Lawrence Davis
United States
Indiana
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I must admit I was excited about Endeavor and passed over Rise of the Empire for it. Kind of hate I did now.
Endeavor has some interesting aspects and the game time is as low as you are going to find with a 5 player game, but I was really surprised at how uninteresting it became after just a couple of games. First, there aren't enough buildings to choose from in the early game to give the player any real feeling of picking something their opponents hasn't or won't. This limits choice of strategy to one or two moves. But even beyond that, any true strategy seems to be overshadowed by the luck of placement of the resource markers anyway. Get lucky with the right combination of markers in the right spot and the game will be a shoe in.
Secondly, Europe I felt was greatly undervalued. I got no sense that I was controlling a ruling power in 1800's Europe. The cities have no distinction from each other. Paris is the same as Moscow which is the same as Rome. They all have connections to some colony which just lessens the impact of player choice even more. Of course the player who owns the most cities in Europe has access to more Europeon and slave cards and therefore more resourse points, and eventually more glory points, but even that doesn't seem to guarantee a victory if somebody else has found fortune in the colonies.
This makes waging war in Europe pointless in my opinion. Napoleon sacrificed half a million French soldiers for Europe, but war in this game makes no such attempt at rewarding such an endeavor. Just as well I guess, because the attackee has even less incentive for retaliation. Also, players have no incentive whatsoever for keeping a base city in Europe. There is no game feature to punish a player for abandoning Europe and establishing oneself in the "new world". Really?? It's ok for the Spainards to abandon Spain and establish themself in the Carribean and call it the New Spain?
Where is the sense of pride of controlling Rome or Berlin or London. There is none. There is no purpose to forge alliances. Players have little reason to cooperate other than the fact to keep a sprinting leader at bay. Each player goes about his business occasionally peaking at other players' resources value tracks, but little else.
All of this pulls the theme of the game down to the basement level in my mind. I got no "old world competition" feel from playing it. The whole theme could have easily been applied to which Space Power could move and process the most moon rock. Sorry, but this game turned out to be a huge let down.
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Tim Schwarz
United States Decatur Georgia
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I agree this game does make a player feel much like a colonial power (ala Pax Britannica). Which is a big theme disconnect to me because I feel like the game teheme is trying to do that and failing. Thematically, I think it makes more sense to see the players as merchant guilds of some kind. I have no idea if that is historically accurate. And it screws up the label of warfare (but the mechanic could be re-themed). Finally, the game does feel like it is set in the colonial period, which is a time period I like.
Anyway, the gameplay is fun and does a good job of being both a worker placement game and a an engine economic game (by which I mean that the rich don't necessarily get richer the way they would in a game like Power Grid or Agricola).
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Randall Bart
United States Granada Hills California
I love you
David asked Don to draw this pretty picture of me
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DocD wrote: First, there aren't enough buildings to choose from in the early game to give the player any real feeling of picking something their opponents hasn't or won't. My reaction was OMG it has 15 different buildings to learn. But actually it all comes down to about nine things (bricks, urns, coins, shields, flags, ships, crates, cannons, and points). You aren't getting anything unique, but you are trying to get the best mix of those that you can.
The value of the buildings is situational. If you aren't getting bricks on the map, take workshop. If you aren't getting coins, take bank. You are trying to keep a good mix to maximize your productivity.
DocD wrote: But even beyond that, any true strategy seems to be overshadowed by the luck of placement of the resource markers anyway. Get lucky with the right combination of markers in the right spot and the game will be a shoe in. You are not playing right, because there is no luck in this game. You start by placing the tokens randomly around the map, but you place them face up for all to see. Everyone gets to figure out which tokens to go for.
DocD wrote: Secondly, Europe I felt was greatly undervalued.
It's game. Just assume that everyone starts the game with three more European cities that you can't lose, and the cards are numbered 3 to 8.
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Jennifer Schlickbernd
United States Pasadena California
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It's a pure Euro economic game. No war in it except that you occasionally get to blast people off of spaces. It has light theme at best. Sorry if someone represented to you otherwise.
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Georg von Lemberg
Canada Toronto Ontario
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DocD wrote: This makes waging war in Europe pointless in my opinion. Napoleon sacrificed half a million French soldiers for Europe, but war in this game makes no such attempt at rewarding such an endeavor.
Didn't Napoleon's decade and a half of warfare sort of end up being pointless in real life too? Half a million troops later and France was back to being France, Napoleon was on an island, and most of the monarchies of Europe lived to see the dawn of another century.
