Homelands are NOT set in stone, and the starting territories this game will change them if possible.
Starting Troops: This is the number of troops you start with when placing your HQ.
Cards: 10 Troops (capfalcon), 10 Troops (Hippie), 8 Troops (SeGaTai), 8 Troops (EvilBadman), 6 Troops (MrBody)
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 (capfalcon), 0 Cards (MrBody), 0 Cards (EvilBadman)
Turn Sequence: This is where you sit in the turn order.
Cards: First (MrBody), Second (SeGaTai), Third (capfalcon), Fourth (EvilBadman), Fifth (Hippie)
Placement Sequence: This is the order in which players place their HQ and starting troops.
Cards: First (MrBody), Second (EvilBadman), Third (capfalcon), Fourth (SeGaTai), Fifth (Hippie)
Faction: This is the faction you will play as.
Cards: Imperial Balkania (Capfalcon), Kahn Industries (Hippie), Enclave of the Bear (MrBody), Saharan Republic (SeGaTai), Die Mechaniker, Mutant Cult (EvilBadman)
Mercenaries: These provide varying bonuses.
Cards
(SeGaTai) Nomad: You cannot start in Major Cities, regardless of the founder. All other territories are now considered legal starting territories. (You must still obey adjacency rules.)
(capfalcon) Radar Specialist: In combat that involves you, missiles may not be used by any player. (This does not include missile powers.)
(EvilBadman) Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.
(MrBody) Ambassador: All Major Cities are considered legal starting territories, regardless of the founder. (You must still obey adjacency rules.)
(Hippie) Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (The attacking player never gains a red star.)
I think that gives us the following draft selections
Hey dudes, I am smack dab in the middle of a double-wedding week, and it's also Thanksgiving here in the States this Thursday. AND my dad's birthday, so I am somewhat busy and kinda forgetting about the thread. You all look good from what I can tell, and will hopefully be more attentive after the Thanksgiving weekend.
Just as a heads up, I'm running a Phalla right now, which means for the next week or so, I'm not going to notice any notifications. If I fall behind, poke me with a Message, please.
Current Mission
At the end of your turn you may complete this mission instead if you satisfy its requirements. If you do this, then you cannot draw a resource draw this turn and you must draw a new mission card (if possible).
(★) Imperial Might: Earn 7+ troops from continent bonuses alone.
Resource Cards
Deck ⇨ A. 30 - Two Coins ⇨ B. 10 - One Coin ⇨ C. 2 - Two Coins ⇨ D. 28 - Two Coins ⇨ Discard
Coin Cards Remaining: 6/10
No players have given missile commands.
Relevant Powers
capfalcon - Radar Specialist: In combat that involves you, missiles may not be used by any player. (this does not include missile powers)
EvilBadman - Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.
Hippie - Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (the attacking player never gains a red star)
For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.
Whoo boy. I was going to play it safe and just leave one behind at HQ while taking the merc region next to me, but with that 2 coin card in my starting region Sega would just take it and be up 2 coins on me.
Gotta do this. Probability wise it should work but never does.
i don't suppose anyone would want to but if it would make the difference, a missile to defend my HQ against Sega would be appreciated. He'd get 2 coins and be up 4 to 0 against me, allowing him a 7+3 troops surge and guaranteeing his immediately conquest of Yellow continent. Someone winning Yellow continent this early means they win the game. It would be in everyone else's best interest for the two factions in Yellow to be bogged down fighting each other with no winner.
I think both times you just haven't started with enough troops. Always feel like you need a huge number of dice to actually approach statistical distribution in a specific risk battle.
I hope people are a little pacifist...1) i would like to see that last pocket opened, and 2) its more fun when people build up armies then a giant war starts instead of watching people eliminated in one round
I think the problem again is no one will attack the mutants until they have a giant army, just gotta try and win before them. Will get to my turn later today guys, sorry.
Enclave kind of has to attack the first round when their neighbors are all clustered into one region. Otherwise they could just maneuver away and leave 1 troop on the front line for me to waste my ambush ability on. The Republic is especially adept at this.
I wasn't really expecting to wipe him out and take the region, just inflict a good enough casualty ratio to have a chance when he goes.
MrBody on
0
Options
EvilBadmanDO NOT TRUST THIS MANRegistered Userregular
Recruit 3 to 9 for a total of 8 armies,
Explore 7 armies from 9 to 8
Explore 6 armies from 8 to 4
Attack 5 armies from 4 to 2
Attacker 5 armies vs 2
attack roll:6, 5, 5
defense roll:6, 6-who says I cheat
attacker loses 2, 3 vs 2
attack roll:6, 4, 2
defense roll:1, 1-yea I hacked it
defender gone, attacker left with 3
Current Mission
At the end of your turn you may complete this mission instead if you satisfy its requirements. If you do this, then you cannot draw a resource draw this turn and you must draw a new mission card (if possible).
(★) Imperial Might: Earn 7+ troops from continent bonuses alone.
Resource Cards
Deck ⇨ A. 24 - One Coin ⇨ B. 30 - Two Coins ⇨ C. 10 - One Coin ⇨ D. 28 - Two Coins ⇨ Discard
Coin Cards Remaining: 6/10
No players have given missile commands.
Relevant Powers
capfalcon - Radar Specialist: In combat that involves you, missiles may not be used by any player. (this does not include missile powers)
EvilBadman - Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.
