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[Risk Legacy] Game 1: A Brutal Peace

Sir FabulousSir Fabulous Malevolent Squid GodRegistered User regular
edited April 2015 in Critical Failures
HEY YOU. YEAH YOU! THIS IS A BOARDGAME THAT CAN (WEIRDLY ENOUGH) BE SPOILED! MAKE SURE YOU KNOW WHAT YOU'RE GETTING INTO IF YOU WANT TO READ THE THREAD. IT'S A FUN GAME AND IT'S BEST TO EXPERIENCE IT COMPLETELY FRESH.
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It's Your World. It's Your War. It's Your Legacy.

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.





So what is Risk Legacy? (Most of this OP shamelessly stolen from Bobkins Flymo's game)

Risk Legacy is an exciting new variation of the classic board game Risk. But this isn't the Risk that you may have played before! The decisions you make in the first game have consequences that carry on into all future games. 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? Only you can decide whether or not to take the risk.


Players. What am I looking for?

Risk Legacy is a unique game that places some unique restrictions on players. Ideally I'm looking for 5 players, but I'm willing to run with as few as 3 if it is necessary.

1. The most important thing to consider is spoilers. As previously stated, there are packages that are sealed at the beginning of the game. These packages can theoretically contain anything and opening one up is sure to change the rules of the game drastically. People who know what the packets contain can start planning for future events that other players have no idea about. This is unfair. DO NOT SIGN UP IF YOU HAVE ANY KNOWLEDGE OF WHAT IS IN THE PACKETS.

2. Risk Legacy is intended to be played with the same group of people over 15 different games. Yes, you read that correctly. 15 games may seem like a lot, and it is, but trust me when I say that usually the games do not last as long as classic Risk. Regardless, the time commitment is real. IF YOU SIGN UP, YOU'RE IN IT FOR THE LONG HAUL. Obviously if something unexpected happens, that's something we will talk through, but only sign up if you think you have the time.

3. Lastly, this is a very fun game and it's best played around a table with some friends and some drinks. I certainly think Hasbro did a great job with this game, and so I encourage you to support them and buy the game yourself. However, I know that's not always possible (thus why I am posting this thread). If you think you are willing and able to buy this game, don't sign up for this version. YOU OWE IT TO YOURSELF TO PLAY THE REAL THING.



So What Are the Rules?

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 online play, 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.

If you knock out a player with your attacks, you get to take their resource cards. You do not get their scar cards or their red star tokens.

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. A new territory card is then drawn. When drawing a card at the end of their turn, if the player draws a coin card instead of a resource card the top card is put into a discard pile and a new territory card is drawn. 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(5): choose a territory without a city. From now on, you may choose this territory as a legal starting location.
Name a Continent(6): 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(9): choose a territory without a city that you owned at the end of the game, Pluto. This territory now has a minor city, and is no longer a legal starting territory (if was was previously)
Add a Coin(35): Select a resource card from a territory that you owned at the end of the game, Pluto 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.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited April 2015
    HERE THERE BE (POTENTIALLY) SPOILERS
    The World Right Now
    Ym7Nv.jpg

    Territory Resources
    The following territories are worth two resources: Territory 1 (Alaska), Territory 5 (Greenland), Territory 8 (Eastern United States), Territory 11(Peru), Territory 17 (Congo), Territory 19 (Madagascar), Territory 22 (Scandinavia), Territory 23 (Northern Europe), Territory 30 (Siberia), Territory 33 (Mongolia), Territory 34 (Kamchatka), Territory 38 (Siam)

    All other territories are worth one resource.

    Scar Cards:

    1. Ammo Shortage:

    You know you're in trouble when the guns outnumber the bullets.
    -Pvt. Davids, Khan Industries

    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.

    2. Bunker:

    You are only as strong as the homeland.
    -Generäle Friedman, Die Mechaniker

    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.


    Packets
    Six packets remain.

    1. Open when a player signs the board a second time.
    2. Open when all nine minor cities have been founded.
    3. Open when a player is eliminated for the first time.
    4. Open when the World Capital is about to be founded.
    5. Open when three missiles have been used in a single battle.
    6. Open when a player has a missile and is about to recruit 30+ troops.

    But what is this?
    Hidden underneath the other components of the game you find a 7th packet.

    7. Do Not Open. Ever.


    Factions

    The customization begins right away. There are 5 factions present in the game. Each faction gets a special power that nudges them towards different playstyles. Each faction is given two potential powers, one of which is chosen at the beginning of the game while the other is discarded. The factions are:

    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.

    POWER:
    Entrenched: Your starting HQ is always treated as FORTIFIED (+1 to all defense rolls).

    STARTING AND ENDING:
    Game 1 played by Phyphor (Started in Territory 10 (Venezuela), Ended with Victory)



    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.

