Archive for Bart Levty
There are following spoilers in this post:
Faction Eliminated package.
Player signs the board a second time package.
30 troops and a missle package.
Our little group met again on Sunday, 11 III 2012, to play another game of Risk Legacy (and Small World as well). Unfortunately we didn't manage to get 5 players for the game as Mat went to a convention (Larping one, I think) and Tomek was visiting his brother-in-law with his wife. Swistak and Adrian came right on time though and Zibi appeared soon after.
Everybody was familiar with rules already but I had to remind them how our new content worked - missions, events and Homelands. We set up the board and I grabbed my notebook to write down how the game was about to go but totally forgot about taking photos. I will probably do some 'state of the board' photos later this week though and post them on the blog.
The setup was as follows:
Mission: Urban Assault - Conquer 4+ cities in a turn, 1 star
Resource cards, from slot 1 to 4: Ontario (2), North Africa, New Guinea, Afghanistan
We rolled for order and surprisingly I happened to be first player for the third time. Pretty ominous taking into account that whenever I was first I started in Australia and later won. I didn't want to change a working strategy so made the obvious choice but then Zibi surprised us by his faction pick. He decided to take the unpopular guys and it generally worked out pretty well for them over the course of the game. Our choices looked like this:
Levty - Khan Industries in New Guinea
Zibi - The Saharan Republic in Argentina
Adrian - Die Mechaniker in Iceland
Swistak - Enclave of the Bear in Northwest Territory
Levty takes the whole Australia and fortifies in Indonesia with 8 troops. Takes New Guinea card and uncovers Alberta.
Zibi covers South America, ends his turn.
Adrian takes Europe and finishes quite spread out.
Swistak decides to expand into North America continent and ends.
Levty gets 5 troops, places all of them in Indonesia, having 14 soldiers total there. After some unsuccessful diplomacy with Zibi, he moves into Russia to take Adrian's 1 soldier out and stop him from getting continent bonus. He then continues from there into Alaska to also stop Swistak and he manages to do just that. After maneuvering from Western Australia into Southeast Asia he ends his turn and takes Afghanistan card, revealing Siberia.
After getting 5 troops of his own Zibi moves into Africa to attack Adrian, who wouldn't get the continent bonus anyway, in South Europe. After conquering it Zibi receives North Africa card to show Iceland, a three coin card.
Adrian takes back Russia from Levty with his four troops and picks up Iceland to uncover Greenland.
Swistak attacks Alaska and decides to stop there not to spread out too much. He takes Ontario card and unveils Irkutsk.
Levty gets 6 troops now and since Zibi is in South Europe the only thing he does is taking Alaska back from Swistak to, again, prevent him from getting bonus continent soldiers. He ends his turn drawing a coin card, discarding Alberta and revealing Alaska.
Zibi moves into Adrian's Western Europe and Great Britain, picks up a coin, removes Siberia and uncovers Great Britain.
Adrian cashes in Iceland for 7 troops total and takes back Great Britain, killing Zibi's six soldiers there while losing five. Decides against attacking further and draws the Great Britain Card, exposing Eastern U.S.
Swistak discards his 2 coins to get a total of 5 soldiers and places them in Siberia with his Stealthy power. He then moves into China and Southeast Asia but is unable to enter Australia. He takes Irkutsk card from his Homeland and uncovers Eastern Australia, a 2 coin card that triggers our first event!
There is only one kind of events in our pool right now - get three troops in cities or choose a new mission. Levty chooses to place three fresh soldiers in Alaska, raising their number to 7 there.
Levty expands into most of Asia with the exception of Ural and Japan, he then takes Swistak's HQ in Northwest Territory. Draws Eastern Australia card and uncovers Eastern Canada, another 2 coin card, triggering the 'Join the Cause' event again and placing three more soldiers in Alaska.
Zibi reinforces his African forces and then attacks Central America but doesn't manage to conquer it despite the Ammo Shortage scar. He ends his turn unhappy.
Adrian retakes Great Britain. Receives a coin, discards Greenland and unveils Japan.
Swistak assaults Venezuela and takes it from Zibi. He takes the two-coined Eastern Canada card and exposes Yakutsk.
