Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!

[Risk Legacy PbP] Game 5, A Damaged World [MAJOR SPOILERS]

Bobkins FlymoBobkins Flymo FF69B4Registered User, Super Moderator, Moderator mod
edited July 2012 in Critical Failures
What's Done Can Never Be Undone

CSuAI.jpg
WARNING: Risk Legacy is a game about exploration and discovery. Reading about the game's many secrets will ruin your own experience. If you ever plan on playing this game in person, I advise you stay away from this thread. With the exception of this post, elements of this game will be spoiled throughout the thread. You have been warned.

In 2128, after years of global warfare, theoretical physicists joined together with astronomers, engineers, and particle physicists to announce a breathtaking breakthrough: the ability to create new Earths. Instead of warring over ever-scarcer resources and ever-diminishing supplies, factions and populations could transport to a verdant Earth, untouched by humans. With great fanfare, the colonists departed for the first earth clone created, ready to leave war behind. It took two months for the first battle to take place. It turns out that factions weren’t so ready to share, to give up past grudges, or to forgive trespasses. As future Earths were colonized, future wars followed. You have one of these Earths. It is waiting for your story, your wars. As of now there are no cities, no wars, even the continents are unnamed.

But all that will change.

The wars will come.

They always do.


What is Risk Legacy?

Risk Legacy is an exciting twist on the old and oft-maligned Risk series of board games. Unlike other board games, Legacy is about permanence. The decisions you make in the first game could have consequences in the seventh. While the core mechanics are very much classic Risk, a lot of tweaking has been done in Legacy to fix the flaws of its father. While turn-to-turn troop movement is important, you always have to consider what the results of this game will mean in the next. Should you take a chance and try to win? You could win, but failure means you let an opponent win that you'd rather not. By sacrificing your win this game, the board state could shift in a less detrimental way for you.

Either way, the game will shift. Six packets sit sealed, waiting for certain conditions to be satisfied before they open. Once they do, more than just the map will change. New rules will be introduced, and old rules will be altered. Sometimes, not always in your favor. So, do you rush and try to open the packets, or wait for them to open under more natural terms? It is, like every, a bit of a risk.

Because of the nature of this, I am looking for very specific players to play this game.

1. You could not otherwise play this game. Risk Legacy is an insane experience, and a play-by-post experience does not come even close to the physical one. However, an experience is better than none at all, so please only sign up if you think that you will never have the consistent group required to get the proper experience. The rest of you: support the developers and buy a copy of the game. It is fantastic, and you will thank me for not sullying the experience with an inferior PbP version.
2. You are ignorant of the game. Obviously you shouldn't have played before, but maybe you ran into spoilers? This is wildly unfair, and I reserve the right to kick you out if I suspect you know more about the game than you are letting on.
3. You're in it for the long-haul. Risk Legacy is best played with as consistent a group as possible over 15 games. I understand that this is quite a commitment, and do not expect to maintain the same five people for the whole ride. That said, when it comes to picking players, I will be favoring the consistent. If you drop out and a new guy then goes on to play four games to your two, then the new guy is getting picked over you. Them's the breaks.


Rules
Warfare has its own brutal elegance. Regardless of nation, creed, or leader: each army dances to war's unique rhythm.
-Lt. Ericson, Imperial Balkania

Risk is still fundamentally easy to play, but the rules will change as we go along. Here are the base rules. Spoilers, along with the updated rules will always go in the second post so people don't accidentally stumble upon them.

Starting the Game
Turn order is chosen at random. The player that goes first selects his or her faction and then places his or her HQ and starting troops (8) into one territory. Proceed until all players have chosen a starting territory and faction.

Legal Starting Territory: Any territory that is unoccupied and not marked in any way (scars, cities, etc.) An unoccupied major city is always a legal starting territory for the player that founded it, regardless of any marks present. You cannot place your HQ into a starting territory that is adjacent to an already-placed HQ, even if your would-be starting territory is a major city founded by yourself.

Players each receive one Scar card. If there are not enough Scar cards for each player, then Scar cards are not passed out. Reveal the first four resource cards.

Each player that has won receives a missile token for each win. Everyone else receives one red star token.

Turn Phases
Object of the Game: Players win by collecting four red stars. You can do this by trading in four resource CARDS or by controlling HQs (One HQ = One Red Star).

