8 player XXL:: So what i keep seeing happening is early on you have a rival that is right next to you that you need to beat so u def boost your 3 and eventually beat him (but def boost is still there). Later in game your getting trashed by your opponent and the 3 that was def boosted has long since become a 1, when he atks it with his 8 the def boost is effectively useless.
In attrition I think boosts should add the number of units atking to the roll. so if i atk an 8 with a 5 that is atk boosted my 5 rolls a 16 and his 8 rolls a 20 my 16 gets +5. I want this because a second chance to beat an 8 with a 5 doesn't do much in fact often i will get a better roll the first time. with this system it would always work out in your favor to use a boost. In hardcore they should stay the same because it is all about beating the other person's roll and how much you beat it by has no effect. This would also help in attrition in the case of two 8s against one 8; i would never def boost the one 8 because chances are the first 8 atking it will lower it enough that the boost will be useless against the second 8.
If you changed boosts for attrition then that def boosted 1 that's getting atked by your opponents 8 would only get one added to its roll but I'd rather have that than a second chance at beating the 8 since it's literally impossible for a 1 to beat an 8.
A possible complication that could arise for the developer is when to proc the def boost. If it procced whenever that land was atked players would just atk it with a 2 then an 8 to kill the boost and take the land out; maybe this would just be a part of strategy but personally I think it would be better to proc def boosts if the land were to lose units or keep it proccing if that land would be forfeit.