Most users ever online was 263 on 2020-Apr-18 20:02
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MackaSvemirska
Asha Blacktyde 9 hours ago

No.

maygalar 10 hours ago

can a game last until 10 castles instead of usual 7 castles win condition?

ItamarShec 11 hours ago

2/3

ItamarShec 11 hours ago

2q3

ItamarShec 11 hours ago

1/3

ItamarShec 11 hours ago

3p classic game

Rockilles 12 hours ago

2/3

fedda 12 hours ago

game is up

fedda 14 hours ago

3p game is upp

snufkin_1301 30 hours ago

+1 3pl live

snufkin_1301 30 hours ago

+1 3pl live

BDLT56 30 hours ago

finger111 lobby is full waiting on you

omriex7 31 hours ago

1 more for 6p live everyone!

omriex7 31 hours ago

6p live 5/6

Soda-can 31 hours ago

Still 2 more then Sateny plus soft ?

omriex7 31 hours ago

6p live 4/6

finger111 31 hours ago

3/6p live game

sydneygas 37 hours ago

still here folks

sydneygas 37 hours ago

3p live is up

Fox101 53 hours ago

anyone LIve game ?

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ned1
One Of The Kingsguard

Posts: 66
Games: 208
Rank Points: 908
Member since: 2014-Jan-30

Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2022-Oct-29 23:03
I just wanted to review some of the statistics associated with Tides of Battle, versus not using these cards.  The group that I usually play with doesn't like them- they're too random, and they enjoy the fact that this game has only a few random parts to it.  Battles are more of a psychological affair than one of chance.

But looking at the statistics, in normal games with no tides of battle, Stark and Greyjoy are by far the most likely houses to win.  The Tyrell player will be discouraged, knowing that this house has only won 9.3% of games.  Let's look at the stats for no ToB:

Stark: 22.8%
Greyjoy: 22.7%
Baratheon: 17.1%
Martell: 16.6%
Lannister: 11.4%
Tyrell: 9.3%

This type of game would be impossible to balance win rates between all houses, and I don't think anyone would really enjoy that anyway.  The geography of the map itself is unbalanced.  However, let's look at what ToB does for the win stats:

Stark: 24.1%
Greyjoy: 21.6%
Martell: 15.5%
Baratheon: 14.5%
Lannister: 13.2%
Tyrell: 11%

So Stark, the leading house, enjoys a 2% increase.  But the other three leading houses, Baratheon, Greyjoy, and Martell, all suffer a decrease, and the bottom two houses Lannister and Tyrell enjoy a 2% increase in win rates.

It appears then that ToB does offer a small benefit in making the game slightly more balanced.  This benefit won't sit well with players who enjoy being able to predict every single variable in the battle, but it does reflect a bit more realism is uncontrollable variables in battles (such as the weather, morale, officership, and other intangibles).

For me, this change is worth it, and I will be using ToB in more of my hosted games in the future.  It's also a refreshing difference from years of playing without them.

What does the community think?  Is ToB the best way to even out the win rates of the houses, or are there other less random ways to achieve this?  The statistics tab on this website is a wonderful tool for analyzing this.
Necrarch
Knight of Ni

Posts: 2,185
Games: 141
Rank Points: 1,043
Member since: 2019-Feb-01

Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2022-Oct-29 23:10
I am not a big fan of ToB, have to say, for the reason quoted above : adding this random factor does not fit very well to the philosophy of this luck-factor-not-too-dependent game (W Cards are already a big thing).