1. Start of Turn: You may trade in four resource cards for a red star token (only once per turn). Note that this is CARDS and not resources themselves (the coins on a resource card).
If the player has a Scar card that can be played at the start of a turn, then this is when you do so.

2. Join the War or Recruit: If you have been knocked out of the game (control no territories), you may rejoin the war by placing half of your starting troops into a legal starting territory. If there is no such territory, then you are eliminated from the game.

If you haven't been knocked out of the game, then count your total territories. Add to that number the total population of all cities you control. Divide that number by three, and round it down. That is how many troops you recruit this turn. If you control all the territories in a continent, then add its bonus to your total recruitment. If you have named any continent you control, then its bonus is increased by one. Finally, before recruiting, you may discard resource cards to increase your recruitment total further. Count up all the coins on the cards you are trading in, and then the corresponding troops to your recruitment total. Discard territory cards, and place coin cards on the top of the coin card deck.

Example: Dave has 10 territories and two minor cities (2 population), and controls South America. He then trades in four coins worth of resource cards. He would gain four troops from his holdings ([10 + 2] ÷ 3 = 4) plus two troops for controlling South America. Finally, he gains seven troops for his resource trade-in. Altogether, Dave would recruit 13 troops this turn (4 + 2 + 7).

You may place recruited troops into any territory you control.

3. Expand and Attack: Expanding is simple. Simply take troops from one territory and move them into an unoccupied adjacent territory. You must leave at least one troop in the origin territory (you cannot abandon a territory). Unoccupied cities, however, require you to sacrifice troops to take out local resistance. When expanding into an occupied city, lose troops equal to the city's population (you cannot expand into a city if no troops would survive). For example, if you expand three troops into an unoccupied city with a population of two, then two troops will be lost. You will control that territory with one troop.

Attacking is when you move into an occupied territory. Announce the origin of the attack and its target and how many troops will be attacking it (you must leave at least one troop behind in the origin territory). You roll one die for each attacking troop (maximum of three) and the defender chooses to roll one or two die (can only roll one die if there is a lone troop defending). Each side rolls and then compares their two highest rolls against each other. Lose one troop for each roll in which you lost, and the defender loses one troop for each roll in which he or she lost (defender wins ties). Continue until you feel like stopping or wipe out all defending troops. If the latter, then move as many troops as you like into the defending territory. The minimum you can move in is equal to the dice you rolled in the final battle, and the maximum you can move in is all your troops in the origin territory except for one. To facilitate Play-by-Post, the attacker will roll for both sides and the defender will always roll two dice if able. The defender will, however, roll in the event that there is a decision he or she can make (scar cards, etc.)

Example: Dave attacks with three troops against Sue. He rolls a 4, 5, and 1. Sue rolls a 5 and 3. They both tie with a 5, so Dave loses one troop (defender wins ties), and Dave's 4 is higher than Sue's three, so she loses one troop.

There is no limit to the number of attacks you can make in a turn if you have enough troops to do so. If you successfully conquer a territory with an HQ, then you gain that HQ (and thus one red star) so long as you hold that territory.

4. Maneuver: You may move all but one troop from one of your territories to another of your territories, so long as the two are connected by friendly territories. You may do this ONCE per turn.

Example: Dave has four troops in territory #5 and just one troop in territory #1. He wants to beef up his defenses in #1, so he takes two troops from #5 and places them in #1. Since he controls territory #2, this maneuver is legal.

5. End of Turn

Scars: Some scars have effects at the end of the turn. This is when they trigger.

Draw a card: If you conquer a territory (successfully attack a territory until you control it), then you are eligible for a resource card. Look at the four territories available. If you control any of them, you must pick one amongst those and take it. If you control none of those territories, then pick a coin card. If the coin card deck is empty, then you get nothing. When the coin card deck depletes for the first time, the player with the most territories gains a red star.

Your turn is now over.

End Game
Generations will pass, but the world will never forget of our victory.
-Chief Tavof, Enclave of the Bear

When the game ends, the winner and un-eliminated players will pick their end-of-game rewards.

Winner: The winner gets to sign the game board. You may then choose amongst the following rewards. Rewards are finite, and cannot be chosen once they run out. Numbers in parentheses show how much of each reward is available.