    POWER:
    Critical Hit: If your attack roll is a natural three of a kind and at least one defending troop is defeated, you conquer the territory. Remove all defending troops.

    STARTING AND ENDING:
    Game 1 played by The Brayster (Started in Territory 22 (Scandinavia), Ended with Held On)



    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.

    POWER:
    Nationalism: When recruiting troops, round up when dividing your territory and population by 3, not down.

    STARTING AND ENDING:
    Game 1 played by Grunt's Ghosts (Started in Territory 41 (Eastern Australia), Ended with Held On)



    Khan Industries

    "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:
    Fat Paychecks: At the start of your turn, place one troop in each territory that has an HQ you control.

    STARTING AND ENDING:
    Game 1 played by Preda (Started in Territory 18 (South Africa), Ended with Held On)


    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.

    POWER:
    Swift Movements: You can make your maneuver at any point during your turn.

    STARTING AND ENDING:
    Game 1 played by JusticeforPluto (Started in Territory 8 (Eastern United States), Ended with Held On)


    Players:
    1. Phyphor
    2. Preda
    3. The Brayster
    4. JusticeforPluto
    5. Grunt's Ghosts

    Reserves
    1. Jdarksun
    2. Hedgethorn

    Clarifications

    Q: For die modifying effects, is it capped to [1,6], or can "-1 to defender die" turn a 1 into a 0?
    A: A die cannot be modified higher than 6 or lower than 1.|

    Q: What happens if two people use a Scar Card at the same time?
    A: If two Scar Cards are played at the same time, the person who places the Scar Card is whoever declared they wished to place one first.
    If both players declare that they wish to place a Scar Card at the same time, priority goes Current Player --> Defender (if any) --> Clockwise from Current Player (We'll use the signup list).

    Q: Just to be sure, Western Africa and Western Europe are linked or not?
    A: Territory 14 (North Africa) is connected to both Territory 25 (Western Europe) and Territory 26 (Southern Europe)

    Q: How does recruiting work? How is the Continent Bonus added?
    A: {[(Territories + Population)/3 minimum 3] + Continent Bonuses + Turning in cards}

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited April 2015
    Sign up. Random resources. First player chooses power

    Phyphor on
  • jdarksunjdarksun Struggler CORegistered User regular
    I am interested, but place me in reserve. I will move to full participant if you don't get enough sign ups.

  • PredaPreda Registered User regular
    Sign Up. Resurces divided, Faction of the first game.

  • The BraysterThe Brayster UKRegistered User regular
    Sign up. Random resources. First player chooses power.

    Steam: TheBrayster
    PSN: TheBrayster_92
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  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    edited April 2015
    Question: I'd like to sign up. I don't know what's in specific packets, but I've heard minor discussions of things that might happen over the course of the game. I don't remember much by way of specific details of those discussions. May I play, or do I know too much?

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Hedgethorn wrote: »
    Question: I'd like to sign up. I don't know what's in specific packets, but I've heard minor discussions of things that might happen over the course of the game. I don't remember much by way of specific details of those discussions. May I play, or do I know too much?

    Send me a PM with what you know and I'll make a decision.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    @Hedgethorn

    It's not too bad, but it might be enough to affect some of the choices you make.

    I'm going to put you in reserves. This looks to be filling up much faster than I thought it would. I'll wait until midnight EST tonight. If nobody else expresses an interest before then, I'll bump you up.

    How does that sound to you?

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  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    More than reasonable.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    edited April 2015
    I want in
    Powers randomly assigned.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Alright, we've got our five in that case.

    @jdarksun and @Hedgethorn will be our backups and will replace anybody that needs to withdraw for future games.

    Before we start I just need to know how @JusticeforPluto and @Grunt's Ghosts want resources to be distributed.

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  • MrBodyMrBody Registered User regular
    Protip: with each of the factions' 2 power choices, one is blatantly better than the other :p

  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Actually, @Phyphor @Preda @The Brayster we can roll for who goes first at this time, too.

    Every one roll a six-sided die. Highest roller goes first, then follow the sign-up list.

    For example, if JusticeforPluto rolled highest, he would go first.
    Grunt's Ghosts would be second.
    Phyphor third.
    So on and so forth.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Resources

    The second thing that needs to happen is that the resource deck must be customized. Each territory is worth 1 resource. Before we start, there are 12 additional resources that must be added to territories. Obviously, territories with more resources are more valuable, so it does make a difference how this plays out. No territory may be worth more than 6 resources. Once again I would like you to vote on how the resources will be divided.

    1. Resources are divided equally between playes. Left over resources are randomly assigned.
    2. All resources are randomly assigned.

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Geth roll 1d6 for great victory!

    great victory!:
    1d6 5 [1d6=5]

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    1d6 6 [1d6=6]

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Damn youuuuu!!!!

