Game Play Questions

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[edit] Why don't I always see the names of my cards next to my teammates on the Cards tab?

This is caused by a game option called "Team Vision" which actually also reveals your teammates territories, etc during fog-of-war games... in regular games however it does just display their cards. This is probably why you're only seeing your teammates' cards sometimes depending on whether or not the game host has enabled "Team Vision"

[edit] What is the Team checkbox in the Blind-at-once Play Attack/Transfer control?

Located on the Blind at once Play Attack/Transfer page there is a checkbox next to the attack action labeled "Team" shown here by the red dot:

This checkbox is only displayed during team play and is designed to give you more control over how your armies behave during Blind-at-once round resolution. In addition to determining if your armies should attack only, transfer only or either attack or transfer when it is their turn to act during a BAO round you can also indicate whether or not they should consider all your team members armies as friendly armies or not.

Example 1 If you are coordinating with a team mate to capture a particular territory you may want your armies not to attack if your teammate's armies have already successfully captured it by the time your armies are given the chance to act. In this case you would select the Team checkbox and select "attack only" as the action. The Team checkbox will tell your armies to treat all your teammembers armies as if they were your own and the "attack only" will tell your armies only to attack.. so if the territory is still enemy owned (i.e. your team mate failed to capture it) your armies will attack .. otherwise (in the case that your teammate has captured it already) your armies will not do anything since you won't attack friendly territories (i.e. ones treated as ones you own).

Example 2 If you have Team Transfer (a create game option that allows you to transfer armies to teammates) enabled then you can use the Team checkbox can indicate whether or not you want your armies to attack a territory that is team occupied or transfer into it as if it was your own territory. If you do not have the Team checkbox checked then the system will treat your team members territories as if they are just any other territory and you will not be able to transfer to them only attack. On the other hand if you enable the Team checkbox then your armies will treat your team members territories like your own and you'll be able to transfer into them. Using the team checkbox you can set up some fairly complicated scenarios using multiple groups of units and ordering your attacks to account for the different possible outcomes of battles during the round. Note: if Team Transfer is not enabled you will not be able to transfer into team members territories even if you select the Team checkbox it will just be ignored like any other command that can not be executed.

Here is the logic that is performed when each of your Attack/Transfer orders is processed during Blind At Once round resolution:

Blind-at-Once Play Attack/Transfer Order Execution Logic

if TeamCheckboxIsChecked AND TargetTerritoryIsTeams
then {
  TargetTerritoryIsFriendly = Yes
}
else {
  TargetTerritoryIsFriendly = No
}

if the order indicates a "transfer"
then {
 if TargetTerritoryIsYours OR (TargetTerritoryIsFriendly AND TeamTransferIsOn)
 then {
   Perform transfer
 }
}

if the order indicates an "attack"
then {
 if NOT TargetTerritoryIsYours AND NOT TargetTerritoryIsFriendly
 then {
   Perform attack
 }
}

You can see from the logic that if you do not check the Team Checkbox for an order then transfers will only occur if the target territory is yours at the time the order is run (remember orders run before yours may have changed the state of the board by the time any particular order is run) and attacks will occur if the target territory is not yours (used for attacking enemies but also useful if you want to capture a territory from a team mate). Also if the game you are playing in does not have teamTransfers enabled then armies will not be transferred unless the target territory is owned by you.

In summary, to keep it all straight you can just remember that attack means "attack only", transfer means "transfer only" and "Team" means treat your team territories as if they were your own. When a turn runs you can remember that any action that can not be taken (like attacking your own territories or transfering to a territory that isn't yours ) will be skipped so you can use this to create conditional actions by indicating that you only want an attack to occur or transfer and indicating to your armies whether or not your teammates' armies should be treated as friend or foe for this determination.

[edit] What happens with Team Place Units, BAOPlay and per country limits?