Found a Major City(2): choose a territory without a city. From now on, you may choose this territory as a legal starting location.
Name a Continent(5): choose a continent without a name and name it. From now on, that continent's troop bonus is increased by one for you and only you.
Alter a Continent(One of Each): Apply a modifier to a continent without a modifier. From now on that continent's troop bonus is either increased of decreased by one for all players.
Fortify a City(5): Select any city (even if already fortified) and fortify it. Fortified cities receive +1 to all defense rolls so long as it has at least one pip left. Fortifications start with 10 pip and loses one each time it is attacked by three or more troops. If a fortified city gets a new fortification, then it has 10 pips and the older pips are lost.
Erase a Scar(4): Select a scarred territory. It's scar is considered gone, and future scars may not be placed here. The region is once again a legal starting territory so long as there is no city mark.
Destroy a Resource Card(∞): Select a territory card and destroy it. It is forever removed from the game. Mark the territory with an X to indicate that it has no corresponding resource card.

Held On: After the winner selects a reward, players that lost (but were not eliminated) may chose one of the two options. Rewards are finite, and cannot be chose once they run out. Numbers in parentheses show how much of each reward is available.

Found a Minor City: choose a territory you controlled without a city. This territory now has a minor city, and is no longer a legal starting territory (if was was previously)
Add a Coin(29): Select a territory card belonging to a territory you controlled and add one coin to it. In future games, that resource card can be turned in for more troops.

Campaign's End
It is our hope that, at the end of all this, we can come to call this world 'Home.'
-Generäle Friedman, Die Mechaniker

After 15 games have been played, the player who has won the most may name the planet. In the event of a tie, roll to see who names the planet. Future games may be played, and changes to the world may occur. End-of-game rewards, however, are no longer distributed.

73zrBvC.png
«1345

Posts

  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    edited September 2012
    The World So Far
    Game 1
    Game 2
    Game 3
    Game 4
    7B5bt.png
    The horror of war has been fully realized. Khan Industries, in a move of desperation, unleashed a nuclear device in a last-ditch effort to keep their opponents at bay. The result was a grievous wound on the world, one that may never heal. Other factions have accelerated their weapons research as a result, finding new uses for nuclear weaponry that, at the same time, won't present as large a risk to the planet. More disturbing are reports of survivors from the fallout zone, scarred and mutated beyond recognition. While leaders deny such claims, there are confidential documents proving the existence of a band of raiders claiming to be survivors of the bombing. It remains to be seen if these raiders truly exist, and if they pose any kind of threat to the current superpowers...

    Scars
    SeY9v.png
    You know you're in trouble when the guns outnumber the bullets.
    -Pvt. Davids, Khan Industries
    Ammo Shortage: Military installations rely heavily on large stockpiles of bullets, and destroying local ammo production facilities or damaging trade routes can quickly deplete these stockpiles. It can take years before an area can bring its ammo production back up to acceptable levels, resulting in defenders frequently finding themselves "running dry." As a result, the highest defense roll in this territory is reduced by one.

    6BBIg.png
    You are only as strong as the homeland.
    -Generäle Friedman, Die Mechaniker
    Bunker: While defensive buildings are increasingly common in the new world, some bunkers stand above the rest. Be it good engineering, excellent location, or just plain luck, these bunkers provide both excellent cover to their inhabitants while also withstanding the ravages of scores of battles. Armies that conquer these territories will quickly take the bunker for themselves. As a result, the highest defense roll in this territory is increased by one.

    iXOoa.png
    A body is a body. In open warfare, one cannot get overly selective.
    -Col. Taylor, Imperial Balkania
    Mercenary: The constant warfare has attracted the attention of for-hire soldiers. While their loyalties are measured in dollars, these contract killers have been instrumental in helping the factions recover from otherwise devastating losses. Desperate to gain sole access to the negotiation table, it is has become common for armies to fiercely defend areas where mercenaries are known to congregate. As a result, a player adds one troop to any of these territories that he or she controls at the end of his or her turn.

    ZKBns.png
    Those who praise these new technologies have never looked outside their window.
    -Warrior Doell, Enclave of the Bear
    Bio-Hazard: In this unending war, even the world itself has suffered wounds. Be it waste from the various factories or remnants of experimental weaponry, the world has seen an increasing number of areas that have become too toxic and hazardous for humans. Despite this, the factions sometimes find that holding a vital area is worth the potential loss of life. As a result, a player removes one troop from any of these territories he or she controls at the end of his or her turn.

    kkEjy.png
    It is where our founding members rest.
    -Sister Rochelle, Mutant Cult
    Fallout: Created by Khan Industries in a moment of desperation, the fallout is a testament to the power of nuclear weaponry. Choking with radiation, the entire region is even harsher to human life than the Bio-Hazardous areas that dot the globe. As a result, players must lose half of their troops that are expanding into, conquering, or maneuvering into this territory (round up). You cannot recruit troops into nor make any maneuver that goes through this territory. A player with troops in this territory must remove one troop from it at the end of his or her turn.

