Well, you always come back with 4. I think you mistook it for recruiting and only came back with 3. So you should have an extra troop floating around yellow.
I can play in Capfalcon's place if that is alright with everyone. Capfalcon doesn't care if he gets temporarily replaced, so that seems to be the superior option as opposed to grabbing someone else for just a week.
EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited July 2012
Die Mechankier
I. Recruit 3 into 15.
II. Attack 16 from 15 with three troops.
a. Attack Roll: [2,3,4]
b. Defense: [6], Attacker loses one troop.
a. Attack Roll: [2,4]
b. Defense: [2] Defender loses territory. Manuever 1 troop from 14 to 15.
Dropping a Biohazard scar card on 27. Edit: Move this to the beginning of the turn, as that's when I could play it.
Drawing a Coin Card, but due to Body's draw, I'll let @Rorus Raz clarify the track.
@EvilBadman I forget what the situation with the resource cards were. Just draw a new one and proceed from there.
MrBody played a turn before me, and drew a card for the track. I'll just add what he drew to A. Here's the correct track after I drew a coin:
Deck ⇨ A. 6 - One Coin ⇨ B. 36 - One Coin ⇨ C. 24 - One Coin ⇨ D. 34 - One Coin ⇨ Discard
Recruit 3 armies to 5
Attacker 4 from 5 w/ 3 armies
Attacker at 3, defender at 1
attack roll:6, 4, 2
defense roll:5
defense loses 1-destroyed.
Move 1 army from 4 to 6
Maneuver 1 army from 4 to 3
Taking resource card 6- one coin.
new card is 5(2 coins)-wish I knew that one coming up
Coins are even-drawing event.
Control the People - The player with the largest population either puts 5 troops into one controlled city or makes one maneuver immediately.
I think it's a tie between evilbadman and hippie so will wait for someone to confirm/decide whats going on
Card track is as follows:
Deck ⇨ A. 5 - Two Coin ⇨ B. 36 - One Coin ⇨ C. 24 - One Coin ⇨ D. 34 - One Coin ⇨ Discard
That is a weird situation in yellow continent. I always loved Risk logic that it's easier to go on a rampage for thousands of miles through enemy territories, but a single friendly territory stops you cold.
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EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
edited July 2012
Wait, do I get 5 more troops or do I have to move 5 to a city?
Expand two troops into 13 from 11, losing one to secure Bonus Blocker.
Attack 6 from 8 with three troops.
Attacker: 4, 1, 1
Defender: 2
Defender loses one troop (4 > 2). Territory 6 is conquered by three troops.
Maneuver two troops from 9 into 11.
End of turn: gain one troop at 8 from Mercenaries.
Draw a Resource card: Coin Card. Discard 34, and draw 18 - Two Coins.
Event: Fortify - The player with the largest population either add 2 troops each to 2 controlled cities or Fortify (via winner reward sticker, if available) one city. The event is DESTROYED if the Fortify option is chosen.
Two players are tied for highest population; no benefit is awarded.
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This is just a weird game.
Red Stars & Missiles
A parentheses indicates stars from HQs.
SeGaTai: (★)★
Capfalcon: (★)★
Hippie: (★)
EvilBadman: (★)
MrBody:
Resource Cards
Deck ⇨ A. 34 - 1 Coin ⇨ B. 16 - One Coin ⇨ C. 12 - One Coin ⇨ D. 19 - One Coin ⇨ Discard
Coin Cards Remaining: 4/10
Scars Cards
All players except Capfalcon have a scar card.
@Capfalcon is up next.
if that's wrong put the extra army in 3
So, three.
Attack 4 with 3 troops.
1d6=2, 1d6=4, 1d6=5
7 attack 4 (1d6=2)
Defender Routed.
Regroup 2 troops from 4 to 9
24(1 Coin)
And I've get a coin.
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Expand with six into 27, losing two troops to take it.
Attack 16 with three:
Attack: 3, 6, 1
Defense: 4, 5
Both lose one, defender loses the territory.
Take 16 (1 coin)
Draw: 36 (1 coin)
For some reason I thought it was my turn and took it, drawing a resource card. I guess don't peek at it and use that when the next person has to draw?
It's all good. The lowest "I" rolled still didn't best you.
Reference Post
Red Stars & Missiles
A parentheses indicates stars from HQs.
