Team turn order option

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Suggested by ajsi20070509184900

the way teams are placed is unfair. For example, if there are 6 players in a game and 3 teams, ideally the placement should be
Team A
Team B
Team C
Team C
Team B
Team A
Currently the teams get placed in the following order
Team A
Team B
Team C
Team A
Team B
Team C
so Team A starts of very advantageous position, and Team C gets screwed.

[edit] Discussion

I like this idea and think it should be available for game designers to set as default for their game boards. One question I did have is that for large numbers of teams it seems that the first team and last team may have a long time to wait before they get to take turns... although at that time they do get to take 2 turns back to back... so maybe it evens out? --Steven 23:34, 29 May 2008 (UTC)

Another thought how does this work with when there are N players on a team (and N != 2)? --Steven 23:35, 29 May 2008 (UTC)

Interesting... Not sure why that's never occurred to me before. I believe the logical extension for N % 2 != 0 would be just to reverse it again. There's not much else you can do. So: ABCCBAABC. I suppose making the player order entirely random would work in some cases as well, and maybe even randomizing the order after every set of turns (although I'm sure that would complicate the code). --FadeToOne 16:54, 30 May 2008 (UTC)

One man's opinion - I don't like ABCCBA... much at all. In that scenario B is getting screwed much worse than C in the default setting. Under ABCABC... team C goes last but after turn 1 at least the order is consistent. Using ABCCBA.. team A and C get consecutive turns, which is a huge advantage over a team waiting between turns. asm 17:37, 30 May 2008 (UTC)

I believe the use of escalating card values levels the playing field under the ABCABC turn taking method just as it levels the playing field in individual play (ABCDEF). C may go last, but assuming they live through the earliest rounds, they'll benefit most from holding on to their cards. Using the standard 4 6 8 10 12 14 ... card cycle, C gets 22 armies from the first round of turn-ins whereas A gets 14 (assuming everyone holds to 5 cards). That's over 50% more. The trend continues over the course of a game. This, of course, doesn't hold true using 555 cards or no cards at all. For those types of games, I would fully support a checkbox allowing a choice of straight or snake turn orders. --4thReich 11 June 2008 (UTC)
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