    White Territories
    Nothing here unless you're really fond of the scenery.
    -Privateer Sabba, Saharan Republic
    Sometimes, in the course of a war, a region will not only be drained of all its resources, but be rendered incapable of producing anymore goods in the future. Territories with a white number have had their corresponding resource card ripped up, never to be drawn again.

    Current White Territories: #39

    Packets

    Three packets have been opened

    Game #3 - 3. Open when a player is eliminated for the first time.
    Spoiler:

    Game #3 - 2. Open when all nine minor cities have been founded.
    Spoiler:

    Game #4 - 5. Open when three missiles have been used in a single battle.
    Spoiler:

    Four packets remain.

    1. Open when a player signs the board a second time.
    4. Open when the World Capital is about to be founded.
    6. Open when a player has a missile and is about to recruit 30+ troops.
    7. Open when the third Bio-Hazard scar has been placed.
    ?. Do Not Open. Ever.

    The Factions
    Despite being in its infancy, this world already has its share of power players. Some are old baggage from the original Earth, whereas a few are new faces that have risen in the new world. Though in their infancy, these factions will grow and develop in reaction to a changing world. In time, these factions will become true titans battling each other for dominance of the world.

    Starting Power: This is a power with which faction started the campaign.
    Comeback Power: This power was earned when the faction had been Knocked Out or Eliminated.
    Missile Power: This power was earned when the faction gained a red star token. Players must forfeit a missile token in order to use these powers.

    Die Mechaniker
    We are the guardians of this fledgling planet. The vigilant mother that protects her maturing cub.
    -Generäle Friedman

    Initially comprised of old-world soldiers looking for work, Die Mechaniker compensated for its small numbers with military experience that its enemies were lacking. Instead of messy attacks on others, Die Mechaniker found crucial locations and defended them with a vigor unseen in other armies. By holding onto fortresses, supply depots, and other areas of importance, Die Mechaniker was eventually able to train new soldiers and slowly increase its numbers. Happy with the new growth, its leadership realized that the world would never truly be safe unless its many threats were neutralized. The attacks were merely symptoms of a larger disease, and Die Mechaniker saw itself as the cure. In reaction to Die Mechaniker's new-found aggression, many citizens were quick to turn on them, costing the faction a good chunk of their former holdings. Nonetheless, Die Mechaniker's superior training and remarkable ability to defend vital locations has resulted in much success in its war efforts, and its actions have drawn a number of supporters that see the faction as a champion of the people. Die Mechaniker now seeks to save the entire world, whether the world needs it or not.

    Powers
    Entrenched: Die Mechaniker bases are known to be nearly impenetrable. Your starting HQ is always treated as FORTIFIED (+1 to both dice) when you defend it.

    Games
    1. SeGaTai, Territory 39, Held On
    2. SeGaTai, Territory 39, Held On
    3. SeGaTai, Territory 39, Held On
    4. EvilBadman, Territory 18
    5. Not Played

    Enclave of the Bear
    We shall prove that flesh and bone is stronger than any metal.
    -Warrior Doell

    Many groups had their own opinions about how to best prevent the errors that led to the fleeing of Earth Alpha. One of the more vocal of these groups was the Enclave of the Bear, a group that blamed much of the failings of the old earth on an over-reliance on technology. The Enclave was unique from similar groups, however, in its belief that scientific advancements should not be totally shunned, but instead redirected to enhance humanity. Genetics should strengthen a human's natural body, and other technologies should be downplayed if not ignored entirely. For the Bears, the body was the best tool for any job, and science should make that tool even better. The Enclave was seen as too unreasonable by average citizens, but the group was known for its charismatic leadership and able to gain growing membership. Slowly, the group garnered a large following, and the group came to the conclusion that reason alone would not be sufficient. Using the fruits of their recently acquired biotechnology (including their now infamous bear mounts), the Enclave would demonstrate first-hand the true power of the body, and all that opposed it would be crushed underfoot.