Levty gets 8 soldiers which allow him to conquer the whole North America. He is unable to kill the lone Swistak's soldier in Venezuela so can't take his cards. Picks up Japan and uncovers two-coined Central America, triggering our third and last event card, 'Join the Cause', allowing him to place another 3 soldiers and making Khan Industries a real global superpower.
Zibi finishes Levty's job and kills Swistak to take his cards. He also moves into the poorly defended Central America and takes its card, uncovering Middle East. He has seven coins in his card now and may turn the game if he manages to hold until his next turn.
Adrian spends his two coins for two soldiers and unsuccessfully tries to take Southern Europe back. He then conquers Greenland and draws a coin, revealing Western Australia, 2 coins.
Swistak places his four soldiers in Madagascar and not wanting to get eliminated ends his turn.
Levty, still holding one missile, counts his coins and decides that he's unable to open the 30-troop packet this turn but announces he will try to achieve that this game. Seeing Zibi as an obvious threat with all his cards Levty cashes in 5 coins for 21 soldiers total and rolls through all Zibi's territories, also taking Greenland from Adrian and expanding into all of Asia. He gets Zibi's cards and also draws Western Australia. China, 2 coins, is revealed.
Zibi decides to give the The Saharans Well-Armed blue power, allowing them to conquer HQs with less effort and making them really worthwhile in the process. He joins the war in South Africa and similarly to Swistak, ends his turn, wanting to hold on.
Since Adrian gets only 3 troops he knows the game is practically over but still takes Greenland from Levty. Another coin goes to him and Eastern U.S. card is changed into Western U.S.
Swistak just adds 3 extra soldiers in Madagascar and ends his turn.
Levty spends 10 coins to get 30 extra soldiers, raising his recruits number to a horrid number of 54.
Or, as it turns out, even more as a new packet is opened and the Aliens faction is found inside! Extra ten soldiers for Levty who are going to be placed alongside the those 54 on Alien Island. Oh, and Khan Industries get a yellow Alien Collaborator scar sticker. It turns out they have been working with aliens all along. Now we know why they won last time.
There are new events, new scars, a new territory card and Alien Island itself. It's a new territory to be connected with other seaside provinces and Levty decides where to place it and how to connect it. After reading the Aliens faction card he decides against making a new entrance in Australia, fearing that the Australia-Alien combo would be far to powerful, even if the Aliens could be attacked from another side. Instead he joins South America with Peru, making those two continents more difficult to control. The new sea line mission is still there and hopefully it will be used to fix Australia problem in the future games.
He then continues with his turn and conquers Adrian's base, although barely, as most of his soldiers are on the far away Alien Island.
Supported by their Alien allies Khan Industries prevail!
Levty changes the name of the hellhole up till now known as Australia to Hades.
Zibi places a third coin in South Africa.
Adrian raises the number of coins on Scandinavia to 2.
Swistak adds a third coin to Madagascar.
In this game the Australia gambit turned to be extremely powerful again, especially in my hands. Since now its named by me it might prove even worse for my opponents in the future if I manage to start there. With a city there I could do it anyway but I believe it won’t always be prudent to do so. I’ve also weakened Africa and South America, maybe except for the Aliens who may have a really strong start between those two continents. It might have been a mistake on my part to place the Island there but we’ll have to see.
On the other hand Khan Industries became noticeably weaker. Their Resourceful blue power, allowing them to take after expanding into cities conflicts with the Alien Collaborator yellow scar, forcing them to sacrifice two more soldiers when expanding into cities. They just won't be the same anymore. On the other hand, with the ability to take HQs more easily, The Saharans got quite nice and actually an option.
And then there is the new faction - Aliens. I don't think it's common for them to be opened in the fourth game and they look quite strong with their powers and their event cards. With only five minor cities and three major ones on the board, their faction mission doesn't look so hard to achieve too. They are definitely one of the strongest groups right now, especially since they can't get a weakening scar power. Hopefully we'll see them in action in a week's time.
Tue Mar 13, 2012 10:27 am
There are following spoilers in this post:
Faction Eliminated package.
Player signs the board a second time package.
