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[Risk Legacy PbP] Game 4: Adapt to Change [Major SPOILERS]
Posts
First: Hippie (8 Troops, Khan Industries)
Second: MrBody (8 Troops, Enclave of the Bear)
Third: Capfalcon (10 Troops, Imperial Balkania)
Fourth: EvilBadman (10 Troops, Die Mechaniker)
Fifth: SeGaTai (6 Troops, Saharan Republic)
Turn Order and Coins
First: SeGaTai, 2 Coin Cards
Second: Capfalcon, 1 Coin Card
Third: Hippie, No Cards
Fourth: EvilBadman, 1 Coin Card
Fifth: MrBody, No Cards
@Hippie to make first placement.
Couldnt resist.
KAAAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaaahn!
Twitch Stream
Reference Post
Red Stars & Missiles
A parentheses indicates stars from HQs.
SeGaTai: (★)★
Capfalcon: (★)★
Hippie: (★) ☢
EvilBadman: (★) ☢
MrBody: (★) ☢
Resource Cards
Deck ⇨ A. 19 - One Coin ⇨ B. 41 - One Coin ⇨ C. 21 - Two Coins ⇨ D. 15 - One Coin ⇨ Discard
Coin Cards Remaining: 6/10
Scars Cards
All players have a scar card.
@SeGaTai is up.
No missile conditions have been given.
Explore 37 to 38 w/ 8 units
Attack 38 to 39 w/7 units
Pause since you have a scar card-also let me know if/how you'd like to use your missile.
Use missile if my HQ would otherwise fall.
Also, @EvilBadman remember that favour? Please nuke these guys at some point during the attack on my HQ. Preferable not at the last moment.
Also, don't forget that Saharan Republic has the bonus roll against HQs now.
7 attacking 8
attack roll: 6, 4, 2
defense roll: 6, 5
attacker loses 2, I'm assuming no missile
5 v. 8
attack roll: 6, 6, 3
defense roll: 3, 2
defense loses 2
Will pause here to wait for evil or rorus to indicate evil's missile conditions
5 vs 6
attack roll:5, 3, 2
defense roll:3, 1
defender loses 2
5 vs 4
will await further instructions
The rogue element.
Missile to change the 1 to a 6.
Favor repaid at the most opportune moment.
More missilez?
That's why I changed the 1.
Twitch Stream
Launch missile, change attacker 3 to a 6.
Fire missile.
Those darn 3rd parties helping an HQ attacker with a missile! o_O~~~~~o <--monocle
Packet! Packet! Packet!
That means...
We're no better.
-Pvt. Davids, Khan Industries
It is the greatest horror in war. A nuclear weapon has been unleashed by Khan Industries.
There will be consequences.
Immediate Effects: All attacking troops are killed in the explosion, removing three troops from the combat. All troops at 39 are destroyed, and the HQ is Demolished. Furthermore, 39's territory card is Destroyed. Host Note: I am altering one rule because, trust me, your situation will be less interesting otherwise. SeGaTai must roll one die and remove troops from 38 equal to the result. The result is a two, wiping Republic soldiers from 38.
New Mark: Fallout. Territory 39 is now a nuclear wasteland, highly lethal to human life. Players expanding into or conquering this territory must first lose half of his or her troops (round up). A player controlling this territory removes one troop from it at the end of his or her turn. You may not make maneuvers that go through Fallout, but you may maneuver into Fallout (you must still lose half of the troops that are maneuvering into the Fallout). Fallout cannot be a legal territory for scars, cities, or any related marks. You cannot cover up Fallout with a winner's reward. Also, when recruiting, you may not add troops to the fallout.
New Powers: Missile Powers. When a player would earn a Red Star Token, and their faction has no Missile Power, that player may select one of the following Missile Powers:
EMP: Activate before a combat roll; dice rolled for combat in that territory this turn can't be modified.
Interference: Activate to prevent a player from drawing a particular resource card; any other eligible resource card may be drawn instead. Note: if there are no other eligible resources cards, then no resource card is drawn.
Recon: Activate when you would draw a Coin card; draw any face-up Territory card instead.
Bad Intel: Activate to deny another player one continent bonus of your choice.
Rally: Activate at the start of your turn to place 2 troops in each HQ you control.
Missile Powers activate by expending one missile token.
Bringer of Nuclear Fire: Khan Industries is now the Bringer of Nuclear Fire. A player with this faction gains two extra missiles at the beginning of the game if another player has chosen...
New Faction: Mutants. The victims of nuclear war, the Mutants are both religious cult and deadly army. They have the following powers:
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: When attacking the Bringer of Nuclear Fire, you may re-roll any of your die that resulted in a 1 until none of your die are 1s.
Pariah: The effects of Bio-Hazard and Mercenary scars are reversed for you.
Rad Immunity: You don't lose troops from Fallout or Mutant Event cards.
TG: ???
TA: ???
CG: ???
CA: ???
New Event Cards: Mutant Events. These are only to be used when a player has selected the Mutants.
* 3x Fallout: Remove 1 die of troops from each territory connected to the Fallout by land. DESTROY this card.
* 3x Agent of Chaos: If no human faction has a continent bonus, the Mutants get one Red Star token.
* The Mutants Evolve: The mutant player picks one: Offensive or Defensive? Set this aside until the other event card has been used.
* The Mutants Evolve: The mutant player picks one: Bodies or Brains? Set this aside until the other event card has been used. Then, find the combination that corresponds to the symbols on the two cards and reveal that power. The mutants gain that power. Destroy both event cards.
Reference Post
Unwilling to grant the Republic any ground, Khan Industries does the unthinkable: a nuclear device was detonated. There were no survivors, be it friend or foe, and the headquarters that was there is nothing but dust. The Billiard Room will bear such a grievous wound until the end of days...
Hippie has been Knocked Out! He may select a Comeback Power for Khan Industries. At the beginning of his next turn, he may rejoin the war with half of his starting troops in any legal starting territory.
Red Stars & Missiles
A parentheses indicates stars from HQs.
SeGaTai: (★)★
Capfalcon: (★)★
Hippie:
EvilBadman: (★)
MrBody: (★)
Resource Cards
Deck ⇨ A. 19 - One Coin ⇨ B. 41 - One Coin ⇨ C. 21 - Two Coins ⇨ D. 15 - One Coin ⇨ Discard
Coin Cards Remaining: 6/10
Scars Cards
All players have a scar card.
SeGaTai has no more reasonable actions to take, so it is now @Capfalcon's turn. @Hippie also needs to select a Comeback Power (check the reference post)
What is this?
Why the altered rule? And why was "by land" crossed out under fallout?
So there are still only 5 players and it just means one faction will not be picked each game?
P.S. Suck it, Australia turtles!
-MrBody, Hippie and Myself have to hold all 4 HQs that remain, or cash in territory cards like mad men.
-SeGaTai and Capfalcon have take over at least one of the remaining HQs, if not two.
Also, this is fantastic. A Fallout zone, and a new faction? Wow.
Side note, were the Draft and 3 Missile "packets" the big covered trays?
Edit: I completely forgot we have event cards henceforth now.