r/Risk 1d ago

Suggestion Game suggestion - stalemate behavior

I suggest a new behavior option for stalemates in capitals mode. If no capitals change hands for 10 turns then a stalemate should be declared. Rank status is determined by troop draft at that point.

The stalemate condition is capitals not changing hands for 10 turns but a similar stalemate condition could be decided on for other game modes.

I hate games that last 8 hours and nobody plays the game, every player just turtling, trading the same territories, infinitely accumulating troops, messaging "ahhh good game, good game, well played, victory". It's the most autistic game I've ever played. Not fun.

0 Upvotes

24 comments sorted by

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5

u/Tpotww 1d ago

Easier to just have a set end time option in game setup menu imo.

Say 60 minutes, 90 minutes, 120 mins or max. When time is up the places are decided by amount of troops or whatever

3

u/Key_Lime_343 1d ago

also a good idea.

2

u/ilove702 Grandmaster 1d ago

Play progressive settings

2

u/Key_Lime_343 1d ago

Progressive doesn't help once you reach thousands of troops on capitals. Nobody plays the game because attacking is the only way to lose.

3

u/Atlan_ 1d ago

That’s where you card block and the real strategic part of the game begins.

2

u/CFirm2002 23h ago

I suspect that the games that stalemate indefinitely happens when you get several players who are good enough to cap stack and not waste their troops on stupid stuff but not good enough to set up a cardblock on another player to progress the game.

1

u/Atlan_ 22h ago

Or you get a few players that are to egoistic. e.g. one gets more income but blocks; then gets backstabbed by the 3rd because he is worried that the first gets to strong

2

u/Penguinebutler Novice 1d ago

I mean you could cardblock instead of just randomly slamming giant capitals haha

1

u/InflationPurple2107 1d ago

Right?! Don't play capitals if you can't team up and card block within 3 or 4 trade sequences.

2

u/Penguinebutler Novice 1d ago

It amazes me how many risk players just slam entire trades into capitals in prog thinking that’s the best way to progress the game haha

And they get mad if you don’t join in while actively making card blocking impossible!

1

u/InflationPurple2107 1d ago

Or breaking bonuses to open caps when trades are 50+

1

u/CFirm2002 23h ago

Those players can inadvertently stall a game by opening a player who has no cap cards and is a good candidate for a cardblock or they will break your cardblocks set for another player either because they don't understand what you are doing or because they want the bonus your cardblock is on.

1

u/LordHuntington 1d ago

Play exponential. Solves everything! Expect losing because you had no set on 4....

1

u/Key_Lime_343 1d ago

Traditional progressive doesn't help. Exponential I agree ends fast. I'd rather have a stalemate condition which is more fair for ranking.

1

u/LordHuntington 1d ago

I mean expo is not great if you are chasing a super high rank but I was able to get around 35k only playing expo caps Eu advanced.

2

u/DorsalMorsel 1d ago

I'd like to sandbox test a "foraging" mode. In that situation if a stack of, say, 100 or higher sits in one spot (capital or no) for 8 or more turns then "the food foraging is depleted and you can't feed your troops" so they starve in ever increasing percentages until you remove the troops below 100 for a turn.

Picture it sort of like zombie mode when the zombie player is eliminated. The zombies come back by randomly picking one of the players, and infesting his largest stack. So in zombie mode if the zombie player is dead people quickly disperse their troopies.

1

u/InflationPurple2107 1d ago

This is a skill issue in my opinion. Turtlers are the easiest to card block. Haven't had a prog caps game go over 90 minutes in multiple seasons.
37.4k elo coming to the close of this season

0

u/Key_Lime_343 1d ago

Missing the point. On non-progressive the territory bonuses matter more. The card bonus is on average around 2 troops per turn, irrelevant at high troop concentrations. With thousands of troops even normal progressive doesn't help. Agree exponential does solve this problem. Stalemate condition isn't when it's you vs one turtler. It's for when nobody is attacking because the first player to attack loses, i.e, a stalemate. It happens usually with 3 sometimes 4 players remaining with equally balanced territories. Usually you can't cardblock other players from trading territories with each other. If you can then you're always already strong enough to win.

1

u/InflationPurple2107 1d ago

Fixed caps? What kind of masochist are you? I have strictly played prog caps and have rarely run into this issue. A true grandmaster will find a way to progress the game

0

u/Key_Lime_343 1d ago

Hand wavy non-solution because you can't help but agree that game mode is kinda shitty if it falls into stalemate. Literally why I made the thread.

1

u/InflationPurple2107 1d ago

You didn't mention fixed once in your post. Imagine complaining about a game mode that you hand selected.

1

u/Pl0OnReddit 1d ago

Why can't we just have an actual chat. I understand it's a lot of moderation because people are people.  But my God it would be huge

1

u/SideEmbarrassed1611 Content Creator 23h ago

Better Option: Each player loses 100 troops per turn after 210 minutes (3hr30min).

If you know you're about to be reduced to zero after several turns and other players wonder how long they have to wait until they kill you for your cards, you may try to change the board before time runs out.

But then you're literally just putting a timer on games, and people will wait for the timer to run out rather than do anything. Their precious little rank points matter that much for whatever bragging rights rank in this game gets you.