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.
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 PhasesObject 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.
Pack 1 (Sign the Board Twice) Rules/Spoilers
Faction Homelands
Placing your HQ in the same continent multiple times provides a bonus.
At the beginning of the game, look at the Territories where that faction has started in previous games. The continent which is most represented is your faction's Homeland. You are always eligible to draw Territory cards from your Homeland, even if you do not control those Territories.
If multiple continents are tied as to how many times you have started there, your faction does not have a Homeland.
Missions
Missions are conditions set at the beginning of the game. If the conditions are met, red stars (and sometimes bonus rewards) are given to the player who meets them.
A Mission will be randomly chosen at the beginning of the game. If the conditions of that mission are met, the player who meets them can choose to complete the mission
instead of taking a Resource Card. If the game hasn't ended at this point, a new Mission is drawn and play resumes. While most Missions can be completed multiple times, some may only be completed once, after which they are destroyed.
The following Missions have been unlocked:
Repeatable
Superior Infrastructure: Control 6+ cities [1 Red Star]
Reign of Terror: Conquer 9+ Territories this turn [1 Red Star]
Imperial Might: Have a current total continent bonus of 7+ [1 Red Star]
Urban Assault: Conquer 4+ cities this turn [1 Red Star]
Amphibious Onslaught: Conquer 4+ Territories over sea lines this turn [1 Red Star]
Unexpected Attack: Conquer all the Territories in one continent this turn [1 Red Star]
One Time Only
Explore the World: Control 7+ islands (islands are Territories only connected to other Territories by sea line) [2 Red Stars + Place a sea line between any two ocean-bordering Territories]
The World is Ready: Be eligible to draw a Territory card worth 4+ Resources [2 Red Stars + Place and Name the World Capital]
Please note that "conquer" is a keyword, and that it refers only to taking a Territory from an enemy player. Expanding into an unoccupied Territory is not "conquering" it.
Events
Event cards form a deck. At the end of a player's turn, after a player picks up a resource card, an event will occur if the newly revealed card is worth an
even number of resources. Thus, players can indirectly control how often events will occur. If the event deck is exhausted during play, the event deck is
not reshuffled. There will be no further events for that game, unless event cards are added from another pack opened while the game is still in play.
The following Events have been unlocked:
3x Join the Cause: The player with the largest Population can either 1) Place 3 troops, split in any way, between Territories containing a city, OR 2) Choose a new Mission.
Please note that if two players are tied for largest Population, neither receives the benefit of the Event.
Pack 2 (Minor Cities) Rules/Spoilers
Draft Cards
The game will begin a bit differently from now on. Instead of rolling to see who gets first turn, players now roll to see who gets first draft.
There are 5 categories of Draft Card (Faction, Troops, Coins, Placement, Turn), and each time it is your turn to draft, you get to pick a Draft Card from a category that you do not own already.
The draft proceeds in a Serpentine manner. This means the order goes like so, starting from the player who rolled highest (P1): P1, P2, P3, P4, P5, P5, P4, P3, P2, P1, P1, P2, and so on and so forth.
The Draft Categories are the following:
Faction: This is self-explanatory. These cards allow you to pick your faction.
Available Cards (Die Mechaniker, Enclave of the Bear, Khan Industries, The Saharan Republic, Imperial Balkania)
Turn: Also self-explanatory. This decides what order players take their turns in.
Available Cards (1st, 2nd, 3rd, 4th, 5th)
Placement: Not to be confused with Turn Order, Placement Order simply refers to who gets to place their Starting Troops and HQ first.
Available Cards (1st, 2nd, 3rd, 4th, 5th)
Troops: This is the number of Starting Troops that you enter the game with. Remember that this also affects how many troops you get if you Join the War after being Knocked Out.
Available Cards (10, 10, 8, 8, 6)
Coins: This determines the number of Coin Cards that a player starts the game with.
Available Cards (2, 1, 1, 0, 0)
New Events
The following Events have been added to the Event Deck
2x Fortify: The player with the largest population can either 1) add two troops each to two controlled cities OR 2) Fortify a city. If the player chooses to Fortify a city, this card is permanently destroyed and will not be in the Event Deck in any future games.
