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I'd be interested in a second game.
#71
We also need remaining mentees to pick a mentor. Then we can move to the drafting.

I like the way Draugr laid it all out, just don't think we need to limit which positions teams pick. Here is more info on drafting for those who have not been through it.

Someone not in the game would randomize the 12 players and those players would then pick their draft position in that order: picking a number 1-12. Then we go to the actual draft - with the first pick, a player picks a kingdom or a region. Their second pick is reverse order (so, pick 1 is also pick 24 and pick 12 also gets pick 13) and one picks a kingdom or region to fill out their position. If people are around, this can go pretty quickly.

Work with your teammate on strategy. Do you want to pick close to each other (take picks 3 and 4 - but then can't make second picks until 21 and 22). Or really spread it out with 1 and 8 and then 17 and 24. Also, do we pick kingdom or region with our first pick? Thus far, most people have picked region first, I think because there are lots of good kingdoms available and the regions have pretty specific benefits you may be looking for and are limited.

I am fine with the 3-turn NAP (non-aggression pact) thing, but am just always leery of teams teaming up. So we can agree not to attack each other for 3 turns (NAP), but no declaring allies outside of your 2-man team, and no choosing high council issues that help other teams and no trading or coordinating attacks. This is 6 teams of 2 and should not become 2 teams of 6. So, communicating on the forum every 3 turns works for NAPs and taunting. We will set up a thread just for this game. Just remember, if you enter a NAP with your neighbor, your other neighbors may feel threatened and you may make yourself a target, because for instance if you are not going one direction due to NAP and your mentor is another direction from you, that kind of only leaves one direction.

Maelstrom is already complicated with picking a good region and a complementary kingdom. Now it gets more complicated with a teammate region and complementary kingdom. Should be fun. 

Anyway, it would be good to lock this in with comments from other mentors (or mentees). Even without Alamaze experience, most of our players know game strategy.

My email is vballmichael@gmail.com and I am not super-tall, but I do love vball.
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#72
I will go with DuPont.

Email is strylin@gmail.com
Live your life so that the fear of death can never enter your heart, be not like those whose hearts are filled with fear of death, so that when their time comes, they weep and pray for a little more time to live their lives over again in a different way.

Sing Your Death Song And Die Like A Warrior Going Home.
Tecumseh, Shawnee Chief
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#73
Teams so far:

Mentors........Apprentice 
Rellgar 
DuPoint .....Strylin
Draugr .....Brekk
PTRILEY........Morgan Kane
Vball Michael......Painted Man
Canticar

Newbies left to choose mentors:
Valuthor
Ashgar75
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#74
Rellgar67@gmail.com is my email

I'm good with the suggested format. That's a first 3 turn NAP for all kingdoms?
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#75
(04-27-2019, 05:40 AM)RELLGAR Wrote: Rellgar67@gmail.com is my email

I'm good with the suggested format. That's a first 3 turn NAP for all kingdoms?

No is just naps can on;y be for 3 turns at a time.
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#76
I will go with Rellgar and my email is Sirsmitty70@gmail.com
Ashgar the Bloodthirsty. 

My blood, your blood, what difference does it make!  

Time will tell.................
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#77
Alright when do we get this started, are mentors set on the rules of play ?
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#78
And that leaves me and canticar.
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#79
Hi Valuthor, my e-mail address is gkmetty@yahoo.com. How can I contact you?
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#80
Ok, so it sounds like we've got the following rules:
Teams of 2, Mentor/Apprentice
Teammates must declare each other ally by turn 6
Teammates can talk however, whenever, wherever
Apprentices may communicate with other apprentices before first orders are due and then again turns 3, 6, 9, 12, etc.
Non-aggression pacts (NAPs) for max of 3 turns - presumably to line up with Apprentice Communication
High Council cannot aid a non-teammate. E.G. no raising a non teammates influence or reaction. Open or secret issue is fine (never gets followed for secret anyway)

Questions:
Communication among the Mentors... yes/no? Assuming no, but...
Who wants to do the random generator for draft order? Despite my relative youth, I don't know how to technology things.
When do we get the draft started? Not a huge deal because in talking to VBall he said something along the lines of "Based on the competition, you could literally choose any kingdom and do just fine." I think he was talking specifically about Morgan Kane, but in fairness to him I didn't ask.
Limits to crap talking? I figure it follows along the lines of other communication (apprentice to apprentice every 3 turns).
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