We had to wait a week for our third game and we played it in a different squad. We're all quite busy so it's extremely possible that there will be one or more players in our group that won't be able to come at a given time. Therefore it was no surprise that in the day of our next game Swistak and Mat were to be absent due to their personal lives. On 26 II 2012 Earth 7884 happily invited Adrian, who hadn't been able to make it the previous time, and Zibi, a newcomer who was intrigued by the idea of Risk Legacy. Unfortunately I forgot to ask any of them if they had a camera so without Mat there are still no photos. I'm pretty sure this will change in our next meeting though.
Explaining the rules to Adrian and Zibi took us some time but they seemed to grasp them really well. I took my missle, intending to remember about it this game, while all the other guys got a Red Star each. Since we had four scars left (two Bunkers, one Ammo Shortage and a Mercenary) we distributed those randomly and drew starting resource cards.
In order from first to fourth spot we got Afghanistan, Kamchatka, Egypt (2 coins) and Alberta
Tomek and I had told the other two which factions were the best (THE faction was obviously Khan Industries with all the other conisdered good except theSaharan Republic) and which spots on the map are good to control (Australia and South America) but unluckily for them Tomek sat next to me. That was unlucky because I rolled the highest and the hot stuff got taken before they could even consider it. The setup:
Levty- Khan Industries in Indonesia
Tomek - Die Mechaniker in Brazil
Zibi - Imperial Balkania in Iceland
Adrian - Enclave of the Bear in Mongolia
Levty places a Mercenary scar in Indonesia and takes the whole Australia continent. Because he has taken the town of Bree he can take a coin and he then places two mercenaries on his mercenary scars, making a really great start. Irkutsk is drawn.
Since there is no one to attack nearby Tomek is content to just expand in South America without taking a resource card.
Zibi takes parts of Europe to get the mercenary scar in Scandinavia and moves into Egypt to trigger the Balkania's power. He then takes the 2-coined Egypt card to replace it with East Africa.
Somewhat unsure as to how he should expand, Adrian moves parts of his soldiers into Ural and China, placing most of his forces in his base and the latter territory.
Getting 6 more troops in his HQ, Levty decides to take China and Mongolia from Adrian. Adrian places a bunker scar in Mongolia but Levty still manages to take it. If he manages to keep everythig under his command then each turn he will get 9 soldiers total, even though part of them will have to be maneuvered to be of use. Levty grabs another coin. Ontario appears with two coins on it.
Tom moves into Ontario and then attack Zibi's lone soldier in Egypt. He takes the Ontario card and reveals Iceland, another 2 coin territory.
Zibi attacks Tomek in North Africa and takes it from him but is unable to finish Tomek's forces in Egypt. He moves a lone soldier into Russia. After taking Iceland Scandinavia appears.
Adrian places his troops in Ural to take China back. After conquering it he tries to reconquer Mongolia but is unable due to the bunker he placed. He takes a coin and uncovers North Guinea.
Levty wipes Adrian's forces off the board and takes his coin, taking one more coin for conquest. Middle East is unveiled.
Tom pays 2 coins to get 2 extra troops and he covers the majority of North America with his soldiers. He ends without attacking anyone.
Zibi cashes in 4 coins to get ten soldiers total. He places some soldiers in all border territories of Europe and then overtakes the continent, moving into Ural to take it from Levty after that. Tomek is more than happy to place his Ammo Shortage scar in there to make the job easier for Zibi. After combat Zibi moves one of his soldiers into Afghanistan and then maneuvers back to Russia. He gets Scandinavia card and reveals Central Africa.
Adrian joins back the war in Kamchatka to unsuccesfully try to take back Mongolia.
Levty places his troops in India and moving through Middle East he tries to conquer South Europe which receives a bunker. Due to some bad rolls on Zibi's side he manages to take it with just one soldier down. He maneuvers some troops from Australia into India and takes North Guinea card. One of the one-coin territory cards appears.
Tomek gets 6 troops and uses them to strengthen Eegypt and take the whole North America. Again, he doesn't draw a card.
