Search found 5 matches

by cklarner
Sun Mar 18, 2007 3:54 pm
Forum: Conquest
Topic: When is it optimal to turn in cards?
Replies: 3
Views: 4001

Good Point

Good point. Yes, that's true. I'm talking about one of the card scenarios in Conquest where three infantry are worth 4, three cavalry are worth 6, three artillary are worth 8, and a mixed set is worth 12.
by cklarner
Sun Mar 18, 2007 5:02 am
Forum: Conquest
Topic: When is it optimal to turn in cards?
Replies: 3
Views: 4001

When is it optimal to turn in cards?

Waiting for Cards One common decision one is presented with is whether to turn in an inferior set (i.e., not a mixed set but an all of a kind set worth 4, 6 or 8, instead of the 12 a mixed set is worth) but you have less than five cards. Should you wait for a mixed set? This all has to do with the p...
by cklarner
Sun Mar 18, 2007 1:27 am
Forum: Conquest
Topic: Like the game BUT....
Replies: 19
Views: 14103

Typo Above

It should say the attacker LOST ~45% of the time, not won. My apologies.
by cklarner
Sun Mar 18, 2007 12:59 am
Forum: Conquest
Topic: Expected Probabilities of Sets & Values of Cards
Replies: 0
Views: 3490

Expected Probabilities of Sets & Values of Cards

The Double Whammy A double whammy is when you wipe out another player and have so many cards that you have two mixed sets of cards to hand in. When you have a substantial number of cards as a result of wiping out an enemy (say, nine, because you had four and they had five) the probability of getting...
by cklarner
Sat Mar 17, 2007 10:28 pm
Forum: Conquest
Topic: Like the game BUT....
Replies: 19
Views: 14103

In Defense of Conquest Dice Rolls

I ran a number of experiments to assess the dice odds used in Conquest, the Risk computer game, on January 17, 2007. I created large piles of armies, then used ?automatic resolution? to resolve the battles. There were a total of 5,428 dice rolls in these battles. Over the five mass attack experiment...