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Risk Legacy» Forums » General

Subject: 6 players in group - advice please rss

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Mike M
United States
Columbia
Maryland
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I have a 6-player group of gamer friends, but on any given week, due to work, family, and other conflicts, we rarely have every player present.

Will it be okay to have a rotating roster of 5 players out of the 6 (assuming one player misses each game night), or would it be a better experience for everyone if we figured out which 5 could fully commit to a regular game and leave the 6th guy out of the campaign entirely?

I have played a previous copy of the game only 5 times, and a total of 7 different people participated across those games. Decided to buy a new copy since two of those people, who were in almost every game, are out of the picture now (ex gf and her buddy).

I want to really do it right this time - any advice from those who have finished a campaign or played with a rotating group? Thanks!
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mar hawkman
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Depends on who you'll have missing most often. If there's a specific player who will be missing more than the others then leaving them out might be good, but if everyone can be there about the same amount of time.... maybe just rotate?
 
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Stephen Rochelle
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When my youth group was playing this, we went with "most recent winner sits" in the cases where all 6 regulars were present. Seemed a good way to spread out the experience.
 
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Bob
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I created a 6th faction with risk pieces to have handy just in case. For faction bonus stickers, we let the 6th faction pick an advantage sticker from the leftover power the other 5 didn't pick. We played with whoever came, no one had to sit out.
If you're willing to be flexible, everyone can play on the occasion that you have all 6, and in my mind, it has little or no impact on the fun/flow/rules of the game.
 
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Mister Easton
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In our group of 6 two people were entirely comfortable with taking control of one faction together in 5 player games (playing and making decissions together as a team, as if they were the same player).
 
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Matthew Klure
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Ninjabob wrote:
I created a 6th faction with risk pieces to have handy just in case. For faction bonus stickers, we let the 6th faction pick an advantage sticker from the leftover power the other 5 didn't pick. We played with whoever came, no one had to sit out.
If you're willing to be flexible, everyone can play on the occasion that you have all 6, and in my mind, it has little or no impact on the fun/flow/rules of the game.


Hey, pretty good reason to Keep some of those un-used Come back Powers...
 
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