Monday 19 November 2012

RISK:Legacy decisions, decisions

After having a quick read through the rulebook I like spots left so that you could add and update the rules as you play games risk legacy. There are some decisions you have to make before playing the game. One decision is to add 12 resource points to your territory cards. The other is the starting powers of the five factions I come in the game.

Let's start with the territory cards. Each territory card automatically comes with one resource points you get to add points to them so that they can total up to three before the first game. The rulebook states that there is no right or wrong way to do this particular action.

I decided to randomize it a little. I like the idea of having three tiers of territories. So I shuffled all the territory cards up, and dealt nine out. Each of these nine got a second resource point. The territories I got our Irkutsk, Ural, East Africa, Ontario Madagascar, Eastern United States Iceland, Yakutsk and Japan.
After determining these nine second-tier territories I shuffled them up and added a third resource to three of them, Establishing a first-tier territory that would be Coveted.

Now onto the factions. Minor spoiler alert I will be detailing the rules that I did choose however for those of you who like a little mystery I will not be going over the powers that I did not pick.

IMPERIAL BALKANIA
These guys are supposed to be well armed, well-equipped, and well-trained. The rule I chose for them is:

[When recruiting troops, round up when dividing your territory and population by three, not down.]

I picked this power because it seems like these guys would have a propaganda machine as equally impressive as their war machine. So I thought that it reflects their nature.



KHAN INDUSTRIES
These guys are supposed to be able to crank troops and guns at an alarming rate, For them I picked:

[At the start of your turn, place one truth in each territory that has an HQ you control.]

That seemed appropriate for them because it seems as though their major populations and cities and bases would also act as recruiting centres.




ENCLAVE OF THE BEAR
These guys are genetically modified humans that seem to of gone all tribal and decided to ride Bears to battle. Their rule is:

[If your attack role is at natural three of us kind and at least one that defending troop is defeated, you conquer the territory. Remove all defending troops.]

Although a 'lucky roll' type rule is usually not a tactical style rule they still lend themselves to create very exciting moments in a tactical strategy game.



DIE MECHANIKER
These guys are supposed to be a tough nut to crack. The rules reflect very defensive and very heavily fortified positions. The one I chose for them is:

[If your defense role is to natural sixes, that territory cannot be attacked again for the rest of the turn.]

I chose that rule much for the same reasons as the above rule, also I'm a big fan of any game mechanic that elicits unnecessary shouting.




SAHARAN REPUBLIC
These guys are supposed to be specialists in guerrilla warfare in tactics and extremely mobile. I chose:

[When making your maneuver, you may maneuver between any two territories you control, you even if they are not connected.]

I think this rule is also known as "that thing you wanted to do in every game of risk you ever played since you were a kid but never were allowed to" The scary thing is the other option for their special rule was equally as good.



So I hope this gives you a good idea of what kind of decisions you can make when you first open up your copy of risk legacy don't forget that every game you play there on after permanently changes the way the game is played forever.















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