1) how rolls are determined isn’t stated, nor obvious. Is it random or not? Modifiers? Unknown.
-An 8 unit spot shouldn’t be whittled down to 2 by a 2 unit enemy.
Likewise, I’ve played rounds where every one of my rolls is bad. And I mean that. *every* roll.
2) you can’t call off an attack once started. It’s all or nothing. Thus, if you have a series of rapid awful rolls on the attack, you don’t get to cut your losses and wait. You whittle yourself down to 1. This is a deviation from risk rules that does not add to the game, imo.
3) whacky starting positions. In some ways it keeps things interesting, but sometimes the game starts off truly absurdly. There’s no sense playing them. Play one turn, get bad rolls, and it’s done. Auto surrender. It’s annoying. I can think of several novel ways to bring both choice and chance into determining starting position, so it’s doable.
3 big problems.
1) how rolls are determined isn’t stated, nor obvious. Is it random or not? Modifiers? Unknown.
-An 8 unit spot shouldn’t be whittled down to 2 by a 2 unit enemy.
Likewise, I’ve played rounds where every one of my rolls is bad. And I mean that. *every* roll.
2) you can’t call off an attack once started. It’s all or nothing. Thus, if you have a series of rapid awful rolls on the attack, you don’t get to cut your losses and wait. You whittle yourself down to 1. This is a deviation from risk rules that does not add to the game, imo.
3) whacky starting positions. In some ways it keeps things interesting, but sometimes the game starts off truly absurdly. There’s no sense playing them. Play one turn, get bad rolls, and it’s done. Auto surrender. It’s annoying. I can think of several novel ways to bring both choice and chance into determining starting position, so it’s doable.
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