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Turtle Counters?
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AC
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PostPosted: Mon Jul 23, 2012 5:15 pm GMT    Post subject: Reply with quote

cliffwiggs wrote:
What is the difference (if any) between a defensive player and a turtler?


A defensive player is still playing to win. The preeminent purpose of a "turtle" is not to win, but to prevent one's opponent from winning. It's an attempt to induce a stalemate. The "turtler" has little thought toward victory; s/he's interested principally in dragging things out until someone quits.

Think of the first game of Group play at the World Cup. Everyone is so fearful of taking a loss in the opening game that they punt the affair, accepting the 1 point so they'll at least have an advantage in the standings over those teams that are thoroughly outclassed and can't play to a tie.

Teams that play good defense, on the other hand -- say, a Germany or a Spain -- will bide their time and take advantage of mistakes or lucky openings. When they secure the lead, you're definitely not going to score, and once you become desperate, they crush you. Deeper in the tournament, or in League play, wins matter, and looking to rack up 38 Draws is apt to get you relegated.

The difference is, of course, that they're playing to a clock. In non-tournament Dragon Dice, it can go on indefinitely. Just sitting one's whole force at one terrain puts the burden of fun on his opponent without undertaking any risk oneself. If the opponent gambles and loses, the "turtler" has won by doing nothing. There is no tie in Dragon Dice, but playing to tie allows you to win without similar risk of loss.
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PostPosted: Mon Jul 23, 2012 5:18 pm GMT    Post subject: Reply with quote

stormywaters wrote:
First, I agree with most of your post. However:

AC wrote:
Feel free to double-Lightning the Liches to make sure they die.


You can't actually double-LS them; the spell says you must choose another target.


The one spell I referred to but didn't double-check in the rules. Serves me right. I was thinking you could opt to potentially waste a cast. I will edit.
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PostPosted: Mon Jul 23, 2012 5:24 pm GMT    Post subject: Reply with quote

AC wrote:
stormywaters wrote:
First, I agree with most of your post. However:

AC wrote:
Feel free to double-Lightning the Liches to make sure they die.


You can't actually double-LS them; the spell says you must choose another target.


The one spell I referred to but didn't double-check in the rules. Serves me right. I was thinking you could opt to potentially waste a cast. I will edit.


Simple mistake. Your post is otherwise spot-on. I strongly dislike turtling for various reasons you listed.
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PostPosted: Mon Jul 23, 2012 5:26 pm GMT    Post subject: Reply with quote

And in a tournament setting there are many times that you know you can't win so you do try to just not lose. It's a valid start of the metagame once you know you can't win. Someone who starts a tournament round with the intent to tie... Will ultimately lose the tournament. So they are ruining their own game as well as their opponent.
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PostPosted: Thu Jul 26, 2012 9:33 pm GMT    Post subject: Reply with quote

This may hold true for tournament play, but we can safely venture that the majority of Dragon Dice games played in the world take place in a non-tournament setting, wherein there are no referees, clocks, or rounds. It's probably wise to bypass a whole discussion on the psychology of losing in game theory and the lot, but undoubtedly there will be people content to ruin the game for everyone involved if they don't think they can win. I think the point is that in a casual setting the game can turn into a 2-hour snoozer and our objective might be at the least to either find ways to prevent/minimize this outcome (with attention to the rules/phrasing if the strategy really is superior), or make it clear to players that alternative strategies are more effective/entertaining (if indeed they are).
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PostPosted: Thu Jul 26, 2012 10:01 pm GMT    Post subject: Reply with quote

Quote:
I think the point is that in a casual setting the game can turn into a 2-hour snoozer and our objective might be at the least to either find ways to prevent/minimize this outcome


I do not feel turtling is the root cause of this. I feel the game stopping on low faces causes this (Which usually results in turtling for magic). I think mages are the problem here.

Secondly, I feel lack of decent strat causes this. I say let my opponent turtle, ill just go around him.

Turtle power is the side affect of other things. Again, magic is one and I think 8th faces are another co-starred by 'Path'.

No, the long 'snoozers' are caused because there is no encouragement to go to 8 when I can horde up on a magic face.

The distant runner up reason for longer games could be blamed on SwampStalkers/TreeFolk (Not saying they always cause long games, but they may be the culprit from time to time).
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PostPosted: Fri Jul 27, 2012 8:28 am GMT    Post subject: Reply with quote

I heard last year about the first tournament held of dragondice back in 1994-ish. That person stopped playing because his opponent simply refused to take his turn. THAT is the ultimate turtle.

I can see how two people can get into a magic battle on two low faces. Its a mexican stand-off. The first person who tried to break the stale-mate will lose. so neither moves. THAT I don't know how to solve.
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PostPosted: Fri Jul 27, 2012 10:05 am GMT    Post subject: Reply with quote

Quote:
I can see how two people can get into a magic battle on two low faces. Its a mexican stand-off. The first person who tried to break the stale-mate will lose. so neither moves. THAT I don't know how to solve.


I know I am being bias and redundant. But the Minor Terrain tweak really encourages other ways to play. This happens SIGNIFICANTLY less. It happens but almost always, with the minor terrain tweak its uncommon. However, it does not stop turtling. People turtle on their 8 face no matter how they got there.
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PostPosted: Fri Jul 27, 2012 10:33 am GMT    Post subject: Reply with quote

Quote:
I heard last year about the first tournament held of dragondice back in 1994-ish. That person stopped playing because his opponent simply refused to take his turn. THAT is the ultimate turtle.