Zibi places soldiers in Russia to take back Southern Europe. After that plan fails he maneuvers to Northern Europe and ends his turn
Adrian one more time tries to reconquer Mongolia and again is left with just one soldier. He probably would manage to take it if Levty didn't used his missle.
Levty changes four of his cards into a Red Coin and places his soldiers in Southern Europe, having a total of 9 in there. He manages to take Western Europe and Great Britain but fails to take the third HQ in Iceland. He takes a coin to draw another 1-coin territory card.
Tomek gets an awesome number of 12 soldiers but decides not to risk them this turn and instead uses most of them to make his borders more secure. The remaining troops take North Africa from Zibi, South Europe from Levty and Kamchata from Adrian, knocking him out again. He grabs a coin and unveils the two-coined card of Eastern Australia.
Zibi removes the soldiers of Levty threatening his HQ in Great Britain and follows to reconquer Western Europe from Tomek. After taking a coin South Africa - another 2-coined card - is drawn.
Adrian decides against getting killed again and joins the war in Madagascar, taking two more territories from there.
Levty is pretty aware that if he won't win the game now then Tomek will so he cashes in two coins to get two extra troops. Instead of trying to move them through heavily defeneded Europe he places them all in Mongolia and goes to Zibi's HQ through North America. Getting to Greenland was easy enough but he had only four soldier against Zibi's three in the final assault. After they both lost one he opts to roll two dice and with a lucky roll manages to win his second game.
Khan Industries are victorious.
Immediately after signing the 'one person gets to sing the board for a second time' package was opened.
And inside we got our first events. There were just three of them, all of one type, the player with most population gets 3 troops in his cities or chooses a mission. There were also some missions, all granting a Red Star upon fulfillment, except two which granted two stars and were to be destroyed when their requirements were met.
One of them allowed to place the World Capital on a 4-coin territory (we only had territories with 1 or 2 coins though) and the second to create a new sealine when controlling all the seven islands on the board. That might be just the thing for our growing Australia problem.
There were also rules for Homelands that allow a faction to draw a card of a territory it doesn't control if it started most games in the territory's continent. Interesting.
The spoils after the game were as follows:
Levty raised a major city of Khatovar in New Guinea, thus making him the only one allowed to start inside of Australia.
Tomek placed Shire in Brazil.
Zibi added a coin to Iceland raising its worth to three coins. Even though he shouldn't have done this as he hadn't controlled Iceland at the end of the game we noticed it later and just agreed that next game it won't be possible to place another coin there.
Adrian added a coin to Madagascar, making it another two-coined territory.
To conclude, this was our longest game yet, taking around two hours. There was a lot of thinking involved and the fact that the other players didn't unite against me allowed me to get an HQ, a Red Star and then win the game. This might have something to do with Tomek's defensive tactics which proved extremely effective in the long run and could have made him win. Ultimately it just gave me enough time to make two attempts to grab the missing HQ and fortunately succeed.
Surprisinly enough Australia had gotten even better, with two mercenary scars and two cities. But anyone except me wishing to expand into it needs to start in Southeast Asia. This combined with Die Mechaniker might prove to be quite an effective combo but we'll have to see. Especially if we take into account that I used to rely on those highly-coined territories in the previous games but Tomek proved that you can still do great without resource cards. I will definitely have a harder time winning from now on, not only lacking a Red Star at the start but also being considered the highest threat in general. I just hope that next time we'll finally manage to play a 5 player game.
There are following spoilers in this post:
Faction Eliminated package.
This is our second game which was played right after the first on 17 II 2012. We started it immediately after finishing the previous one and now everybody had and idea of how the game is played. We all got Scars again as Mercenaries had been made available.
Order is rolled - Tomek rolls most and chooses the most powerful faction at the moment, placing it in one of the best possible spots.
Tomek - Khan Industries in Greenland
Swistak - Enclave of the Bear in Japan
Levty - Imperial Balkania in Peru
Mat - Die Mechaniker in Scandinavia
Tomek places a Mercenary scar in his starting position and expands into the whole Australia, going up to China to defend against Swistak's invasion.
Swistak tries to attack Tomek - Khan Industries in China, losing 9 soldiers due to bad rolls, while Tomek - Khan Industries only loses 1 in the process. Ends his turn rather unhappy.
