by GreecePwns on Thu Oct 25, 2012 8:15 pm
Risk Legacy is an absolutely awesome board game (with some house rules it becomes epic), and I suggest everyone who has four friends they can play 15 games of Risk with get it (my group played 2-3 games a week and it's not done just yet).
The thing about this game is that there are a lot of sticker-like things that alter the state of the board from the regular earth board. You also will be doing a lot of writing/drawing on the board, so keep a pen/permanent marker in the box.
There are five colors, each with a specific theme for their 1- and 3-army units (robot soldiers and giant human robot things, nazi-like army and tanks, jungle-themed people and bears, guerilla soldiers and turrets, some lame average human thing) and a card listing each of their special abilities. But at the beginning these cards are empty. Before the first game, each of these groups is assigned one of two special abilities. You put the sticker of the chosen ability on the cards and throw the other one in the trash. It is never used again.
Before each game, the rules say something about randomly assigning these group to each player. But we thought, hey these have a special theme and abilities so why don't we each stick with one for the whole 15 games. So that's what we did until certain events ruined that plan in a good way.
Within a single game, the goal is to get 4 "red stars." You each start with a capital city and 1 red star. For each city you hold you get 1 star. You can turn in 4 cards for a star as well. There are also other ways you can get red stars, including missions and other things I won't spoil.
We decided to roll for turn and placement order. Each person placed their home bases first. You start with a set number of troops (8, IIRC) in your home base and the rest of the world is empty. You can expand to adjacent territories by fortifying there with no cost.
Cards also work kinda differently. Each card is of a territory on the board and has six spaces for coin stickers. Throughout the fifteen games, coins will be added to these cards, and the number of coins on the cards you decide to cash in determines how many troops you get (you can cash in any amount of cards, up to 10 coins total which gets you 30 troops I think).
After each game, the winner gets to write their name on the board next to the game number that they won, and some other minor board altering effects happen as well. They also get a little missile thing that they can use once every game to change any die roll to an automatic 6. By the end these things become very important as everyone is likely holding them and they force everyone to get diplomatic.
The objective is to win the most games out of the 15, though the rules are different from regular risk in some ways. The rules say the tiebreaker after playing fifteen long ass games is a single die roll to determine the winner, which is beyond lame. So, when two players ended tied in our group we decided to play until the tie is broken (we're on game 17 now).
There are also game parts in packages saying "Do not open until [some event] happens." There are 4 small packets with cards doing different things and two very large packets that make things really awesome. There is also one that says "Do not open. Ever." You do what you want with that, apparently this can be one of five different things and each box is different.
Chariot of Fire wrote:As for GreecePwns.....yeah, what? A massive debt. Get a job you slacker.
Viceroy wrote:[The Biblical creation story] was written in a time when there was no way to confirm this fact and is in fact a statement of the facts.