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Gambit zone/score game? Options
Darthbane53
Posted: Thursday, January 27, 2011 10:12:03 AM
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I have heard alot about these gambit zones and assume thats what the cassamai noble is for. I have the jist of the way the game is played of getting victory points but can some one please tell me how it works? I really dont know how to play that game type. If some one could give me a link to the instructions it would be much appreciated.
Sithborg
Posted: Thursday, January 27, 2011 10:16:32 AM
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http://www.swmgamers.com/page.php?27

It is covered in the Floor Rules.

Essentially, if you have a figure that costs 5 or more points within 4 of the center of the map, at the end of the round, you gain 5 Victory Points (and only 5, no matter how many figures you have within 4 of the center of the map).
Squid89
Posted: Monday, January 31, 2011 6:18:09 AM
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Gambit is a great way to help reach the designated score (equal to the build size of the squads) when there are time restraints. It's a different level of strategy than "kill them all" and is the scoring system used for tournaments and organized play. If you go to http://the-holocron.com/ and click on "Holocron Guides" along the left side, then choose "Official Maps Guide" you will see all the maps with the gambit zone highlighted by the red line. Great reference as you are getting used to playing with gambit scoring.
engineer
Posted: Monday, January 31, 2011 11:48:38 AM
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Without Gambit, why not play 3/4 FP renewal characters and sit back. When you have 20+ FP, then attack. How boring would that be?
Jester007
Posted: Tuesday, February 1, 2011 2:15:20 AM
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Well, also don't forget one of the major reasons why Gambit was put into effect. In the early days, some people *cough, cough* (you know who you are), would just kill some cheap pointed piece(s), then lock themselves in a room and play cat and mouse the rest of the match. So, to counter someone killing an uggy then hiding for the rest of the match, Gambit was created as a way to reward agressive play. I hate to admit it, but Gambit was something that WOTC got right.

Sincerely,
Jester007
billiv15
Posted: Tuesday, February 1, 2011 3:11:58 AM
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Jester007 wrote:
Well, also don't forget one of the major reasons why Gambit was put into effect. In the early days, some people *cough, cough* (you know who you are), would just kill some cheap pointed piece(s), then lock themselves in a room and play cat and mouse the rest of the match. So, to counter someone killing an uggy then hiding for the rest of the match, Gambit was created as a way to reward agressive play. I hate to admit it, but Gambit was something that WOTC got right.

Sincerely,
Jester007


There was more to it than this, but that was part of it (although to be fair, the Uggy wasn't around in those days. It was killing an ewok, or killing your opponent's override piece before they got yours.)

In tournament play, you didn't even need to play cat and mouse. You could simply kill the figure, gain the lead and keep the door locked for the 10 round no combat rule to come into effect.

But there is also the significant point that it at least to a degree encourages the action to happen closer to the middle of the board. Lock outs got the press for abuse, but there wasn't much different from being forced to play a game entirely on your opponent's side of the board. In fact, I was much more annoyed by people who claimed, "I'd never take a lock out victory" and in play never left their starting areas. This was perhaps the greater impact on the game in tournament play than the stopping of lock outs (which even in the early days, were not nearly as easy to pull off against a seasoned opponent as is often claimed). Encouraging at least marginal engagement in the middle, and allowing a player interested in advancing and actually playing the game to score points by occupying the center at least on maps that allowed it safely, did help the game a great deal.

Other abusive strategies developed in the gambit era that some players tried to pin on gambit rules, but they never had the force of those early strategies, and what's more, other additions to the game (more override, satchel charge, changing the set up and init rules and so on) did much to deal with some of the others. Finally, we restricted the map list and added the 2/3 scoring system which have also helped. However, take away any of those things, and the game would easily resort to the types of abuse that players have not enjoyed.
jlbm347
Posted: Tuesday, February 1, 2011 4:26:09 AM
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what is the 2/3 scoring system?
Demosthenes
Posted: Tuesday, February 1, 2011 4:35:28 AM
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2 points for a Win without reaching the required number of Victory points within the time limit (i.e. getting 200 points for a 200 point game, etc.), 3 points for a Total Victory where you reach the point limit within time.
jlbm347
Posted: Tuesday, February 1, 2011 8:34:21 AM
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Thank you very much.
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