When you are awarded bonus units in Team Place Units + Per Country Limit games at the beginning of your turn you maybe be given more units than you can place on your own territories because Warfish also takes into account that you may have room to place units on your teammates territories. Therefore, the number of bonus units you will receive will be limited only if you have too many for all your territories AND all your teammates territories. In turn based play placing these units is quite straightforward since you'll be guaranteed to have enough places to put all these bonus units during your turn. However, in BAOPlay the total number of units awarded to all your team mates may exceed the total available empty spots on the board for your team's armies. Also in Team Place Unit games with per country limits team members may just inadvertantly end up "over placing" units on a spot.

In order to resolve this "over placing" issue unit placement resolution for BAOPlay proceeds in the seat order for that round the first player placing all their units first followed by the second player etc. In the event that your unit placement will exceed the number of armies allowed on that country they will not be placed but instead just kept in your reserves and at the end of the unit placements if you have excess armies in your reserves they will be discarded (you'll see a line in the game move log indicating that you lost some units). For this reason it may be advantageous to coordinate team unit placements in Team Place Unit-BAOPlay-PerCountry limit games.

[edit] What is fog of war?

Fog-of-war is a game rule that can be configured by the game designer for a particular game board or optionally "tweaked" by a game host (you have to have Plus Membership to "tweak" game rules) when creating a game. It provides several different levels of limiting the visibility of the board available for each player. For example when the "Extreme Fog" rule is set you can't "see" anything except your own territories or in "Foggy" games you can only see your territories and those directly adjacent to you.


[edit] What is "Last hope"?

"Last hope" is a little feature designed to ensure that each player has some hope for advancing his or her position during his turn. "Last hope" only comes into play in games where the mininum unit bonus is 0, when a player does not have any units to place (no bonus units nor any units in reserve) AND a player does not have any territories with more than one unit. In this scenario a player is awarded a single unit to place during their turn.. a "last hope" (otherwise that particular player may not have any hope to advance nor be able to do anything during their turn...or for that matter any subsequent turns).

[edit] What are team games?

Currently, team games are fairly straight forward. They mainly provide a different victory condition (if you're the last team standing you win) and tools to help assign teams when creating a game. Otherwise the game mechanics are unchanged, i.e. you can attack your team mates, continent bonuses behave like you're playing solo. The create game tools can be used to create random teams of hosts can manually select who will be on which teams. When specifying teams explicitly, it may also make sense to fix the player order so they are not shuffled when the game starts, otherwise seat positions might not be as far, for example one teams members may all go before the other team goes.

[edit] What is the difference between Versus Dice and Damage Dice?

There are two different schemes for resolving attacks on Warfish.net: Versus Dice and Damage Dice. With Versus Dice which are used in Turn-based play, attacking and defending armies roll dice and the dice are compared to see which ones have a larger value. The outcome is determined by comparing each die versus the other die. One the other hand with Damage Dice which are used in Blind-at-Once Play the amount of damage each unit causes (i.e. whether or not it destroys an enemy unit) is calculated purely on its value and not by comparing its value with an enemy value. Damage is calculated by rolling a die for each army involved in the battle (usually a 10-sided die for attackers or a 4-sided die for defenders) and the army causes damage if it rolls a value above the "floor" value (usually 4 for attackers and 1 for defenders). Once the total amount of damage is calculated it is simply subtracted from the enemies armies. For more information on Damage Dice refer to the Blind-at-once FAQ [1].

[edit] What are border modifiers?

A border modifier is a tool that game designers use in Warfish to give tactical advantage (or disadvantage) to attacking or defending units across a particular border. This can be used to model particular terrain features such as elevation or lack of visibility or mobility for example due to dense jungle or swamp. In combination with Damage Dice modifiers can even be used to model an open clearing where casualties from both sides may be higher. Modifiers values are associated with a border and a direction so unique modifiers can be assigned when attacking from A->B and from B->A, a hill for example could be modeled by making it using modifiers to make it easier to attack from A->B and different modifiers to make it harder to attack from B->A.

During game play players can check to see if there are any border modifiers by going to the Game Details / Map Tab and then selecting the country the wish to attack from. In addition, the Game Details / Settings Tab displays the total number of borders in a particular game that has modifiers so players can quickly check to see if there are any border modifiers in use at all in the game they are playing. Also, border modified battle results are displayed in the Game History (most obviously by the higher than normal die rolls that are possible with border modifiers).