Levty takes over South America plus C. America and W.Africa with six troops in the latter and just one in the former. He then takes a 2-coin card.
Mat places Mercanaries in Scandinavia and takes the whole Europe, sacraficing two soldiers to take the city in Northern Europe.
Tomek takes out Swistak who gets to choose additional blue power for Teddies. After some deliberation he decides to take the Stealthy power, allowing Teddies for a quick attack into lightly defended territories. His concqueror takes a one-coin resource card.
Levty and Mat decide on an alliance so Mat can make use of European bonus to stop Tomek's conquering spree.
Unexpectedly, Swistak joins the war in West America and takes Central America, Venezuela and Peru from Levtywith some lucky rolls. He says that he won't be able do to much to Tomek anyway so he might as well annoy me. Very nice of him. He takes his well-earned coin and ends his turn.
After this unexpected turn of events Levty cashes in two coins to get five soldiers total and then tries to South America back. The freshly conquered HQ gets bunkered but gets taken back anyway. Even though Levty manages to venture into Central America he is unable to wipe Swistak out once again.
Mat receives 8 troops total and uses them to assault Australiaa with a huge success, taking half of it and destroying the majority of Tomek's forces. He now controls two HQs and is also in possesion of two Mercenary scars, one in Scandimavia and the other in W.Australia. Two-coin card for Mat.
Tomek is quite unhappy with how the game's gone and decides to take Australia back. He places three troops there but is unable to concquer Mat's holdings. Ends his turn without doing anything of importance.
Swistak decides not to move into South America again but takes Central America from Levty to get a two-coin Eastern US card. He then moves into the part of North America that allows him to grab it and ends his turn.
As Levty is still unhappy with Swistak but sees how great a threat has
Mat become he splits his army to take care of both his problems. He doesn't manage to kill off Swistak to get his cards and he loses most of his army before entering Southern Europe, putting him in a terrible position.
Although Mat doesn't get extra troops from Europe, he decides to spend his two coins to take the weakened Levty's HQ. With some of the soldiers that were still in Western Europe and the extra six he go this turn to manages to conquer it and becomes the winner of our second game.
Die Mechaniker march triumphant.
Mat creates the major city of New Tokyo in Japan.
Tomek puts a small city in Eastern Australia and names it Bree.
Swistak places a coin on Ontario, raising it to two coins.
As the last player, Levty founds the town of Terminus in Venezuela.
Conclusions - Getting too powerful too early only makes you target for others. Or at least it should if they want to stop you from dominating the game. Diplomacy is extremely important to deny other players the advantage of a powerful start but you must find somebody who wants to cooperate. Once the power shifts in your favor you shouldn't be surprised if the deal is off though, as new temporary alliances may appear to stop you.
If it looks like a player is close to getting knocked out, as in Swistak's case, be sure not to leave any of your vital points unprotected. Not leaving extra troops in Venezuela certainly turned against me. Oh, and remember about those missles - it could be possible to save my South America bonus if I hadn't forgotten about this little thing. That was my bad but it still didn't look like I could win the game with one less Red Star than all my friends. Those extra stars are quite an advantage.
When we looked at the board after our first two games North America started to be viewed by everyone as a useless piece of land with two of its three entries having Ammo Shortage. On the other hand the Mercenary scar in Australia made it even more desirable, making it almost certain that whoever rolls most next game will start there. We called it a day and decided to continue another time.
There are following spoilers in this post:
Faction Eliminated package.
Our first game on 19 II 2012.
Everybody received a scar and a red star, we then drew starting resource cards. None of the 2-coin territories were drawn. The first two games I didn't write down which territories were drawn but that will probably change in the future.
When rolling for first player I rolled the highest so I could chose any of the factions first. In each of the blog posts I will use the color of the group a player is playing as their color so that its obvious who is playing what.
These are our faction choices for the first game:
Levty - Imperial Balkania in West Australia
Mat - Saharan Republic in Madagascar
Tomek - Khan Industries in Greenland
Swistak - Die Mechaniker in Argentina
Levty expands within the whole Oceania, S.E. Asia and India, drawing 1 coin.
