First I should probably say hello, new to the forum (and haven't actually played in ages), but I was thinking about game length and timing things as I thought about one of the Diplomacy World Championships where the players didn't know how many turns there were until a forced draw (with tiebreaker), and thought "how might we apply this to GoT?"
And the idea boils down to this: add in a card to the third deck (call it "Winter Looming" or "No Really, Winter is Coming", which shuffles the deck and adds another card called "Winter is Here" which forces game end with tiebreaker. Can be used in addition to normal Round 10 game end. Also possible is a roll of the die (likely d10, d12, or d20) where a certain number ends the game.
Pros:
-Keeps players on their toes so that they need to value position in earlier turns more than usual
-If used in conjunction with Round 10 end will guarantee it can only get shorter
Cons:
-requires sleeves (or a great card printer) to do irl
-may require further balancing for faster/slower factions
-Can end games *really* early (although round 3 is only 1/132, and 4 not much higher, can be a buzzkill if it happens)
-If not used in conjunction with guarunteed end can result in *really* long games (technically infinite), which is not great for live games (and potentially bad for pbem as players get tired of each other), or even inevitable 7 castle victories by late game superpowers
Depends how you see it:
-possibility (and if used with Round 10 end, it's pretty likely) of seeing multiple "no x orders" and no "no y orders"
-wildling attack strength probably has a higher average
So I haven't tested this at all, but it seems interesting to me. I'd like to hear y'all's thoughts.
And the idea boils down to this: add in a card to the third deck (call it "Winter Looming" or "No Really, Winter is Coming", which shuffles the deck and adds another card called "Winter is Here" which forces game end with tiebreaker. Can be used in addition to normal Round 10 game end. Also possible is a roll of the die (likely d10, d12, or d20) where a certain number ends the game.
Pros:
-Keeps players on their toes so that they need to value position in earlier turns more than usual
-If used in conjunction with Round 10 end will guarantee it can only get shorter
Cons:
-requires sleeves (or a great card printer) to do irl
-may require further balancing for faster/slower factions
-Can end games *really* early (although round 3 is only 1/132, and 4 not much higher, can be a buzzkill if it happens)
-If not used in conjunction with guarunteed end can result in *really* long games (technically infinite), which is not great for live games (and potentially bad for pbem as players get tired of each other), or even inevitable 7 castle victories by late game superpowers
Depends how you see it:
-possibility (and if used with Round 10 end, it's pretty likely) of seeing multiple "no x orders" and no "no y orders"
-wildling attack strength probably has a higher average
So I haven't tested this at all, but it seems interesting to me. I'd like to hear y'all's thoughts.