    Powers
    Surprise Attack: Enclave ambushes are feared by many. The defender subtracts 1 from his or her lower defense die in the first territory you attack during your turn.
    Stealthy: A brutal routing at the hands of the Imperials has prompted the Enclave to research stealth tactics, allowing the Enclave to place some or all of their recruited troops into one unmarked, unoccupied territory. It does not count as an expansion.

    Games
    1. MrBody, Territory 13, Won
    2. Tayrun, Territory 18, Held On
    3. MrBody, Territory 12, Held On
    4. MrBody, Territory 11, Held On
    5. Mr. Body, Territory 10

    Imperial Balkania
    Order is the natural way of things. Even the beasts follow an orderly, if primitive, set of rules.
    -Col. Taylor

    The Imperials were clear in their ambitions from the start: a refusal to work together led to the downfall of the old world. Not heard of in the old world, it is unknown exactly how the Imperials got their funding and manpower, but they were an early military presence in the new earth. It is rumored that many former military and lawmakers of the old world rejected a young Die Mechaniker's lack of focus and pooled their own resources to form an army with clear goals and philosophies. Wishing to create a unified world government, the Imperials were initially treated warmly by the citizens of towns they protected, but eventually would come to be loathed as the Imperial presence took over the local governments and demand conscription into their armies. Nonetheless, many early settlements would be absorbed into the Imperial Balkania's forces, allowing it to grow into the global force it is today. Finding themselves with a large, impeccably trained army, the Imperials began their world-wide campaign.

    Powers
    Foragers: All Imperial soldiers know how to find resources regardless of location. You still draw a resource card at the end of a turn where you expanded into 4+ territories, even if you didn't conquer a territory.
    Recon: Using their missile technology to power vehicles, the Imperials have incredible access to resources. When you would draw a coin card, activate to draw any territory card instead.

    Games
    1. Hippie, Territory 21, Held On
    2. EvilBadman, Territory 24, Held On
    3. EvilBadman, Territory 3, Won
    4. Capfalcon, Territory 3, Won
    5. EvilBadman, Territory 12


    Khan Industries
    iqmwy.png
    My reason for joining? Look, in this world you don't get picky over something like politics. It's safe and it pays well.
    -Pvt. Davids

    The wealthy were not spared from the evacuation of the old world. Those who were able to bring in some of their old holdings had a considerable head-start on the new earth, and were quickly grew afraid of outside threats. Without a strong government to protect them, many of the richest citizens in the new world were quick to offer overly high wages to anyone willing to act as security. The result were cobbled-together security forces that were mostly effective thanks to the quality equipment their employers were able to afford. It wouldn't be long before these security forces were form a crude union to further ensure their safety and employment. Eventually, an entrepreneur by the name of Khan would eventually turn this loose union of security forces into a global army of mercenaries working to protect the holdings of the world's richest. No longer simply protecting their wealthy benefactors, Khan Industries now actively hunts down the world's largest threats to ensure the safety of their contractors. It is rumored that Khan Industries has ulterior motives for these more aggressive mission, but only at the end of the wars will that be known for sure.

    Power:
    Bringer of Nuclear Fire: This faction starts with two extra missiles if the Mutants are in the game.
    Fat Paychecks: Khan Industries has the spare finances to recruit a few extra soldiers here and there. At the start of your turn, place one troop in each territory that has an HQ you control.
    Mobile: A particularly nasty defeat taught Khan Industries the importance of being able to move even the most importance installations at a moment's notice. At the start of your turn, you may move one HQ you control to an adjacent territory you control. HQs cannot share a territory.

    Games
    1. Tayrun, Territory 14, Held On
    2. Hippie, Territory 31, Won
    3. Hippie, Territory 41, Held On
    4. Hippie, Territory 39, Held On
    5. Hippie, Territory 21

    The Saharan Republic
    Chances are they'll go broke before they develop the good sense to react more quickly.
    -Privateer Sabba

    Named after a former nation of the old world, the Republic is less of a nation and more of a large network of thieves, mercenaries, and raiders. They quickly gained a reputation by being able to raid locations before local law agencies could react. Their illicit riches empowering them to take on increasingly larger targets, the Republic became infamous for exploiting the weaknesses of seemingly invincible armies. Though still loosely organized, the Republic has slowly begun to solidify into something more than just a band of criminals. Leadership remains decentralized, but discussion regarding the Republic's future has grown in frequency amongst its members. Growing wealthy off a slew of successful campaigns, the Republic's future, whatever it may be, seems to be bright regardless. Republic settlements are on the rise, and the group as a whole is attracting hostile attention from other major forces in the world. Ultimately, the Republic may be unable to avoid being dragged into the coming global conflict.