Mat covers Africa with his troops, also placing 1 soldier in W.Europe.
Tomek takes the whole N.America, moving some of his troops into Iceland as well, spreading his army thin in the process.
Swistak and Levty make an agreement to prevent Tomek and Mat from getting extra troops. Swistak therefore ignores Africa, claiming S. America and attacking Central America to take it from Tomek. After conquering it he draws a 1-coin resource card.
As per agreement with Swistak, Levty enters Africa to stop Mat from getting a bonus and to take a 2-coin card of Egypt that had just appeared. He also claims the bigger part of Asia but refrains from taking the whole continent.
Mat takes Africa back, but doesn't follow into Asia. He takes 1-coin card and ends his turn.
Tomek tries to take N.America back and uses our first scar - Ammo Shortage in C. America. However, he doesn't manage to roll high enough to kill all of Swistak's troops and has to end his turn without a conquest.
Swistak decides to attack the vulnerable Tomek in N. America, taking most of it from him and drawing 1 coin territory.
Levty enters E. Africa and expands into N.Europe to take another 2-coin card.
Mat takes E. Africa back, drawing a 2-coin card of S.Africa but not doing anything else.
Tomek again tries to push Swistak back, but his terrible rolls foil his plans as he doesn't manage to kill even one enemy soldier.
Swistak attacks Tomek one more time, using Ammo Shortage on Greenland to take his HQ. He almost wipes Tomek out, leaving him with three troops in Iceland, but is unable to finish the job because of lack of soldiers.
Seeing the opportunity to win the game, Levty cashes in 5 coins to get 10 extra troops (getting 16 total), rushing into Madagascar with half of his army, and into Greenland with the other half, wiping Tomek's forces off the board in the proces.
Imperial Balkania rules the day.
Or the hour at least, since the second game came immediately after the first.
Faction elimination packet is opened and Tomek chooses Resourceful blue power (take a resource card if you expanded into a city even if you didn't fight this turn) for Khan Industries, making it the most desirable faction for everyone even though we placed just three cities on the board.
The first major city of Danzig is founded in Northern Europe by Levty.
Mat's Matistan appears in Congo.
New Alaska is erected by Swistak in Alaska.
The general consensus was that although strategy and diplomacy weren't to be ignored it was dice rolls that were decisive and some bad luck could completely screw a player. This was especially visibile in Tomek's case, as he couldn't even get any resource cards for troops against Swistak whose army was getting larger every turn.
The other thing was that the game finished pretty fast although that didn't seem to surprise anyone as I'd warned them before that games should last for about an hour. We had enough time to play one more so we cleared the board and prepared to roll once again...
[Background music: Stealth Mass in FM]
In 2128, after years of global warfare, the brightest scientific minds of our globe announced a breathtaking discovery: the ability to create new Earths. Instead of warring over ever-scarcer resources and everdiminishing supplies, factions and populations could travel to a pristine Earth, untouched by humans. While gigantic colony ships were being prepared to take of colonists and soldiers on one-way trips to the clones of their mother planet, individuals skilled in various areas of management were organized into small groups. Those cabinets, as they were called, were tasked with assuming leadership over the myriads of settlers who were already preparing to inhabit the new worlds. I happened to be appointed to one of such cabinets.
The governors I was assigned to were familiar to me and I was well aware of their competence. Rector Swistak, an expert on all things philosophical, gained a reputation for being an amiable, even if an inprudent, academic. Next was chancellor Mat, a man of immense focus and passion for various ventures. His enthusiasm spread on to others readily enough, yet at times he became so engrossed in his labor that other urgent matters were of secondary importance to him. My third colleague was general Tomek, a very active and committed individual whose reluctancy towards bureaucracy had lead him to several regulation violations. The fourth and last was me, duke Levty, who among the civilians was known as an astute strategist and organizer with a penchant for becoming far too aloof. Back then it seemed that there were few people one would rather work with.
The planet we were delegated to was the newly created Earth #7884 waiting in the Sirius system. After the first few meetings we believed nothing could stand in our way. Our initial plan was to create an utopia devoid of any aggression, with no squabbling nations nor people who would come into power only for their own personal gain. The major factions coming with us fully supported this idea and for a brief few moments morale were extremely high. With our considerable experience and a common goal it appeared that this common dream of ours was actually achievable. How naive we all were.