2x Control the People: The player with the largest population can either 1) add five troops to a controlled city OR 2) immediately make a maneuver.
2x Resistance: All minor cities containing 1 or 2 troops lose 1 troop.
Riots: If you control a Major City, roll 1 die for each Major City you control. Add 1 to your roll for every troop/HQ in that city. If your modified roll is below 6, remove troops equal to your unmodified roll and destroy any HQ present in the city.
New Scar Cards
The following Scar Cards have been added to the game
Bio-Hazard: Remove 1 troop from this Territory at the end of your turn.
Posts
Territory Resources
The following Territories are worth two resources: Territory 1 (Alaska), Territory 5 (Prey's Haughtiness), Territory 11(Peru), Territory 19 (Madagascar), Territory 22 (Scandinavia), Territory 30 (Siberia), Territory 33 (Mongolia), Territory 34 (Kamchatka), Territory 38 (Necropolis)
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.
3. Bio-Hazard:
A beast will take only what is needed to survive. A man will burn it all to the ground out of spite.
-Clanlord Sigmarsson, Enclave of the Bear
New technology has allowed weapons that can scorch the ground to ash for hundreds of miles around. The technology is devastating, not only for the lives lost upon impact, but also because of the continued irradiation of the land. Any territory targeted by this weapon becomes almost uninhabitable, producing only pitiful shrubs and stunted game to eat. As a result, each turn that an army occupies such a zone, one troop is lost.
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.
7. Do Not Open. Ever.
Factions
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 - HOMELAND SOUTH AMERICA
Game 1 played by Phyphor (Started in Territory 10 (Venezuela), Ended with Victory)
Game 2 played by Phyphor (Started in Territory 9 (Mexico), Ended with Held On)
Game 3 played by Phyphor (Started in Territory 39 (Indonesia), Ended with Victory)
Game 4 played by Phyphor (Started in Territory 12 (Brazil), Ended with ??? Victory/Held On/Eliminated)
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 - HOMELAND EUROPE
Game 1 played by The Brayster (Started in Territory 22 (Scandinavia), Ended with Held On)
Game 2 played by The Brayster (Started in Territory 22 (Scandinavia), Ended with Held On)
Game 3 played by The Brayster (Started in Territory 21 (Great Britain), Ended with Held On)
Game 4 played by The Brayster (Started in Territory 22 (Scandinavia), Ended with ??? Victory/Held On/Eliminated)
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 - HOMELAND AUSTRALIA
Game 1 played by Grunt's Ghosts (Started in Territory 41 (Eastern Australia), Ended with Held On)
Game 2 played by Grunt's Ghosts (Started in Territory 41 (Eastern Australia), Ended with Victory)
Game 3 played by Grunt's Ghosts (Started in Territory 41 (Eastern Australia), Ended with Held On)
Game 4 played by Grunt's Ghosts (Started in Territory 39 (Indonesia), Ended with ??? Victory/Held On/Eliminated)
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 - HOMELAND AFRICA
Game 1 played by Preda (Started in Territory 18 (South Africa), Ended with Held On)
Game 2 played by Preda (Started in Territory 39 (Indonesia), Ended with Held On)
Game 3 played by Preda (Started in Territory 19 (Madagascar), Ended with Held On)
Game 4 played by Preda (Started in Territory 19 (Madagascar), Ended with ??? Victory/Held On/Eliminated)
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 - HOMELAND (NONE)
Game 1 played by JusticeforPluto (Started in Territory 8 (Eastern United States), Ended with Held On)
Game 2 played by Jdarksun (Started in Territory 15 (Egypt), Ended with Held On)
Game 3 played by Jdarksun (Started in Territory 13 (Argentina), Ended with Held On)
Game 4 played by Jdarksun (Started in Territory 34 (Kamchatka), Ended with ??? Victory/Held On/Eliminated)
Players:
1. Phyphor
2. Preda
3. The Brayster
4. Jdarksun
5. Grunt's Ghosts
Reserves
1. 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}
Switch Friend Code: SW-1406-1275-7906
@Phyphor rolled highest, so he will go first. Please choose a faction and a starting territory.
