cbs42
12-04-2009, 03:34 AM
Regarding 4-player games, we quickly discovered the wisdom of transferring all cards in your magic pile to your teammate at the end of your turn, then having your teammate do the same for you. This effectively gives you one shared pool of magic to work with which helps prevent magic shortages from hurting your team. Here's the interesting part though ... the tactic is much safer near the end-game for the team that takes the first turn than it is for the second team.
Picture two teams, with player A and B on the first-turn team and players Y and Z on the second-turn team. So the setup is like this:
A B
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| |
| |
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Y Z
The turn order is A-Y-B-Z (repeating).
Generally speaking, A and Y will be fighting each other, and B and Z will be fighting each other. Yes, some partner support happens, but the majority of conflict is between opponents directly across from each other.
First-play team: At the end of player A's turn, he passes all magic pile cards to player B. Then Y goes (generally fighting against player A), then player B goes, with the advantage of a fatter magic stack. When B is done, he passes his entire magic pile to player A. Then player Z goes (generally fighting against player B). Then the cycle repeats with player A.
Second-play team: At the end of player Y's turn, he passes all magic pile cards to player Z. Then B goes (generally fighting against player Z), then player Z goes. When Z is done, he passes his entire magic pile to player Y. Then player A goes (generally fighting against player Y). Then the cycle repeats.
There's a subtle but important difference between the two teams.
In the first scenario, the player holding the team's magic stack will get to go BEFORE the opponent across from him, and will pass the stack away before he is in danger of getting attacked and possibly eliminated from the game. This keeps the magic stack with the "safer" player at all times.
In the second scenario, the player holding the team's magic stack must wait until AFTER the opponent across from him goes. If the player across from him eliminates him, the entire team's magic stack goes bye-bye before it can be passed, leaving the sole remaining teammate not only outnumbered 2-to-1, but also without any magic.
This presents an end-game advantage to the team who went first. If I'm on the second team, and I think my partner might not survive the round, I'm motivated to not pass him my magic, for fear of losing it all. But by denying him my magic, I'm only decreasing the survival odds of the already-endangered teammate.
I think there needs to be a solution to this issue. It doesn't seem right that a totally random dice roll before the game starts should present an end-game advantage. Our house-rule solution will likely be to have a "team magic pile" in 3 and 4 player games. The team magic pile is NOT eliminated when a summoner dies. This means that the second team enjoys the same magic pile protection advantage that the first team does.
Does this seem like a fair solution to the problem?
Picture two teams, with player A and B on the first-turn team and players Y and Z on the second-turn team. So the setup is like this:
A B
------
| |
| |
------
Y Z
The turn order is A-Y-B-Z (repeating).
Generally speaking, A and Y will be fighting each other, and B and Z will be fighting each other. Yes, some partner support happens, but the majority of conflict is between opponents directly across from each other.
First-play team: At the end of player A's turn, he passes all magic pile cards to player B. Then Y goes (generally fighting against player A), then player B goes, with the advantage of a fatter magic stack. When B is done, he passes his entire magic pile to player A. Then player Z goes (generally fighting against player B). Then the cycle repeats with player A.
Second-play team: At the end of player Y's turn, he passes all magic pile cards to player Z. Then B goes (generally fighting against player Z), then player Z goes. When Z is done, he passes his entire magic pile to player Y. Then player A goes (generally fighting against player Y). Then the cycle repeats.
There's a subtle but important difference between the two teams.
In the first scenario, the player holding the team's magic stack will get to go BEFORE the opponent across from him, and will pass the stack away before he is in danger of getting attacked and possibly eliminated from the game. This keeps the magic stack with the "safer" player at all times.
In the second scenario, the player holding the team's magic stack must wait until AFTER the opponent across from him goes. If the player across from him eliminates him, the entire team's magic stack goes bye-bye before it can be passed, leaving the sole remaining teammate not only outnumbered 2-to-1, but also without any magic.
This presents an end-game advantage to the team who went first. If I'm on the second team, and I think my partner might not survive the round, I'm motivated to not pass him my magic, for fear of losing it all. But by denying him my magic, I'm only decreasing the survival odds of the already-endangered teammate.
I think there needs to be a solution to this issue. It doesn't seem right that a totally random dice roll before the game starts should present an end-game advantage. Our house-rule solution will likely be to have a "team magic pile" in 3 and 4 player games. The team magic pile is NOT eliminated when a summoner dies. This means that the second team enjoys the same magic pile protection advantage that the first team does.
Does this seem like a fair solution to the problem?