Clash of Thrones 1.2
This is a decent Risk clone with a good mix of optional rules and a pretty balanced random number generator for die roles. The art style for each faction is a nice touch, but it`s basic and predictable fanatasy fare. What is great is the actual gameplay. The way territories are connected by roads rather than simply by adjacent borders adds a nice tactical twist to the old formula, making it more likely for players to overlook or be forced into leaving "back doors" open into thier territories. Cultivating generals to multiple star levels can save your skin in either attack or defense, and the ability to limit card reinforcements to 10 troops allows games to be focused more on careful strategy rather than rush tactics.
The only major problem is the AI. Once you have a strategy worked out for a game, the computer controlled factions simply can`t seem to front a worthy challenge, often allowing you to mass troops for an obvious attack without putting up any sort of defense or even seeming to notice. The game is best when played with friends, and its hotseat mode is its true strong point.
With only two maps so far, the game is a bit sparse; nice to know there are more maps on the way. That will go a long way for the value of this title!
1.) Larger Maps -- Given that there is no setup or moving of tokens, it would be nice to see some huge, sprawling maps.
2.) Special Faction Abilities via Cards -- The Clone Wars version of table-top Risk is one of my all-time favorite versions. I really liked the card system which allowed you to trade in for reinforcements, build starships for bonus attack/defense rolls, or trade in indivdual cards to gain the one-shot advantage explained on each card. It`s enjoyable to have a breadth of options ala Axis & Allies without having to deal with that game`s overall complexity. The possibilities for spells and what-not to spice up the core gameplay seems attractive.
3.) More Authentic Start-Up -- While the cluster-start is a reasonable band-aid for now, it still creates very unbalanced early game situations, especially when playing against human opponents. At the bare minimum, assigning territories with 1 troop each but allowing players to decide where to place reinforcements would help.
4.) Purchase Additional Castles -- Again, especially due to the random start-up, factions are often forced to place their castles in ridiculous or useless areas. This would be far more interesting and less frustrating if each faction could build additional castles during gameplay. I would suggest making it possible to do so via card trade-in. This would mean allowing players to sacrifice small reinforcement armies early in the game to establish strong defensive holds on their territories, or weigh their options later in the game between the need to build that castle to protect their back against the 54 troops they need to continue their offensive.
5.) Territory Bonuses -- This could be a fun addition as further maps are released. Controlling entire "continents" would not only provide bonus reinforcements, but special advantages, like:
--A moutainous land that provides rare ore used for crafting exquisite armor. All troops defending that land receive + 1 the lowest defensive roll.
--A densley forrested region that allows reinforcements placed there to remain invisible on the game map. Only when another faction attacks will the number of troops in the region be shown.
--A collection of islands whose waterways are home to a native, seafaring race. Those who control the islands are given passage onboard their ships, allowing players to freely rearrange their forces between all of the territories in that region at the end of each turn before they make their regular strategic move.
6.) Player Controlled Rush -- I like how the "Rush" option speeds things up later in the game, but because I must dedicate every last troop in my attacking army for convenience`s sake, I find I hardly ever do it. Why not give players the option of how many troops they wish to dedicate to the rush? The rest remain in the attacking territory.
7.) Battle Animations -- I like a little aesthetic viscerality in my computer strategy games! It would be just...really cool...if, when you first hit attack (or rush) in combat, the division in the battle screen melted away and the attacking armies charged together. Then, the battle animations would simply continue to run until you hit attack button again, when the correct number of troops would fall dead. For tokens like cavalry that represent multiple troops, if they died, the correct difference in regular troops would coming running on-screen from the correct side. It wouldn`t affect the gameplay in any way, just add some...coolness...to the combat.
Decent game until it freezes
Just bought the game and it seems ok when you start but after the third round the entire game locks up during reinforcement phase. Have tried playing it half dozen times and it happens every time. You have my money, now awaiting an update so I can actually play it.
i only wish they would keep their word and make new maps. I love this game, better than Risk!
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