Based on preferences stated in the last thread, the remaining turns will proceed in order of highest roll to lowest roll. Funnily enough, this results in the same order as last time. If you are unsure what the order is, the player list is in the second post.
Two orders of business:
1. Just to remind you, cities are now in effect. I will remind you of the major rules concerning cities just as a refresher. Firstly, cities are not valid starting territories (with the exception of Phyphor City, which is a valid starting territory for Phyphor only). Secondly, a city's population is added to the number of territories you own (divided by three) when determining troops gained at the start of each turn. Thirdly, if expanding into an unoccupied city (this rule does NOT apply if you attack and defeat another player who owns a city), you must first lose a number of troops equal to the population of that city.
2. I meant to do this after the end of the last game, but I forgot. YOU WILL RECALL THAT THERE IS A 7th PACKET WHICH IS LABELED *Do Not Open. Ever.* AFTER EACH GAME, I WOULD LIKE EACH PLAYER TO VOTE ON WHETHER THEY WOULD LIKE TO OPEN THE PACKET OR NOT. WE MAY OPEN THE PACKET BEFORE THE SECOND GAME, WE MAY NEVER END UP OPENING IT, IT DOESN'T MATTER TO ME. HOWEVER, THE VOTE TO OPEN THE PACKET MUST BE UNANIMOUS. IF THE VOTE IS SPLIT, THE PACKET WILL REMAIN UNOPENED. PLEASE VOTE ON WHETHER YOU WANT TO OPEN THE PACKET WHEN YOU CHOOSE YOUR STARTING FACTION/TERRITORY.
And that's that.
Game on!
Switch Friend Code: SW-1406-1275-7906
And the games will get longer as time goes on.
Switch Friend Code: SW-1406-1275-7906
Anyway, I will Continue as Die Mechaniker, starting in my city (#9). We will not open the packet. I bet it's something dumb!
So @jdarksun @Hedgethorn if you want to play, now's your shot. Whoever confirms first will be added to the roster.
Switch Friend Code: SW-1406-1275-7906
@Preda is up for deciding faction/starting area.
Switch Friend Code: SW-1406-1275-7906
It isn't an option anymore, since phyphor already said no, but if the others are ok with opening the mistery pack, I'm ok with it too.
I will start in Indonesia (39)
Switch Friend Code: SW-1406-1275-7906
"LOOK, MY BEAR BROTHERS. LOOK WHAT BECOMES OF A WEAK ENCLAVE!
WE HAVE BEEN WEAK! WE HAVE BEEN FOOLISH! WE HAVE PAID THE PRICE!
BUT FEAR NOT, BRETHREN. THE ENCLAVE WILL GROW STRONG ONCE MORE! THIS WORLD WILL KNOW WHAT IT MEANS TO ANGER THE BEAR!
HEAR MY RROOOOOOOOOOOOAAAAAAAAAAAAAAAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRR!"
I will play Enclave again and start in Scandinavia (#22) again.
PSN: TheBrayster_92
Switch Friend Code: SW-1406-1275-7906
@Grunt's Ghosts
Switch Friend Code: SW-1406-1275-7906
Egypt would be territory #15. I assume that's what you meant?
Remember that Territory #8 is not a valid starting territory for multiple reasons.
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Starting in Territory 41 (Eastern Australia) because no one is taking my grand defensible location from me, @Preda!
All other territories are worth one resource.
SCAR CARDS:
There are only 4 scar cards left, not enough for every player. As such, nobody gets any scar cards this game.
RED STAR TOKENS/MISSILES:
Brackets indicate Red Stars provided by HQs, which can change ownership
Jdarksun: * [*]
Grunt’s Ghosts: * [*]
Phyphor: [*] + 1 Missile
Preda: * [*]
The Brayster: * [*]
SIDEBOARD:
10/10 Coin Cards Remain
Territory 35 (Japan) --> Territory 18 (South Africa) --> Territory 11 (Peru) --> Territory 24 (Russia)
--> --> -->
Discard Pile:
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January 24th, 28 NE
The world has known a kind of peace for close to 6 years. General Phyphor has cracked down on any perceived threats with his battle-hardened soldiers, showing any who dare oppose him just how ruthless he can be.