As for rebalancing the classical 6p, feel free to drop an eye on the dedicated thread.
https://www.thronemaster.net/?goto=community&sub=forum&fid=3&tid=77388#top


Ser Hodor
Son Of Hodor

Posts: 758
Games: 1,358
Rank Points: 10,286
Member since: 2016-Mar-20

Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2022-Oct-31 22:47
I would agree that the Westeros cards already introduce ample randomness in the scheme of things with 3-5 possibilities for wildly different results in 3 different decks, rerun 9 different times throughout a full game.  And while I'm not opposed in principle to introducing some degree of randomness at the individual battle level, I find the thing that still puts me off them is that, even if they do tend to increase overall balance in results, they also tend to make people play even more cautiously than they would without them. And if the price of a more balanced game is that it is also a more dull one, I'm still not as interested in playing the "more perfect" version.
Gacek15
Squire

Posts: 8
Games: 130
Rank Points: 451
Member since: 2023-Mar-20

Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2024-Feb-28 10:50
Tides do make for a way more interesting game tho. Pulling a win from certain defeat or accidentaly winning with Roose? That is unexpected, makes someone vulnerable and vulnerability creates action. The point of tides is not take make ppl play more cautiously, but to embolden them and make every game more fun and unique
Ser Hodor
Son Of Hodor

Posts: 758
Games: 1,358
Rank Points: 10,286
Member since: 2016-Mar-20

Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2024-Mar-29 15:42
Tides do make for a way more interesting game tho. Pulling a win from certain defeat or accidentaly winning with Roose? That is unexpected, makes someone vulnerable and vulnerability creates action. The point of tides is not take make ppl play more cautiously, but to embolden them and make every game more fun and unique
But does it actually work that way?  In my limited experience, it didn't seem to.
18HopeCSF
Sword of the Forest

Posts: 245
Games: 586
Rank Points: 3,309
Member since: 2019-Feb-09

Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2024-May-21 01:02
Tides do make for a way more interesting game tho. Pulling a win from certain defeat or accidentaly winning with Roose? That is unexpected, makes someone vulnerable and vulnerability creates action. The point of tides is not take make ppl play more cautiously, but to embolden them and make every game more fun and unique
But does it actually work that way?  In my limited experience, it didn't seem to.
I think it depends a lot on the people who's playing. In my group the experience is VERY positive. Nobody would even think about playing without Tides.

In my games, people were more bold playing with Tides, I've seen a lot of players attacking despite being -2 on overall strength. Sometimes it was crap, but several times there were epic wins! And to be honest, people always remember those.

Another curious thing is how the Lannister-Greyjoy "imbalance" gets affected. In my group we never had that problem. I only knew about it when I started playing online here. It's incredible, but Tides end up balancing the field. I think that despite having the sword, Greyjoy has much more to loose from unexpected looses than Lanni.


Gacek15
Squire

Posts: 8
Games: 130
Rank Points: 451
Member since: 2023-Mar-20

Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2024-May-27 14:41
In my games, people were more bold playing with Tides, I've seen a lot of players attacking despite being -2 on overall strength. Sometimes it was crap, but several times there were epic wins! And to be honest, people always remember those.

Another curious thing is how the Lannister-Greyjoy "imbalance" gets affected. In my group we never had that problem. I only knew about it when I started playing online here. It's incredible, but Tides end up balancing the field. I think that despite having the sword, Greyjoy has much more to loose from unexpected looses than Lanni.

I had some epic plays (done to me) with it too. Attacking Winterfell with 2 knights and Balon vs a Stark who played Eddard in hope of gettin 3-0 (it was a new player, hence the extremely stupid play). It paid off, he killed both my knights and i lost the game with 1 ship remaining at the very end.
☠ Dele✝ed User

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Topic: Tides of Battle- bringing more balance to an unbalanced game
Posted: 2024-Oct-20 01:40
In my rl game group, ToB has been the standardised variant since the second game (2016/7). The ToB module replaces calculated superiority with gentle restraint in favour of a build-up strategy (e.g. Baratheon vs. Martell, or - vs. Tyrell and vice versa, or Greyjoy vs. Stark or - vs. Lannister), and rewards risk-taking attacks from an inferior position by chance.
In addition, ToB hinders something that I have experienced and seen very often in this forum - the irregular card circulating as an alliance - or friendship service (usually after announcement in the private chat) by mock attack.
The ToB module serves in every way to create a certain balance between experienced and inexperienced players and makes many discussions about kingmaker situations unnecessary.
Last but not least, it creates the feeling of sitting around a table with friends in online mode and getting worked up about everything that's going on. Or does it?

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