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John, and Michel these are really great suggestions!
if an idle player does not do his draft portion himself, then the app simply skip the next 2 phases and move the the next player.
Michel the timer per phase with the extension you've suggested is brilliant. The only thing is the above comment about skipping attack etc, which we wouldn't go back to. This was pretty much how the older builds worked for afk players. It ended up causing bottlenecks and territory 'shields' for active players, and really skewed the gameplay.
In reply to what markus nelson said, I don't think his idea is good because that is part of the challenge in the game. Being quick and making quick judgement is a skill you need to have in RISK. A strategy I like to use is to let an opponent take out most of territories and then sneaking in and taking the cards.
Maxumus, part of the challenge to be speedy and do everything in limited time.
Another option would be to add a 60-90sec extension button that each player would get to use 1 or 2 times per game.
In general, the turn timer on most gameplay options is too short. 2 minutes is not enough time on most maps to kill more than one player, make trades, place armies strategically, and fortify. 3 minutes is barely enough in some cases, and it changes the game from one of strategy to one that has more to do with how quickly you can attack.
I actually really like that idea. However, I think that should be an option.
This is a MUST! After defeating an opponent, you need more time to plan your next strategy.
This is standard practice on most of the Risk websites and other Risk apps!