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Dirk Gently
United States Norman Oklahoma
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I'm sorry that you were misinformed about this game. It's a great euro style resource management game that offers some difficult choices. It's not a war game at all; the attack action in the game is only meant to increase competition for the rapidly dwindling number of available cities on the board. Towards the end, you have to attack to take cities and get points for connections.
You're not playing a country in Europe waging war with other countries. I view it as economic (shipping) and political influence (occupy and attack) over various locations around the globe, and you get bonuses when those locations connect. With the face up tokens, you have some tough decisions to make. Taking the lower tokens in a shipping lane may result in an opponent taking more vaulable token higher up the lane. Occupying a city or cities in Europe may give you an early connection bonus, but if a shipping lane fills up before you can get a token into that area, then it prevents future connections and future points.
Endeavor really can be quite a complex and satisfying game, but definitely not the war game that you were looking for. It's too bad that it was not what you expected, but if you try it again in a different frame of mind, then you may enjoy the game. If not, then I'm sure someone will buy your copy or trade it for something you'll enjoy better. However, I strongly urge you to try it again. It really is a great game.
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Jason Worron
Canada Burlington Ontario
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DocD wrote: This makes waging war in Europe pointless in my opinion.
I have found that most games end with scores relatively close. This makes controlling the connections between Europe and the colonies even more important in the end game, not to mention the points for the cities themselves.
jwilhm wrote: but if a shipping lane fills up before you can get a token into that area, then it prevents future connections and future points.
Just a note that you can ship to colonies that have full shipping lanes to contend for cities\connections or to increase your presence to draw cards. You place your population marker next to the track (but claim no token).
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Art Acree
United States Catonsville Maryland
IT'S MEGA MAID! SHE'S GONE FROM SUCK TO BLOW!
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I am going to disagree with your overall take on the game. I can respect your opinion on some aspects and perhaps it is not the game for you.
DocD wrote: Endeavor has some interesting aspects and the game time is as low as you are going to find with a 5 player game, but I was really surprised at how uninteresting it became after just a couple of games. To me that is like saying chess is boring, or any simple/moderate mechanic--dynamic strategy game is boring. I guess it depends on the player and your tastes which is subjective.
DocD wrote: First, there aren't enough buildings to choose from in the early game to give the player any real feeling of picking something their opponents hasn't or won't. Early game choices do affect the game 2-3 turns down the road. The placement of the chits on the boards, your opponents actions and your turn sequence should be a factor in what buildings you choose.
DocD wrote: This limits choice of strategy to one or two moves. But even beyond that, any true strategy seems to be overshadowed by the luck of placement of the resource markers anyway. Get lucky with the right combination of markers in the right spot and the game will be a shoe in. Most games have some sort of random element/luck to them: dice rolling, random card draw, etc. Even many war games have a random element(which is enhanced by a strategic placement of pieces) to them to determine a victor. This is by far one of the best randomness aspects to a game I have seen. It is visible from turn 1 to all players and only really affects your strategy during game play. It does not give a player who is 'behind' a lucky draw/roll that can catch them up. If you are not adaptive, you lessen your chances of winning. This to me increases the replay value of this game, it does not diminish it.
DocD wrote: Secondly, Europe I felt was greatly undervalued. I got no sense that I was controlling a ruling power in 1800's Europe. The cities have no distinction from each other. Paris is the same as Moscow which is the same as Rome. I can respect your point with this, This was probably done to keep the mechanics moderately simple, and not overpower one city which would most likely give way to a "runaway leader" mechanic flaw. Or it would focus too much attention on Europe, and nothing on the colonies, making those regions of the board trivial and not worth exploring that avenue as a means to victory.
DocD wrote: They all have connections to some colony which just lessens the impact of player choice even more. Again I will disagree with you. This affects the end game victory points and the possibility of gaining additional chits/markers for an advantage in your 4th++ turns.
DocD wrote: Of course the player who owns the most cities in Europe has access to more Europeon and slave cards and therefore more resourse points, and eventually more glory points, but even that doesn't seem to guarantee a victory if somebody else has found fortune in the colonies. Slavery can be abolished (which is another facet of end game strategy) & counts against your end game point total. It achieves early gains, with a penalty.
DocD wrote: This makes waging war in Europe pointless in my opinion. Napoleon sacrificed half a million French soldiers for Europe, but war in this game makes no such attempt at rewarding such an endeavor. Just as well I guess, because the attackee has even less incentive for retaliation. War is costly and this is not a 'war game'. Waging war is to be used strategically, not indescriminately, and at certain times it can be advantageous.
