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Subject: World #6968 Games 11-12 (MAJOR SPOILERS) rss

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Risk Legacy » Forums » Sessions
World #6968 Games 11-12 (MAJOR SPOILERS)
Game #11

Me - Enclave of the Bear
N - Khan Industries
C - Saharan Republic
Is - Mutants

N took his base in W. Australia. Is took his major city of Rio in northern Europe. I started in Argentina with my awesome bunker. C started in E. United States. C just wanted to annoy everyone this game and he sorta did. I took S. America and most of Africa while Is held out in Europe and N took most of Asia as well as Australia. About 4 rounds in I was able to summon 30 troops and we got to open the

30+ Troops and Missle Pack!!!!

and it was amazing. I went on to take some capitols and win that turn because can you really stop 40 troops? During the game the Middle East suffered an Outbreak, and lost its resource card...ahh.

Europe named Mutant Land
+Resource
+Resource(Russia)
+Resource(E. US)

Game #10
C got the lucky role

Me - Mutants
C - Aliens
N - Imperial Balkanian
I - Khan

I started in Southern Europe, C started in E. United States, Is took Japan and gee, N took W. Australia. I really think there's a pattern there. Anyway, I basically told them to kill me this game. Which they sorta did. C took the entire W. Hemisphere without contest. Literally. N took the new route between W. Australia and Madagascar via the Alien Island and Is took northern Asia. C had one big turn and took 3 capitols and completed a mission to give the Aliens a win.

North America named Zmerica
+ Resource (SE Asia)
+Resource (Scandanavia)
+ Resource (Somewhere in Asia)

Our World:
Me - 6 wins
N - 3 wins
C - 2 wins
I - 1 win

Resources:
4 coins:
Indonesia
Western Australia

3 coins:
Scandanavia
E. United States
Central Africa
Alien Island

2 coins:
Ural
Alberta
SE Asia
Yakutsk
Peru
N. Africa
Siberia
W. United States
Russia
Argentina
Afghanistan
E. Australia
Greenland
E. Canada
Irkutsk
Mongolia
South Africa

Dead:
Iceland
Kamchatka
Middle East

Faction Details:
Khan Industries - 12 games - 2 wins - 10 Held on
Die Mechaniker - 4 games - 1 win - 2 Held on - 1 Elimination
Saharan Republic - 7 games - 6 Held on - 1 Elimination
Enclave of the Bear - 6 games - 3 wins - 3 Held on
Imperial Balkania - 10 games - 4 wins - 5 Held on - 1 Elimination
Mutants - 3 games(of 3 possible) - 1 win - 2 Held on
Aliens - 1 game(of 1) - 1 win

Powers:
Khan -
G: Place troop in HQ @ start of turn
Br: Rally: Place 2 troops in every HQ you control
Y: Purist: You cannot have more than 2 coin cards.

Die -
G: Defense roll of two 6's - that territory cant be attacked rest of that turn

Saharan -
G: You may maneuver between any territories even if they aren't connected.
B: Stealthy: You may place some/all of your recruited troops into one unmarked/unoccupied territory.
Bringer of Nuclear Fire

Enclave -
G: Defender subtracts 1 from his lower defense in the 1st territory you attack.
B: Well-Supplied: Unaffected by Ammo Shortage scars
Br: Recon: You may take one face up territory card instead of a coin card.
Y: Alien Collaborator: Add 1 to your resource total when turning in cards. Lose 2 extra troops expanding into empty cities.

Imperial -
G: When recruiting troops, round up.
B: Convincing: Gain one extra troop in Mercenary territories.

Mutants -
All base powers no add-ons.

Aliens -
All base powers.

That leaves us with just the World Capitol pack to open with two candidates for the city at this time, neither of which I like.
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