    Powers
    Swift Movements: The Republic's armies are some of the fastest out there. You can make your maneuver at any point during your turn.
    Well-Armed: After a particularly bitter defeat, the Republic began training its troops in assaulting military bases. Add 1 to all of your attack dice when attacking an HQ.
    Bad Intel: The Republic have made recent leaps in the art of sabotage. Activate to deny a player a troop recruitment bonus from one continent.

    Games
    1. EvilBadMan, Territory 35, Held On
    2. MrBody, Territory 3, Held On
    3. Capfalcon, Territory 18, Eliminated
    4. SeGaTai, Territory 37, Held On
    5. SeGaTai, Territory 7

    The Mutant Cult
    Does my face frighten you? Good. For I am a child of this world, and I have inherited her ugliness.
    -Sister Rochelle

    Many did not think that any could survive the Khan bombing, a fierce storm of nuclear terror. But survive they did, in large numbers, and not without dramatic changes. Their bodies warped and battered by radiation, these survivors felt intense betrayal by a humanity that allowed such a terrible event to happen. Initially seeking aid from the outside world, the mutants were shocked to see intense prejudice by former friends and family. Feeling lost, it was only a matter of time before charismatic individuals organized a majority of the denizens of the fallout zone. Dropping any ties they may have had in a former life, the mutants quickly formed a deadly mix of cult and army that seeks not only revenge again those that did this to them, but to cleanse a world that has turned its back on those that needed it most.

    Mutants cannot gain a brown power.
    Control the Wastes: Private mission, can only be completed once per game in lieu of drawing a resource card. Gain one Red Star Token if you control all Bio-Hazard territories along with the Fallout.
    Empty Yellow Slot
    Vengeance: The mutants fight fervently against the perpetrators of nuclear war. When attacking the Bringer of Nuclear Fire, you may re-roll any die that resulted in a 1 until none of your dice are 1s.
    Pariah: The mutants tend to find like-minded individuals in the wastelands of the world. On the other hand, humans attack mutants on sight, making trade nigh-impossible. The effects of Bio-Hazard and Mercenary scars are reversed for you.
    Rad Immunity: Mutation has rendered the cult immune to radiation. You don't lose troops from Fallout or Mutant Event cards.
    TG: ???
    TA: ???
    CG: ???
    CA: ???

    Games
    1. N/A
    2. N/A
    3. N/A
    4. N/A
    5. Capfalcon, Territory 42

    Bobkins Flymo on
    73zrBvC.png
  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    edited July 2012
    Draft Order
    1. Capfalcon
    2. SeGaTai
    3. EvilBadman
    4. MrBody
    5. Hippie
    6. Hippie
    7. MrBody
    8. EvilBadman
    9. SeGaTai
    10. Capfalcon
    11. Return to #1

    Starting Troops: This is the number of troops you start with when placing your HQ.
    Cards: 10 Troops, 10 Troops, 8 Troops, 8 Troops, 6 Troops

    Starting Coins: This is the number of coin cards you start with. This does reduce the coin card pile.
    Cards: 2 Cards, 1 Card, 1 Card, 0 Cards, 0 Cards

    Turn Sequence: This is where you sit in the turn order.
    Cards: First, Second, Third, Fourth, Fifth

    Placement Sequence: This is the order in which players place their HQ and starting troops.
    Cards: First, Second, Third, Fourth, Fifth

    Faction: This is the faction you will play as.
    Cards: Imperial Balkania, Kahn Industries, Enclave of the Bear, Saharan Republic, Die Mechaniker, Mutant Cult

    @Capfalcon to start the draft.

    Bobkins Flymo on
    73zrBvC.png
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    Commie Mutie Traitor cult to start out.

    As if there was another choice.

  • MrBodyMrBody Registered User regular
    Maaaaan screwed out of decent pick order again.

  • HippieHippie Registered User regular
    you have? I pick last.

  • SeGaTaiSeGaTai Registered User regular
    2 coin cards again

    PSN SeGaTai
  • MrBodyMrBody Registered User regular
    Hippie wrote: »
    you have? I pick last.