DocD wrote: Also, players have no incentive whatsoever for keeping a base city in Europe. There is no game feature to punish a player for abandoning Europe and establishing oneself in the "new world". Really?? It's ok for the Spainards to abandon Spain and establish themself in the Carribean and call it the New Spain? Losing your cities in Europe will cost you a minimum of 3+ points depending on the number of players.
DocD wrote: Where is the sense of pride of controlling Rome or Berlin or London. There is none. I don't think this game is entirely focused on historical events. The theme is separate from the mechanics. It does add polish though. I was under the impression most/many games were like this.
DocD wrote: There is no purpose to forge alliances. Players have little reason to cooperate other than the fact to keep a sprinting leader at bay. Each player goes about his business occasionally peaking at other players' resources value tracks, but little else. You are right on the money here. However, every game / system can't cover every aspect or mechanic. Otherwise you have a ton of 3+ hour games (fear Avalon Hill marathons that use to eat up 4-5 days). I personally like the lighter mechanic & one hour game play, It fits some player's time constraints & style perfectly.
DocD wrote: All of this pulls the theme of the game down to the basement level in my mind. I got no "old world competition" feel from playing it. The whole theme could have easily been applied to which Space Power could move and process the most moon rock. Sorry, but this game turned out to be a huge let down. You are correct again. The mechanic could have been paired up with other themes. The theme did give the game polish and seemed to fit everything perfectly IMHO. The same statement could be applied to a number of great games. Dominion could be about Galactic conquest using credits or dilithium ore instead of gold and planets/solar systems instead of Estates and Provinces *don't get any ideas* -or- BSG could be a fantasy game of who's black knight... wait someone did that already. The point is this is not the game for you. You should have titled your post Endeavor - not for War Gamers or Historical Recreationists.
"It is what it is..."
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Steve Duff
Canada Ottawa Ontario
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Barticus88 wrote: You are not playing right, because there is no luck in this game. You start by placing the tokens randomly around the map, but you place them face up for all to see. Everyone gets to figure out which tokens to go for.
Heh. He must have left them face down or something. 
That invalidates much of the review right there.
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alan beaumont
United Kingdom LONDON Unspecified
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Advanced Squad Leader and Fields of Fire are your 10s, so the only surprise is that you chose the game. But since it all hangs together for me I don't understand the title of the thread at all.
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Randall Bart
United States Granada Hills California
I love you
David asked Don to draw this pretty picture of me
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This review reminds me of WORST WARGAME EVER!!
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Jarratt Gray
New Zealand Upper Hutt Wellington
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Barticus88 wrote: DocD wrote: Secondly, Europe I felt was greatly undervalued.  It's game. Just assume that everyone starts the game with three more European cities that you can't lose, and the cards are numbered 3 to 8.
Well actually everyone does get a big giant city in front of them. It has buildings, population, workers, a harbour, an indication of how that city is growing and what trade agreements it has netted overseas. That city is the capital of your nation which spreads its influence across the world, sometimes in Europe, sometimes in the, sometimes not at all.
You can't lose that city. It is yours. You can however lose with the city that you build.
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Lawrence Davis
United States
Indiana
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Barticus88 wrote: . DocD wrote: But even beyond that, any true strategy seems to be overshadowed by the luck of placement of the resource markers anyway. Get lucky with the right combination of markers in the right spot and the game will be a shoe in. You are not playing right, because there is no luck in this game. You start by placing the tokens randomly around the map, but you place them face up for all to see. Everyone gets to figure out which tokens to go for. Actually Barticus I was playing it right, (with the tokens FACE UP).
Maybe you don't call it luck, but it sure seems UNLUCKY when you need or wait on a certain token, but it's snatched up by an opponent before your next turn. Sounds like a small bit of luck involved to me.
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Lawrence Davis
United States
Indiana
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UnknownParkerBrother wrote: Barticus88 wrote: You are not playing right, because there is no luck in this game. You start by placing the tokens randomly around the map, but you place them face up for all to see. Everyone gets to figure out which tokens to go for. Heh. He must have left them face down or something.  That invalidates much of the review right there. Sorry to burst your bubble there Duff, but I was playing them face UP. So I guess that invalidates your post, heh,heh.