A few months ago, I finished the Missile project that the General asked me to work on.
His first target was the city of New Vegas, the headquarters of notorious criminal leader JusticeforPluto. The missile was a huge success. Reports confirmed that JusticeforPluto was dead, and the rest of the world took notice.
Still, I can not help but sense that the General was displeased. I think perhaps he wanted something a little bit more, but alas, my mind is not as sharp as it once was. I cannot solve all his problems for him, and rebellion continues to grow in the less civilized areas of the world.
Reports indicate that rather than collapsing, as was expected, the Saharan Republic has reformed under a new leader. This new leader was in control of a radical smaller sect of the overall Republic, called The Darksun Federation. With the calming influence of JusticeforPluto gone, this new leader, dubbed Jdarksun has seized control of the Republic as a whole.
These political games make my head ache. I think I shall retire now. I have provided this world with a multitude of new technology, some of which I am proud, and some of which keeps me awake at nights.
With my missile technology in tow, General Phyphor has expressed his desire to end the whisperings of rebellion once and for all. I hear that he is selecting his best men and setting forth on a new campaign, intended to "quash insurrection once and for all."
I wish him godspeed and good luck. I do not think that such a goal is possible.
@Phyphor is good to start his first turn whenever.
Missiles might be a little tricky, but hopefully we can make things work. I will assume that Phyphor does not wish to use a missile unless he is directly involved in an attack or if someone else is about to win the game.
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It was starting again, and in the same places. Armies were being raised, peace was at an end.
Deploy 3 in Mexico, move into SA - 8 venezuela -> 7 brazil -> 1 peru -> 1 argentina. Leaves 3 in Mexico, 5 in Brazil
Yes, I will use it to prevent the game ending, I may also use it if I'm about to lose a continent bonus and using it will prevent that. Just @ me.
@preda
PSN: TheBrayster_92
1) Scar Cards are redistributed at the beginning of each new game.
2) If there are not enough Scar Cards for each player, none are distributed.
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"We'll deal with the Balkanian rubble now before they're ready."
-Ser, are we sure of that?
"We are. They haven't recieved the expected reinforcement yet, and our reports also say that tey are low on ammunition. We will never have a better chance to make this are safe."
-It Might be true that their forces aren't ready, ser, but ours aren't that much better, and my surces states that that ammo news is almost assuredly fabricated by their counterintelligence.
"MY SURCES assure me that it's all true. It's also our only chance. We will attack! And all this defeatism will make sure you'll never land a spot on the board.
- Yes sir. Could I have a written order?
Geth, roll 3d6
Geth, roll 2d6
10 to 7. Again...
Geth, roll 3d6
Geth, roll 2d6
8 to 7. going on...
Geth, roll 3d6
Geth, roll 2d6
Geth, roll 3d6
Geth, roll 2d6
Geth, roll 3d6
Geth, roll 2d6
Move back 2 of the surviving troop back to HQ.
@The Brayster next.
Everything a-okay Bray?
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Move 3 troops from Scandinavia (22) to Russia (24)
Move 3 troops from Scandinavia (22) to Bearlin (23), losing one in the process due to local resistance.
Remaining 2 stay in Scandinavia.
@jdarksun
PSN: TheBrayster_92
Move 2 from Egypt (15) to Megakenya (16)
Move 1 from Megakenya (16) to South Africa (18)
The Saharan Republic has no quarrel with our South American neighbors.
I have no idea what the territories' real names are.
@Grunt's Ghosts
The Brayster: Remember that you recruit new troops at the start of your turn. You're missing out on 3 troops. You need to modify your turn to reflect that.
Jdarksun: Same deal. You'll need to put those 3 additional troops somewhere.
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Switch Friend Code: SW-1406-1275-7906