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    randomly assigned.

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    Geth roll 1d6

    1d6 4 [1d6=4]

  • The BraysterThe Brayster UKRegistered User regular
    Geth roll 1d6

    1d6 1 [1d6=1]

    Steam: TheBrayster
    PSN: TheBrayster_92
  • The BraysterThe Brayster UKRegistered User regular
    Well screw you too Geth

    Steam: TheBrayster
    PSN: TheBrayster_92
  • PredaPreda Registered User regular
    Geth, roll 1d6

    1d6 3 [1d6=3]

  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    edited April 2015
    The order has been set, and we're almost ready to start.

    The majority of players voted for random resource distribution. The following territories are now worth two resources. There is a spoiler under the map listing which territories are worth which resources.


    Territory 1 (Alaska)
    Territory 5 (Greenland)
    Territory 8 (Eastern United States)

    Territory 11(Peru)
    Territory 17 (Congo)
    Territory 19 (Madagascar)

    Territory 22 (Scandinavia)
    Territory 23 (Northern Europe)

    Territory 30 (Siberia)
    Territory 33 (Mongolia)
    Territory 34 (Kamchatka)
    Territory 38 (Siam)


    The resource deck has been shuffled. The order of face-up cards is Territory 30 (Siberia)-->Territory 4 (Ontario)-->Territory 34 (Kamchatka)-->Territory 18 (South Africa)

    w96cuvu8jibg.png --> owbta28n92dm.png --> 5hj06vibfj20.png --> rx2otavsw76f.png



    Before anything else, each player will be given the following two items:
    (1) Red Star Token. Remember, victory is acheived by obtaining four tokens.
    (1) Scar Card. It's in your best interest to not reveal what that scar card is to the other players.

    @JusticeforPluto will have the first turn.

    Your first duty is to select a faction. Choose which one of the two available powers you wish for that faction to have. This decision is irreversible, so choose wisely.

    After you have chosen your faction, you will choose your starting territory. You start with an HQ and 8 troops. As the board is unmarked, the only restriction on starting territory is that no two factions may begin in adjacent territories.

    Once you have chosen your faction and starting territory, it will be @Grunt's Ghosts turn to choose.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    I know that it's still a holiday for some folks, so no pressure to start right away, but I have seen @JusticeforPluto making some posts in other threads.

    Just pinging you with a reminder.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Correct, or mostly so anyway.

    Each game you pick which faction you want to play. The factions you have played in the past don't matter.

    That said, there's nothing preventing you from picking the same faction two or more times in a row.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Yes, the player who gets the first turn is deterimined independently for each new game.

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Looking at the rules, I noticed a slight omission. When drawing a card at the end of their turn, if the player draws a coin card instead of a resource card, the top card (at the start of this game that would be Territory 18 (South Africa)) is put into a discard pile, and a new territory card is drawn. This has been added to the OP.

    Otherwise, it's @Grunt's Ghosts time to pick a faction.

    And finally, if we could make it so that whenever your turn is over, you @ the next player, that would be great. It'll help things run more smoothly.

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    So, we receive a red star token to start and begin controlling a HQ. Does that mean we start with 2 of 4 points towards winning?

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    If there is one thing a charismatic person like myself loves, it's an iron fist and control of the media. With that in mind, this war will be won not with bullets but with hearts and bodies, so I will be playing the Imperial Balkania with Nationalism perk. Long live Emperor Grunt's Ghosts! Long Live the Balkania!

    @Phyphor

  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Phyphor wrote: »
    So, we receive a red star token to start and begin controlling a HQ. Does that mean we start with 2 of 4 points towards winning?

    Correct

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  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    If there is one thing a charismatic person like myself loves, it's an iron fist and control of the media. With that in mind, this war will be won not with bullets but with hearts and bodies, so I will be playing the Imperial Balkania with Nationalism perk. Long live Emperor Grunt's Ghosts! Long Live the Balkania!

    Phyphor

    Sorry to bother you, Emperor @Grunt's Ghosts, but you need to establish a headquarters somewhere!

    Your palanquin bearers are getting tired carrying you everywhere!

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  • PredaPreda Registered User regular
    Just to be sure, since it could influence heavily initial placement. We could attack as many time as we want every turn. It's the same for expansion too?

  • Grunt's GhostsGrunt's Ghosts Registered User regular
    THE WORLD IS MY HEADQUARTERS!

    But if I need to let these fine citizens rest then #41 is a good spot to claim as my own.

  • Sir FabulousSir Fabulous Malevolent Squid God Registered User regular
    Preda wrote: »
    Just to be sure, since it could influence heavily initial placement. We could attack as many time as we want every turn. It's the same for expansion too?

    You can attack as many times as you want, provided that you leave at least one troop in each territory you control.

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