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Lawrence Davis
United States
Indiana
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gvonl wrote: DocD wrote: This makes waging war in Europe pointless in my opinion. Napoleon sacrificed half a million French soldiers for Europe, but war in this game makes no such attempt at rewarding such an endeavor. Didn't Napoleon's decade and a half of warfare sort of end up being pointless in real life too? Half a million troops later and France was back to being France, Napoleon was on an island, and most of the monarchies of Europe lived to see the dawn of another century. You've pointed out the final results Napoleon and France suffered, but I beg to differ it was pointless in real life. It help shape the maps for Europe and America and all the history that would follow after him.
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Lawrence Davis
United States
Indiana
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misteralan wrote: Advanced Squad Leader and Fields of Fire are your 10s, so the only surprise is that you chose the game. But since it all hangs together for me I don't understand the title of the thread at all. Shouldn't surprise you that people try different games. I read the back of the box, I knew it wasn't a WARgame. So what?
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alan beaumont
United Kingdom LONDON Unspecified
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These were not the games you were looking for
DocD wrote: misteralan wrote: Advanced Squad Leader and Fields of Fire are your 10s, so the only surprise is that you chose the game. But since it all hangs together for me I don't understand the title of the thread at all. Shouldn't surprise you that people try different games. I read the back of the box, I knew it wasn't a WARgame. So what? Hmmm, might my surprise be due to your reaction to a similar themed game:
Quote: Age of Empires III...The WAR aspect in this game is way to abstract. Twice bitten twice shy now?
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Bill Eldard
United States Burke Virginia
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DocD wrote: You've pointed out the final results Napoleon and France suffered, but I beg to differ it was pointless in real life. It help shape the maps for Europe and America and all the history that would follow after him.
Aaah, so THAT'S what Napoleon's goal was.
And here I thought he was a shortsighted guy who merely wanted to conquer and rule Europe. 
DocD wrote: This makes waging war in Europe pointless in my opinion. Napoleon sacrificed half a million French soldiers for Europe, but war in this game makes no such attempt at rewarding such an endeavor.
Consider France between 1750 and 1815. As a result of the Seven Year's War (incl French & Indian War), France lost Canada (New France) and its foothold in India. Then, in 1803, Napoleon sold the rest of France's holdings in North American ("The Louisiana Purchase") to the United States. Napoleon seemed less interested in overseas empire than on forging an empire in continental Europe. He concentrated on that latter goal, and at the expense of half a million soldiers and much treasury, he failed.
And if he played Endeavor like he acted historically, he would also lose.
So, I guess conflict in Europe in Endeavor may be pointless, though I don't agree with your assessment.
DocD wrote: There is no game feature to punish a player for abandoning Europe and establishing oneself in the "new world". Really?? It's ok for the Spainards to abandon Spain and establish themself in the Carribean and call it the New Spain?
In a sense, that's what Spain did. It was taken over by Napoleon, who put his brother (cousin?) on the throne. But Spain retained its overseas colonies (at least until its sovereignty was restored), only to lose most of them in the 19th Century.
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Nick Short
United States Chicago Illinois
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DocD wrote: Maybe you don't call it luck, but it sure seems UNLUCKY when you need or wait on a certain token, but it's snatched up by an opponent before your next turn. Sounds like a small bit of luck involved to me. That's not luck, it's strategy. If it was that important, you should have taken it earlier!
However I do actually agree with most of this review. The game is very, very dry. I've played twice, and I just feel like nothing is going on throughout the entire game. I place here, you place there, but we're not really accomplishing anything. There are no impressive moves to pull off. No big plays. It's little marginal action after little marginal action. If a game doesn't have memorable moments, that's likely a deal-breaker for me.
You can see this in every aspect of the game:
The buildings in this game serve to guide your strategy, providing the means to play it out, but none of them are interesting. It's not like Puerto where buildings take you don vastly different paths, or challenge you to go a certain direction. They're just too utilitarian.
The territories are interchangable. Do I go for South America or Asia? The deciding factor: those random tokens. In a game where not every region is going to be discovered, I wonder why they don't make them a little more different. Give you some incentive to head there (the Governors just aren't enough). But they don't. I don't identify with my conquests, because they are all so interchangeable and unexceptional.
I want there to be something big, something interesting I can do, but those sort of moves just don't exist. I've played two games, won one, but I don't remember the details of either. They just blend together. I can't really say that of most good games. Good games generate fun moments, fun stories. I can't find that here.
That's the feeling I got from this review. It has nothing to do with it not being a wargame, but where is the fun?