    You got 2nd pick previous game. I got last and have now moved up to next to last, which is actually kind of the worst position. You don't get first grab at the good stuff and you don't get two picks in a row.

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited July 2012
    I disagree. Given there are 5 categories from which to pick, you can get two of your top choices relatively safely.

    Also, 10 Troops.

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    edited August 2012
    Starting Troops: This is the number of troops you start with when placing your HQ.
    Cards: 10 Troops (EvilBadman), 10 Troops (MrBody), 8 Troops (Hippie), 8 Troops, 6 Troops

    Starting Coins: This is the number of coin cards you start with. This does reduce the coin card pile.
    Cards: 2 Cards (SeGaTai), 1 Card (Hippie), 1 Card (MrBody), 0 Cards, 0 Cards

    Turn Sequence: This is where you sit in the turn order.
    Cards: First, Second, Third, Fourth, Fifth

    Placement Sequence: This is the order in which players place their HQ and starting troops.
    Cards: First, Second, Third, Fourth, Fifth

    Faction: This is the faction you will play as.
    Cards: Imperial Balkania, Kahn Industries, Enclave of the Bear, Saharan Republic, Die Mechaniker, Mutant Cult (Capfalcon)

    @MrBody is next.

    Bobkins Flymo on
    73zrBvC.png
  • MrBodyMrBody Registered User regular
    edited July 2012
    10 troops.

    Since Hippie can't possibly snipe it, when it comes back to me my next pick will be 1 coin card.

    MrBody on
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    What if he picks both of the 1 coin picks to start with two coins!

    What then, smartypants!

  • azith28azith28 Registered User regular
    Lets see that pocket open this game :)

    steam_sig.png

  • MrBodyMrBody Registered User regular
    Can't pick more than once from each category.

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    azith28 wrote: »
    Lets see that pocket open this game :)

    Which?

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    MrBody wrote: »
    Can't pick more than once from each category.

  • azith28azith28 Registered User regular
    edited July 2012
    Theres only one unopened pocket. (Pocket = the big ones that hold game pieces, packet = the rule changing ones on the top of the box.

    Someone needs to field 30 troops in the same turn.

    azith28 on
    steam_sig.png

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited July 2012
    It's completely possible.
    We're at @Hippie who has a double pick.

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    Hippie gave me instructions via PM: 8 Troops, 1 Coin

    MrBody then takes the 1 coin he requested.

    Draft thus far:

    Starting Troops: This is the number of troops you start with when placing your HQ.
    Cards: 10 Troops (EvilBadman), 10 Troops (MrBody), 8 Troops (Hippie), 8 Troops, 6 Troops

    Starting Coins: This is the number of coin cards you start with. This does reduce the coin card pile.
    Cards: 2 Cards (SeGaTai), 1 Card (Hippie), 1 Card (MrBody), 0 Cards, 0 Cards

    Turn Sequence: This is where you sit in the turn order.
    Cards: First, Second, Third, Fourth, Fifth

    Placement Sequence: This is the order in which players place their HQ and starting troops.
    Cards: First, Second, Third, Fourth, Fifth

    Faction: This is the faction you will play as.
    Cards: Imperial Balkania, Kahn Industries, Enclave of the Bear, Saharan Republic, Die Mechaniker, Mutant Cult (Capfalcon)

    @EvilBadman is next.

    73zrBvC.png
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    First Placement.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • SeGaTaiSeGaTai Registered User regular
  • CapfalconCapfalcon Tunnel Snakes Rule Capital WastelandRegistered User regular
    I guess I'll go first and place second.
    @segatai

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    Repinging @SeGaTai

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • SeGaTaiSeGaTai Registered User regular
    Saharan republic, sorry been in the woods

    PSN SeGaTai
  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    Draft thus far:

    Starting Troops: This is the number of troops you start with when placing your HQ.
    Cards: 10 Troops (EvilBadman), 10 Troops (MrBody), 8 Troops (Hippie), 8 Troops (SeGaTai), 6 Troops

    Starting Coins: This is the number of coin cards you start with. This does reduce the coin card pile.
    Cards: 2 Cards (SeGaTai), 1 Card (Hippie), 1 Card (MrBody), 0 Cards, 0 Cards

    Turn Sequence: This is where you sit in the turn order.
    Cards: First (Capfalcon), Second, Third, Fourth, Fifth

    Placement Sequence: This is the order in which players place their HQ and starting troops.
    Cards: First EvilBadman, Second (Capfalcon), Third, Fourth, Fifth

    Faction: This is the faction you will play as.
    Cards: Imperial Balkania, Kahn Industries, Enclave of the Bear, Saharan Republic (SeGaTai), Die Mechaniker, Mutant Cult (Capfalcon)

    @EvilBadman is next.

