Not exactly. Two and three-player games last for ten rounds, four-player games have nine rounds, and five-player games have eight rounds.
Thanks again! Another thing about this game is that I find it a bit eye exploding. I can't just look at the map and really see what the situation is. I have to press and hold on the avatar to see what territories I have, and similarly for the other players. Maybe this is just a matter of getting use to the visuals, though. It would help if there was an option to lighten the map (gray it a bit) so that the counters on top stand out better.
I have noticed that in solo playing just against the bot that the diplomacy skill is coming up. The bot has not picked it yet in the 2 times i have seen it, but was not this left out because it sort of breaks 2 player games before?
Hey Gang, If this idea was already started in an earlier post just point me to it, but otherwise why don't we start listing our SW IDs? DOW ID: LordGek (LordGek on TA) DOW ID: onlyphoenix (sapphire_neo on TA) DOW ID: tarasis (tarasis on TA) DOW ID: RealMadRooster (klink on TA) DOW ID: volcanopele (volcanopele on TA) DOW ID: Vaelsh (Vaelsh on TA) DOW ID: Aventador (Aventador on TA) (I or any other mod can then keep this list updated with new entries)
I can be found at RealMadRooster. My first game against the AI was pretty crazy. I never scored the most point in a round and was sure I was going to come in last. But somehow I won the game.
So is the ability to abandon territories at the start of one's turn new to SW 2 or could one do it in SW as well?
Not sure I like this behavior where you can be added to a game without an option for declining the invite... I was added to a four-person game and I see the game has now started but it isn't my turn yet. Not saying I have a problem with this particular match (love small world with more than 2 people), but it would have been nice to have an accept/decline option for game invites. Unless I'm missing something...
True that is a little weird since withdrawing from a game in progress can make you look like a quitter even if you would have never accepted the invite anyways. I also don't like how the game, if going to games in progress, just auto-loads a game of its choice when, maybe, I wanted to take the ongoing games in a different order.
This is a major problem. They should follow a Playdek style system where a game does not begin until all parties have accepted an invite.
Yeah. The game invite system is my biggest frustration. It was mentioned in the beta, but it seemed to fall on deaf ears. Sadly, while I love DoW and pretty much every game they make, but they infuriate me with things like this, asynchronous play for TtR and little design things here and there that they refuse to either budge or listen. Invite us, fine, but don't start the game and have everyone choose their race before we have the chance to say yay or nay. That said, thinking about it the practice would much delay the start of the game, effectively adding another "turn", causing more delays. A setting "auto accept" would solve the problem for those of us who don't like it.
Newbie 101: Probably doesn't apply to any of us here experienced with the game but I remember missing this obvious factoid when first playing. Don't bother reinforcing an unconquerable territory. The hobbits, dragon master, heroic, and seafaring races (among others) can create unconquerable territories, that as far as I know, means exactly that (in the game such territories will have a little red and white no entry sign on them). If you own such a territory, while you will need at least 1 army in place to hold the spot, never bother leaving more than 1 army there at the end of your turn after redeployment as it will gain you nothing.
Can you give some hints how to play this game? I've played at least 10 with bot and I lost everytime... Wth? I understand the rules, but it doen't help me win the game...
I think the toughest part for me to grasp is how to time my declines. The cheap and cheesy way is to do it when the AI does so that way you both lose a turn at the same time, but with more practice you'll get a feel when your current race is reaching the end of their usefulness. I also tend to go for power/race combos near the top of the list even if not optimal and just look for ones with a of of guys.