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Post by Harunashi Kimasu on Aug 26, 2011 1:42:02 GMT
Yeah, I'm not seeing the problem with contracts. I get that it can be annoying when other people sign contracts that involve getting rid of you, and you can't convince them to act otherwise even if it would be to their interest because they've signed a contract. But the solution there is to influence them first -- make them sign your contracts, or otherwise persuade them not to sign any hostile to your interest -- and to use your own contracts to protect yourself. If you wait too long, it can be annoying watching yourself lose over a long period and being unable to prevent it, but that's the game... and what Revival rounds and auctions are for. And it can also be annoying when a group of people decide to take you out by teaming up, and there's little you can do about it because you're outnumbered. But that's why everyone needs to make their own alliances to deal with that. It's not unfair in any way, and it's not a broken mechanic -- after all, alliances in this game have a way of blowing up in spectacular fashion, and people outside them can swoop in and pick up the pieces. So I don't think it's a problem.
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Post by Petrushka on Aug 26, 2011 2:29:53 GMT
Not all games will use contracts. That should soothe some of Harunashi's concern about ganging up. But even so, you players can always find a way out of it. Many of you did so admirably already M tickets were technically different from contracts, but the end product was pretty similar. Part of the Stockpile game was to manage your resources, and that included M tickets. You need to have some foresight when you're putting your name on that little dotted line ;D As for games like chess, skill should always win out against a handicap. A pro will spot gaps in your defence and exploit it. The pro will take his (her!) expertise of moving the army as a solid wall versus the enemy. The better player will win. It's the same with professional poker. I play a bit socially, and would say it's 15% bluffing, 70% counting cards, 10% strategic bidding, and 5% luck. And that's with some generous rounding in favour of the bluff. Watch a Texas Hold 'Em tournament on late TV, it shows you each player's rolling odds of winning on the turn of each card. They strategize around what they have, what they want and how best they can get there within their sphere of influence. And put like that, is the Liar Game really that different?
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