Using Versus Dice, modifiers are quite straightforward. Each modifier either adds or subtracts from the total number of sides the die a unit rolls with a minimum of 2. For example, by default an attacker rolls with a 6-sided die. If there is a +3 modifier associated with a particular border for attacks then that unit will roll a 9-sided die instead of a 6-sided die. The minumum of 2 ensures that this unit is still capable of winning a battle (i.e. if the unit is attacking and can only roll a 1-sided die the unit has no chance of "winning" its duel).

Using Damage Dice, the situation is a little more complicated, however it provides more flexibility to model more situations. With each die roll there is are two values that can be adjusted using modifiers, the number of sides of the die being rolled for each unit as well as the "floor" value which is the value that determines if the attack causes any damage. Adjusting the defender's floor relative to the defender's attack value can increase or decrease the probability that an attacker will sustain damage, therefore a designer might model open fields by setting a low floor and high attack/defend values ensuring that both sides have a high probability of causing damage to each other. Conversely a designer might model a tar pit or swamp by setting a high floor modifier and lower attack/defend values so that there is a lower chance of inflicting damage so moving into that territory from that border will be impeded. Again as in Versus Dice, there are automatic limits placed on the modifiers to ensure that neither damage or miss are a sure thing... (min floor value = 1 to ensure there is always a chance of a miss and max floor value is one less than then number if sides on the die to make sure there is always a chance of damage).

While using the Game Design Tool, a game designer can set the border modifiers by clicking on "Edit border modifiers" on the main game editor page and then by clicking on the starting and ending territories of the border he or she wished to modify.

It is recommended when setting Border Modifiers to keep the bias in sync between Damage Dice and Versus Dice so that the behavior is consistant regardless of which Dice a particular board is being played with. A "keep Versus and Damage Dice the same" checkbox control is provided on the Edit Border Modifiers page to indicate when the UI should help keep them in sink. Advanced designers should disable this checkbox when making specific changes that require differing values.

[edit] How do I interpret the border modifier notation?

There are two slightly different styles of border modifier notation, one for Versus Dice and one for Damage Dice. These occur in the Game History tab and in the Game Details / Map tab. The border modifiers are specified by game designers when they creating new boards.

Versus Dice Border Modifier notation: (a:+4;d:-4)

Damage Dice Border Modifier notation: (a:+1,-1;d:+3,+2)

The Versus Dice Border Modifier notation is fairly straight forward. It indicates how many more sides the dice the attacker is using and likewise how many more sides the dice that the defender is using. In typical games the a 6-sided die is used by the attacker and defender in basic attack resolution. If one is attacking across a border with the above modifiers then the attacker would actually roll a 6 "+4" sided die for each unit (i.e. a 10-sided die) and the defender would roll a 6 "-4" sided die for each defending unit (i.e. a 2-sided die). Of course, in practice the border modifiers may not be as drastic. For any die rolled there is a minimum of 2-sides so that there can still be more than on outcome and there is always a chance that even when the odds are extremely skewed like in our example 10-sided vs 2-sided, that the underdog may win.

The Damage Dice Border Modifier notation is slightly more complicated since there are two values that can be modified for each participant in a battle: the number of sides of the die being rolled and what needs to be rolled to "cause damage". In this case, there are two sets of numbers separated by a semi-colon. The first pair apply to the attacker, for example in the above case "a:+1,+2" applies to the die rolls for the attacker and "d:+3,1" applies to the die rolls for the defender. The first number in each pair modifies the number of sides on the die and the second value modifies what needs to be rolled to cause damage. So if we assume the default values for attacker which are a 10-sided die and a roll of more than 4 to be successful. Then after we apply the above modifiers the attacker would roll an 11-sided die (i.e. 10-sided "+1") and need more than 3 (i.e. 4 "-1") to cause damage. On the other hand the defender would need to roll a 7-sided die (4-sided "+3") and need more than 3 (i.e. 1 "+2") to cause damage.

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