SeGaTai: (★)★
Capfalcon: (★)★
Hippie: (★)
EvilBadman: (★)
MrBody:
Resource Cards
Deck ⇨ A. 36 - One Coin ⇨ B. 24 - One Coin ⇨ C. 34 - 1 Coin ⇨ D. 12 - One Coin ⇨ Discard
Coin Cards Remaining: 3/10
Scars Cards
All players except Capfalcon have a scar card.
@Evilbadman is up next.
I. Recruit 3 into 15.
II. Attack 16 from 15 with three troops.
a. Attack Roll: [2,3,4]
b. Defense: [6], Attacker loses one troop.
a. Attack Roll: [2,4]
b. Defense: [2] Defender loses territory.
Manuever 1 troop from 14 to 15.
Dropping a Biohazard scar card on 27. Edit: Move this to the beginning of the turn, as that's when I could play it.
Drawing a Coin Card, but due to Body's draw, I'll let @Rorus Raz clarify the track.
Recruit 3 to 26.
Attack 14 from 26 /w 3 troops.
Attacker (3)- 6,3
Defender (5)- 6,4 (5,3)
Both lose 1
Attacker (2)- 3,2
Defender (4)- 5,2 (4,1)
Both lose 1.
Switch to attacking 15 from 26 /w 1 troop.
Attacker (1)- 1
Attacker auto lose.
No maneuver.
I googled the Risk Legacy Rulebook (base, no spoilers), and it says any territory. Shit just got real, didn't it?
Shouldnt you have rolled 3 dice for your first attack? your attacking with 3.
I did. Only the highest two matter.
MrBody played a turn before me, and drew a card for the track. I'll just add what he drew to A. Here's the correct track after I drew a coin:
Deck ⇨ A. 6 - One Coin ⇨ B. 36 - One Coin ⇨ C. 24 - One Coin ⇨ D. 34 - One Coin ⇨ Discard
Recruit 3 armies to 5
Attacker 4 from 5 w/ 3 armies
Attacker at 3, defender at 1
attack roll:6, 4, 2
defense roll:5
defense loses 1-destroyed.
Move 1 army from 4 to 6
Maneuver 1 army from 4 to 3
Taking resource card 6- one coin.
new card is 5(2 coins)-wish I knew that one coming up
Coins are even-drawing event.
Control the People - The player with the largest population either puts 5 troops into one controlled city or makes one maneuver immediately.
I think it's a tie between evilbadman and hippie so will wait for someone to confirm/decide whats going on
Card track is as follows:
Deck ⇨ A. 5 - Two Coin ⇨ B. 36 - One Coin ⇨ C. 24 - One Coin ⇨ D. 34 - One Coin ⇨ Discard
Population = total city sizes controlled.
@EvilBadman to decide what he wants to do: five troops in one of his cities or a fresh maneuver.
I'll update the map if he wishes, but chances are he'll take the troops.
That is a weird situation in yellow continent. I always loved Risk logic that it's easier to go on a rampage for thousands of miles through enemy territories, but a single friendly territory stops you cold.
5 in 17, sirrah.
Expand two troops into 13 from 11, losing one to secure Bonus Blocker.
Attack 6 from 8 with three troops.
Attacker: 4, 1, 1
Defender: 2
Defender loses one troop (4 > 2). Territory 6 is conquered by three troops.
Maneuver two troops from 9 into 11.
End of turn: gain one troop at 8 from Mercenaries.
Draw a Resource card: Coin Card. Discard 34, and draw 18 - Two Coins.
Event: Fortify - The player with the largest population either add 2 troops each to 2 controlled cities or Fortify (via winner reward sticker, if available) one city. The event is DESTROYED if the Fortify option is chosen.
Two players are tied for highest population; no benefit is awarded.
Reference Post
Red Stars & Missiles
A parentheses indicates stars from HQs.
SeGaTai: (★)★
Capfalcon: (★)★
Hippie: (★)
EvilBadman: (★)
MrBody:
Resource Cards
Deck ⇨ A. 18 - Two Coins ⇨ B. 5 - Two Coins ⇨ C. 36 - One Coin ⇨ D. 24 - One Coin ⇨ Discard
Coin Cards Remaining: 1/10
Scars Cards
All players except Capfalcon and EvilBaman have a scar card.
@Hippie is up next.
On the other hand, I should have gone for Bradbury to get the benefit myself.
Expand into 28 from 37.
Attack 15 from 27 with three troops.
Attacker: 6, 2, 4
Defender: 3, 3
Defender loses two troops and the territory. Three troops move in.
Maneuver one troop from 15 to 27 to be sacrificed to the mutant gods (Lose one troop due to fallout).
Take 36 - One Coin
Draw 13 - One Coin
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