The first crisis happened on the board of the colony ship. The differences between the four of us appeared too great an obstacle to overcome. Fortunately there was no open fighting, but the situation was tense enough so that the cabinet ceased its meetings. This soon echoed aboard the ship as the factions started to view each other with mistrust and tried to separate themselves in isolated parts of the vessel. Even though everyone still had hopes that the planet would be big enough for everyone to live in harmony, we were all aware that those hopes were in vain. We were wishing for peace but preparing for war.
The moment the boiling point would be reached seemed imminent but thankfully, after a time far too long, our vessel entered the orbit of Earth #7884. The planet seemed to be watching the newcomers with its immaculate grace welcoming us. Its continents yet to be named, the face unscarred by any form of human activity. There were no cities nor any signs of war on the surface. We were all so hopeful for the promises she offered that for a few short moment everyone forgot about their petty disputes and simply gazed at our new home in awe.
But that was about to change.
Wars would come.
As they always do.
[Outro: Hope Vol.2]
Before I start writing reports I need to note that there will be spoilers. While in this post there is nothing beyond what one gets after opening the game, this may change in the future posts. As the packets get opened everything that will be important for the reports will be described.
You have been warned.
In the evening of 19 II 2012 four players met at my house with the intent of starting a Risk Legacy campaign. There were supposed to be five of us but unfortunately our fifth player couldn't make it. We had decided earlier that we would play even if one of us was absent so after grabbing a few beers and some snacks we sat down around the board.
Of Mat, Tomek, Swistak and me only the latter two had more experience with Risk than just one game and also had read the rules beforehand. Therefore we started by explaining those to Mat and Tomek what took us about half an hour. There were some things that seemed unclear but got quickly resolved with the help of the rulebook.
After making sure that everybody was more or less clear on the rules we went on to deciding on faction powers and sticking coins on resource cards. This took us another half an hour and here are the results:
1)Die Mechaniker's powers were talked about for a pretty long time as there was some confusion as to how they would work in actual play. It looked like the guys could discuss them much longer without coming to any sort of agreement so they let the owner of the game (me) choose the starting power. My choice of fortified HQ got accepted and we moved to the next faction.
2)Next came Enclave of the Bear. Upon hearing about rolling a natural three we all agreed that the second power looked better. Even if it didn't look that strong it was reliable and gave the Enclave, or Teddies as we started calling them, and edge in their first combat.
3)When deciding on the starting power of Khan Industries the guys needed a reminder of how the resource system works. After that, and making sure that it worked with all the HQs controlled by this faction, everyone was certain that the HQ power was the one for the Khans.
4)We discussed Saharan Republic powers heavily, mainly because I was trying to convince the others that maneuvering at any time is better. I have to say I liked all the other powers but Saharan's second one felt terribly 'meh'. They couldn't see my point of view so with three votes against mine we stuck the non-connected territories maneuvering.
5)Last, but not least, Imperial Balkania. My friends couldn't see the appeal of neither of the powers so they decided that since it's my game they shouldn't make all the choices and let me choose the power I wanted. Even though I was amazed by their generosity I just placed the resource drawing power to give the Balkanians a better start and we moved on to coins.
6)We shuffled the resource cards and put two of them aside, the rest getting divided into five groups of eight. Two coins were to be placed on two territories in each group as decided by the players. Then we would place two more coins on two random cards from the whole deck. This would give us some control over which territories are more important but also enough randomness to make things interesting. Each continent got lucky enough to get two cards with two coins and in the end there were no three-coined territories.
The lucky cards were:
Eastern Canada, Central America, Venezuela, Brazil, Iceland, Northern Europe, Egypt, South Africa, China, Ural, Eastern Australia and Western Australia.
It seemed that this setup favoured South America and Oceania heavily but we were yet to see how much influence would those coins have on our games.
Finishing the setup we decided to start our first game. Unfortunately there was no camera at the time so there are no photos of our first session. Hopefully Mat will take some during our future games.