Hippie - Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (the attacking player never gains a red star)
For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.
Posts
Twitch Stream
I think that gives us the following draft selections
Start in 2
Sorry to slow you all down.
@capfalcon
Twitch Stream
Or is it me?
Start in 9
Twitch Stream
I won't tell if you won't. :P
Twitch Stream
Round 1.1
Reference Post
Red Stars & Missiles
A parentheses indicates star tokens.
MrBody ★ ☢ (0 Cards; 0 Coins)
SeGaTai ★ ☢ (2 Cards; 2 Coins)
Capfalcon ★ ☢ (1 Card; 1 Coin)
EvilBadman ★ ☢ (0 Cards; 0 Coins)
Hippie ★ ☢☢☢☢ (1 Card; 1 Coin)
Current Mission
At the end of your turn you may complete this mission instead if you satisfy its requirements. If you do this, then you cannot draw a resource draw this turn and you must draw a new mission card (if possible).
(★) Imperial Might: Earn 7+ troops from continent bonuses alone.
Resource Cards
Deck ⇨ A. 30 - Two Coins ⇨ B. 10 - One Coin ⇨ C. 2 - Two Coins ⇨ D. 28 - Two Coins ⇨ Discard
Coin Cards Remaining: 6/10
No players have given missile commands.
Relevant Powers
capfalcon - Radar Specialist: In combat that involves you, missiles may not be used by any player. (this does not include missile powers)
EvilBadman - Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.
Hippie - Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (the attacking player never gains a red star)
@MrBody is up.
For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.
Gotta do this. Probability wise it should work but never does.
Recruit 3 troops to 2
Move 8 troops to 3
Move 7 troops to 7
Attack 9
A (6)- 4,4
D (9)-6,5 (6,4)
Attacker loses 2
Sega has hacked Invisible Castle as well!
A (4)- 6,5 (finally!)
D (9)- 5,4 (5,3)
Defender loses 2
A (4)- 6,3
D (7)- 1,1 HA!
Defender loses 2
A (4)- 4,3
D (5)- 6, 3 (2)
Both lose 1
A (3)- 5,4
D (5)- 5,2 (1)
Both lose 1
A (2)- 5,2
D (4)- 5,2 (1)
Both lose 1
Maneuver 1 troop from 7 to 3.
End turn, no draw
First I have 8 troops to start so that changes your numbers slightly
Second I use my missile on your 2nd roll to turn the 3 into a 6. You'll have to reroll from there if you continue as it drops you to 2 troops
A (3)- 6,5
D (7)- 5,4 (3)
Defender loses 2. YOUR MISSILES MEAN NOTHING!
A (3)- 5,2
D (5)- 6,6 fuuuuuuuuc
Attacker loses 2
Maneuver 1 troop from 7 to 3
No draw
Republic takes 2 coins, sweeps yellow turn 2, gg.
Just once I'd like to roll close to the odds. An Enclave ambush attack should be better than 60/40.
I hope everyone doesn't go all pacifist until it's too late this game! Keep us fighting forever! Do we not entertain you?
I wasn't really expecting to wipe him out and take the region, just inflict a good enough casualty ratio to have a chance when he goes.
Recruit 3 to 9 for a total of 8 armies,
Explore 7 armies from 9 to 8
Explore 6 armies from 8 to 4
Attack 5 armies from 4 to 2
Attacker 5 armies vs 2
attack roll:6, 5, 5
defense roll:6, 6-who says I cheat
attacker loses 2, 3 vs 2
attack roll:6, 4, 2
defense roll:1, 1-yea I hacked it
defender gone, attacker left with 3
Maneuver 2 armies from 2 to 4
Take card 2- 2 coins
New card is 24-1coin
Resource Cards
Deck ⇨ A. 24 - One Coin ⇨ B. 30 - Two Coins ⇨ C. 10 - One Coin ⇨ D. 28 - Two Coins ⇨ Discard
@capfalcon
Twitch Stream
Reference Post
Red Stars & Missiles
A parentheses indicates star tokens.
MrBody ★ (0 Cards; 0 Coins)
SeGaTai ★★ (3 Cards; 4 Coins)
Capfalcon ★ ☢ (1 Card; 1 Coin)
EvilBadman ★ ☢ (0 Cards; 0 Coins)
Hippie ★ ☢☢☢☢ (1 Card; 1 Coin)
Current Mission
At the end of your turn you may complete this mission instead if you satisfy its requirements. If you do this, then you cannot draw a resource draw this turn and you must draw a new mission card (if possible).
(★) Imperial Might: Earn 7+ troops from continent bonuses alone.
Resource Cards
Deck ⇨ A. 24 - One Coin ⇨ B. 30 - Two Coins ⇨ C. 10 - One Coin ⇨ D. 28 - Two Coins ⇨ Discard
Coin Cards Remaining: 6/10
No players have given missile commands.
Relevant Powers
capfalcon - Radar Specialist: In combat that involves you, missiles may not be used by any player. (this does not include missile powers)
EvilBadman - Sentinel: Any HQ you control is considered Fortified so long as you have 8 or more troops in that territory.
Hippie - Bomb Specialist: You may demolish your starting HQ whenever you lose control of it. (the attacking player never gains a red star)
@Capfalcon is up.
For future turns, please list the full deck order for resource cards so things are easier to keep track. The only exception being when you didn't draw a card.