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Possible minor exploit?

Posted: Mon Jan 07, 2013 5:05 am
by blahblah3502
I haven't tried this out myself but I was just thinking:

It strikes me that a quirk in the moves system might offer a minor exploit advantage in controlling for double passes (which ends the day). If one selects units what one was not planning to move anyway, and instead of moving, simply presses Commit, then this does NOT count as a pass, as far as I can tell. this in effect passes but avoids the risk of the other player passing and ending the day.

Better to not allow the option of committing a turn with no moved units?

Re: Possible minor exploit?

Posted: Mon Jan 07, 2013 11:30 am
by AdmiralEggman
I think this a feature and not a bug. The ability to activate and not have to pass allows for tempo moves without having to end the day. The cost of this losing the ability to use the unit later.

Early versions of the rules forced activations when one side had a certain number more inactivated until than the other player. Testing showed the current system worked better to give the player strategic options.

Re: Possible minor exploit?

Posted: Thu Jan 10, 2013 11:04 am
by Yojimbo252
I agree with the Admiral, I see it as a tactic not an exploit as both sides can employ it and there is an opportunity cost in that you are unable to move that unit any further that turn.

Sure you could say 'well I wasn't going to move it anyway', but now your opponent knows with 100% certainty that it will not be moved and that may influence their decisions in subsequent impulses.