    73zrBvC.png
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    Imperial Balk.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • MrBodyMrBody Registered User regular
  • HippieHippie Registered User regular
    Khan and second turn.

  • MrBodyMrBody Registered User regular
  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    Draft thus far:

    Starting Troops: This is the number of troops you start with when placing your HQ.
    Cards: 10 Troops (EvilBadman), 10 Troops (MrBody), 8 Troops (Hippie), 8 Troops (SeGaTai), 6 Troops

    Starting Coins: This is the number of coin cards you start with. This does reduce the coin card pile.
    Cards: 2 Cards (SeGaTai), 1 Card (Hippie), 1 Card (MrBody), 0 Cards, 0 Cards

    Turn Sequence: This is where you sit in the turn order.
    Cards: First (Capfalcon), Second (Hippie), Third (MrBody), Fourth, Fifth

    Placement Sequence: This is the order in which players place their HQ and starting troops.
    Cards: First EvilBadman, Second (Capfalcon), Third, Fourth, Fifth

    Faction: This is the faction you will play as.
    Cards: Imperial Balkania (EvilBadman), Kahn Industries (Hippie), Enclave of the Bear (MrBody), Saharan Republic (SeGaTai), Die Mechaniker, Mutant Cult (Capfalcon)

    This should be our last go-round. @EvilBadman.

    73zrBvC.png
  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    edited August 2012
    Fifth turn. @Segatai

    EvilBadman on
    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • MrBodyMrBody Registered User regular
    Mutants getting an impenetrable Billiard Room stronghold is worrisome.

  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    Well, the Fallout Zone isn't a legal starting territory, so at least their HQ won't be there.

    73zrBvC.png
  • MrBodyMrBody Registered User regular
    An impenetrable Billiard Room stronghold AND a toxic territory 3 spaces away for an extra red star o_O

  • EvilBadmanEvilBadman DO NOT TRUST THIS MAN Registered User regular
    At least Hippie isn't the Muties, with his city over there.

    FyreWulff wrote: »
    I should note that Badman is fucking awesome
    XBL- Evil Badman MD; Steam- EvilBadman; Twitter - EvilBadman
  • azith28azith28 Registered User regular
    watch out, hippies reproduce quickly. Oops...i mean mutants.

    steam_sig.png

  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
  • SeGaTaiSeGaTai Registered User regular
    Placing 3rd

    PSN SeGaTai
  • Bobkins FlymoBobkins Flymo FF69B4 Registered User, Super Moderator, Moderator mod
    Draft thus far:

    Starting Troops: This is the number of troops you start with when placing your HQ.
    Cards: 10 Troops (EvilBadman), 10 Troops (MrBody), 8 Troops (Hippie), 8 Troops (SeGaTai), 6 Troops (Capfalcon)

    Starting Coins: This is the number of coin cards you start with. This does reduce the coin card pile.
    Cards: 2 Cards (SeGaTai), 1 Card (Hippie), 1 Card (MrBody), 0 Cards (Capfalcon), 0 Cards (EvilBadman)

    Turn Sequence: This is where you sit in the turn order.
    Cards: First (Capfalcon), Second (Hippie), Third (MrBody), Fourth (SeGaTai), Fifth (EvilBadman)

    Placement Sequence: This is the order in which players place their HQ and starting troops.
    Cards: First EvilBadman, Second (Capfalcon), Third (SeGaTai), Fourth, Fifth

    Faction: This is the faction you will play as.
    Cards: Imperial Balkania (EvilBadman), Kahn Industries (Hippie), Enclave of the Bear (MrBody), Saharan Republic (SeGaTai), Die Mechaniker (Nobody), Mutant Cult (Capfalcon)

    Capfalcon will pick a given, so I'm picking for him (6 Troops, 0 Cards). Same with SeGaTai (Fourth Turn) and EvilBadman (0 Cards).

    @MrBody to select if he wants fourth or fifth placement. Hippie will take whatever MrBody doesn't pick.

    73zrBvC.png
  • MrBodyMrBody Registered User regular
    Fifth placement

«1345
Sign In or Register to comment.