If a player refuses to take his turn then he effectively concedes the match i would think.
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PostPosted: Fri Jul 27, 2012 10:53 am GMT    Post subject: Reply with quote

Denimwizard wrote:
Quote:
I heard last year about the first tournament held of dragondice back in 1994-ish. That person stopped playing because his opponent simply refused to take his turn. THAT is the ultimate turtle.


If a player refuses to take his turn then he effectively concedes the match i would think.
I'm not sure how that was allowed, but we have standard floor rules that include this ruling these days.
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PostPosted: Mon Jul 30, 2012 9:40 am GMT    Post subject: Reply with quote

cliffwiggs wrote:
Denimwizard wrote:
Quote:
I heard last year about the first tournament held of dragondice back in 1994-ish. That person stopped playing because his opponent simply refused to take his turn. THAT is the ultimate turtle.


If a player refuses to take his turn then he effectively concedes the match i would think.
I'm not sure how that was allowed, but we have standard floor rules that include this ruling these days.


I'm just assuming it was so early in DD years that it wasn't considered a possibility and taken into consideration for an official rule.
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PostPosted: Mon Jul 30, 2012 10:43 am GMT    Post subject: Reply with quote

If there is on official rule or not, as the Tournament Leader i would disqualify such a player.
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PostPosted: Mon Jul 30, 2012 10:48 am GMT    Post subject: Reply with quote

Drachenwürfel wrote:
If there is on official rule or not, as the Tournament Leader i would disqualify such a player.


I would try to as well. But for a sanctioned tournament, it sets a bad precedent to make up a rule on the fly and enforce it. As critical and as much of an oversight it might be, it can look bad on the people putting on the tournament. Although, for something like this, it would probably be welcomed by most players. Smile
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PostPosted: Mon Jul 30, 2012 10:58 am GMT    Post subject: Reply with quote

Yes, that was back in the 'don't be stupid' days before every little exception to every rule had to be written down. Thats why I have no patience for the 'the rules don't say I can't do it' approach. If you try to argue that point while I am the tournament director be prepared to duck, because the rules don't say I can't chuck a dragon at your head either.






note the lack of Mr. Green in the above statement. perhaps that is why they don't allow me to be the TD anymore...
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PostPosted: Mon Jul 30, 2012 12:29 pm GMT    Post subject: Reply with quote

cliffwiggs wrote:
Yes, that was back in the 'don't be stupid' days before every little exception to every rule had to be written down. Thats why I have no patience for the 'the rules don't say I can't do it' approach. If you try to argue that point while I am the tournament director be prepared to duck, because the rules don't say I can't chuck a dragon at your head either.


But I assume every other die was mentioned for this rule, right? Mr. Green

Yeah, it's silly the kind of rules you have to make, but there are reasons for them... One person ruins the fun for all. *thinks to the video I saw recently of an M:tG tournament where a guy upturned the table*
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PostPosted: Mon Jul 30, 2012 12:49 pm GMT    Post subject: Reply with quote

That reminds me of players during the rubik's competitions that would purposely explode their cubes when they made a mistake. thus they got to start again with a new cube or even the same configuration, but they got a second chance. They had to put a 3 try limit on it due to SDA*




*SDA is a term which means Some Dumb @$$ and is a term we used while designing 2.0 to represent THAT GUY. Its why some of the rules are written the way they are. Because if we didn't do it, then SDA would ask about it.
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PostPosted: Mon Jul 30, 2012 1:45 pm GMT    Post subject: Reply with quote

I Run really much Tournaments in Mage Knight and Star Trek CCG.
From the beginnend on, i made One point absolute Clear:
Beond the rules, there are some things i never would let go.
Even Tournament play should be fun.
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PostPosted: Wed Aug 01, 2012 9:31 pm GMT    Post subject: Reply with quote

To briefly return to topic (though I am all for violence against jerks), Skawilly's posts reinforce the notion from which I was operating. The solutions proposed -- from the Minor Terrain tweak to the double-march to the hold-to-win and on -- seem to be impelled by a consistent hypothesis: that there is insufficient discouragement to ignoring terrain capture and/or insufficient encouragement to capture terrains. Now, it could just be that the majority of players to have weighed in on the topic are low-risk sissies of the NFL coach mold (I josh, of course); I don't have the numbers on the actual risk-reward involved in moving vs. staying, and I doubt anyone has done such a study. Cognizant, however, that the aforementioned hypothesis may actually be correct, we may be well served to test the posted (and other) proposals of small changes that may rectify the issue (as some are doing) . . . which brings us right to where we already were, but it's as neat a coda as I can put on the thing at this point.
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PostPosted: Sun Aug 12, 2012 10:39 pm GMT    Post subject: Reply with quote

Note: in our current swiss tournament system, you get more points for winning a game by taking 2 terrains (or wiping out your opponent), than you do for winning a game with only 1 terrain. You get less points than that for tying. See quote below:
Quote:
For the first round, players are paired up via tournament rankings, i.e. highest two ranked players play each other, on down. If there are unranked players, then pair them randomly. If there is an odd player, one player would get a bye, which counts as 2 points. At the end of the first round, any player that won the game by capturing two terrains, or eliminating all of the other player’s units, get 3 points. Players that won via the tie-breaking rules at the end of time, get 2 points. Any game that ended in a draw, both players get 1½ points. Losers to tie-breaking rules at the end of time, get 1 point. Losers get 0 points. For the second and later rounds, players with the highest totals pair off. If a group of more than two has the same total, then pair them off either by tournament rank, or randomly. No player should ever play the same player a second time. No player should ever get a second bye.

So for a tournament, turtling and doing nothing will at best get you a tie.
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