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Ken Bradford
United States Fayetteville Tennessee
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DocD wrote: misteralan wrote: Advanced Squad Leader and Fields of Fire are your 10s, so the only surprise is that you chose the game. But since it all hangs together for me I don't understand the title of the thread at all. Shouldn't surprise you that people try different games. I read the back of the box, I knew it wasn't a WARgame. So what?
Don't sweat it, man. You just ran into the same thing that dogs every negative review on this website: "OH NOES! YOU HATES MY GAME! YOU IS IDIOT WHO PLAY IT WRONG! PLAY IT AGAIN!"
I have wisely stayed away from this one, but I'm pretty sure if I played it my response would be similar to yours. Just keep on truckin', my man. Too many great games out there to try instead, so don't worry about wasting time on one that doesn't suit you.
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Cathleen Feduke
United States Fredericksburg Virginia
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I agree with Nick - your idea of luck is my idea of strategy. I'm sorry the game isn't what you thought it would be. We've had fun playing it as a quick game between friends. I also agree that after a while it may get a little old with frequent play. After many initial plays when this was first purchased, this is now one we pull out maybe once a month. That's just long enough to forget exactly which strategy you succeeded with last time. The fun is in trying a different strategy and having a good group to play with. The length and weight of this makes it a great weeknight game.
I know this isn't an option everywhere but if you have a good game store or even a comic shop that dabbles in games near you then try to convince them to start a weekly rental program. (Store copies get rented, not new ones.) Alternatively they could run a board game night. Don't pay $70 for a game you end up regretting. Both sales and customer appreciation have risen since I initiated my rental program several months ago.
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Lawrence Davis
United States
Indiana
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Gronkdafleshcarver wrote: You are correct again. The mechanic could have been paired up with other themes. The theme did give the game polish and seemed to fit everything perfectly IMHO. The same statement could be applied to a number of great games. Dominion could be about Galactic conquest using credits or dilithium ore instead of gold and planets/solar systems instead of Estates and Provinces *don't get any ideas* -or- BSG could be a fantasy game of who's black knight... wait someone did that already. The point is this is not the game for you. You should have titled your post Endeavor - not for War Gamers or Historical Recreationists.
"It is what it is..." Obviously everyone is pouncing on the fact that they believe I'm unhappy with the game because it's not a wargame, which couldn't be further from the truth. I guess some folks just want to disagree with the thread and therefore need something to hang their hats on.
Your reference to historical recreationists is nothing I would take lightly. The developers chose to produce the game around Old world Europeon trading and competition. The next logical step for the would be player is to actually assume that is what they may encounter in the game to a sufficent degree. If the theme fails to mate with the actual game play on a sufficently enough historical level than it is just plain false advertising, IMO.
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Lawrence Davis
United States
Indiana
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Eldard wrote: In a sense, that's what Spain did. It was taken over by Napoleon, who put his brother (cousin?) on the throne. But Spain retained its overseas colonies (at least until its sovereignty was restored), only to lose most of them in the 19th Century.
Oh, so that is what is going on when a player doesn't have a city in Europe. Got it.
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Maarten D. de Jong
Netherlands Zaandam
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DocD wrote: Maybe you don't call it luck, but it sure seems UNLUCKY when you need or wait on a certain token, but it's snatched up by an opponent before your next turn. Sounds like a small bit of luck involved to me. So when in a game like Chess my opponent takes my knight off the board just before I wanted to fork his queen and king with it, I am 'unlucky'?
I suppose if you want to mangle the normal meaning of the word, then you could insist on calling both situations 'unlucky'. But there needs to be a distinction between the 'unlucky' of the outcome of an uninfluentiable random process and the 'unlucky' of the kind we're talking about here. You can, in theory, prevent the second kind by shifting your strategies, and adapting your tactics to match. Often there are tradeoffs involved. In the Chess example you might be forced to sacrifice a bishop in order to keep the threat of the fork alive. Same with the tokens of Endeavor. The better you play, the better your tradeoffs will be. But there is no random process at work here, and that makes a world of difference.
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Randall Bart
United States Granada Hills California
I love you
David asked Don to draw this pretty picture of me
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cymric wrote: So when in a game like Chess my opponent takes my knight off the board just before I wanted to fork his queen and king with it, I am 'unlucky'? I think discovered check is the unluckiest random event in Chess. Also, I think the queen is too powerful: You only have one, so it's a real bummer when you randomly lose it.
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