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Risk Legacy» Forums » Rules

Subject: Official Non spoiler Questions and FAQ rss

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Greg Bow
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lomn wrote:

Is moving into a space with only an HQ considered an Expansion or an Attack (i.e. does it qualify for drawing a resource card)?

I replaced my original thoughts with the official answer to avoid confusion.

RobDaviau wrote:
A HQ and NO city is an expansion with no troop loss.

Otherwise you would expand and lose troops as per the standard rules for an empty city.
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mar hawkman
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ah, that's a very rare case, but yeah It could happen. my interpretation says it's mandatory too.
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Ty Hansen
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Checking a quick question:

Can a player turn in a single territory card with muliple resource coins on it for troops, or must a player have a minimum of two cards to turn in for troops?

We believe a player can turn in any number of cards (including just one), but as the rules use the word 'set' and 'cards', we wanted to make certain.

Thanks for the confirmation.
 
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God rest you merry
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DarthHansen wrote:
Checking a quick question:

Can a player turn in a single territory card with muliple resource coins on it for troops, or must a player have a minimum of two cards to turn in for troops?

We believe a player can turn in any number of cards (including just one), but as the rules use the word 'set' and 'cards', we wanted to make certain.

Thanks for the confirmation.


My interpretation: the minimum resources turned in must be 2 (meaning two resource coins). If they are both on one card, you are still good to go.

When it comes to recruiting, the minimum applies to resources, not cards.
 
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Greg Bow
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I agree, the rules state "You may turn in 2 to 10 Resource icons." That's how we played it. We allowed one player to turn in a single card with 2 resource icons.
 
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Stridsvagn S
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Rolling less dice?
Does the paragraph "The defender chooses how many troops will defend- 1 or 2 troops." actually mean that a defender can choose to roll less then 2 dice even though he has 2 or more troops in the territory?

 
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Big Head Zach
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Tobnac wrote:
Rolling less dice?
Does the paragraph "The defender chooses how many troops will defend- 1 or 2 troops." actually mean that a defender can choose to roll less then 2 dice even though he has 2 or more troops in the territory?



Indeed he can! His odds of beating the offense's highest die are less favorable, but it also removes the possibility of losing two troops at a time. In certain situations this can give the defender an advantage where there are modifiers affecting the roll.
 
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Joe O'Donnell
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bhz1 wrote:
Tobnac wrote:
Rolling less dice?
Does the paragraph "The defender chooses how many troops will defend- 1 or 2 troops." actually mean that a defender can choose to roll less then 2 dice even though he has 2 or more troops in the territory?



Indeed he can! His odds of beating the offense's highest die are less favorable, but it also removes the possibility of losing two troops at a time. In certain situations this can give the defender an advantage where there are modifiers affecting the roll.


Usually just done to piss the attacker off.
 
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Jesse Butler
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oldpear wrote:
bhz1 wrote:
Tobnac wrote:
Rolling less dice?
Does the paragraph "The defender chooses how many troops will defend- 1 or 2 troops." actually mean that a defender can choose to roll less then 2 dice even though he has 2 or more troops in the territory?



Indeed he can! His odds of beating the offense's highest die are less favorable, but it also removes the possibility of losing two troops at a time. In certain situations this can give the defender an advantage where there are modifiers affecting the roll.


Usually just done to piss the attacker off.


Although I think the odds are better for the defender to roll one die if he has a +2 to his roll (IE, a fortified bunker).
 
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Jesse Butler
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RE: HQ with no troops.

That's interesting. Last game this came up because the last troops on an HQ were removed due to [redacted]. So since we considered it an expansion to take it back, and it was on a major city, it stayed empty for several turns. Controlling access to it was as good as controlling the territory itself until an extra red star was required for victory.

As it is, had I known it would count as an attack, and grant cards, I might have played things very differently.
 
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Stephen Rochelle
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bhz1 wrote:
In certain situations this can give the defender an advantage where there are modifiers affecting the roll.
Actually, I'm pretty sure that in all cases the defender increases his expected wins by rolling both dice -- though there's new stuff in the 3 Missiles pack that I haven't fully gamed out yet.
 
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Stephen Rochelle
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deinol wrote:
RE: HQ with no troops.
...
As it is, had I known it would count as an attack, and grant cards, I might have played things very differently.
Note that all we have is supposition at this point; the rules support neither interpretation.
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Greg Bow
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lomn wrote:
deinol wrote:
RE: HQ with no troops.
As it is, had I known it would count as an attack, and grant cards, I might have played things very differently.
Note that all we have is supposition at this point; the rules support neither interpretation.


Correct, what Stephen says is only my interpretation, that's why I wrote "This is only my opinion."

Maybe this can be cleared up by one of the designers.
Yes Rob answered this below.

RobDaviau wrote:
A HQ and NO city is an expansion with no troop loss.

Otherwise you would expand and lose troops as per the standard rules for an empty city.
 
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Bill Bass
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I would like to get a clarification of the answer to a question that was asked earlier in the thread, if I may.

Is a player who has been knocked out but has not yet had a chance to respawn permitted to use a missile, or are you required to have at least one unit on the board to do this? For example, I am third in a three player game. Player 1 wipes me off the board, but there are plenty of places to respawn. Can I use my missile during player 2's turn to modify their combat with player 1, or must I wait until I have had my turn and respawned some units onto my new starting location before that missile is once again available to me?
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Stephen Rochelle
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The rules never state, and to my reading, never even suggest, that a KOed player can't play missiles (or scars, or other effects that may present themselves).
 
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Rob Daviau
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Hadn't thought of that. Good question.

I would say, yes. A person who is knocked out (but not eliminated) can use missiles to affect combat. Technically, he/she is still playing the game at that point.

And what a delicious way to exact revenge. Or justice. Or vengeance. Whatever you want to call it.


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Bart Levty
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lomn wrote:
deinol wrote:
RE: HQ with no troops.
...
As it is, had I known it would count as an attack, and grant cards, I might have played things very differently.
Note that all we have is supposition at this point; the rules support neither interpretation.


I became interested in this issue as well and after carefully checking the rules it seem you are you are right lomn, you can neither expand into nor attack an HQ.

Attacking requires enemy troops to be present and if one wants to expand he must choose an unoccupied territory but a present HQ makes it occupied.

There is third option though - maneuvering. If you are connected to a territory with an empty HQ you can move some of your soldiers into it - the rules seem to state that only the territory you start from has to be yours.
It is kind of funny because the rules as written allow you to move into enemy territory, just not through it. That's probably an oversight though.

I really wonder what's the official take on this.
 
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Rob Daviau
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Moving into an empty territory with an HQ is an expansion with no troop loss.
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Rob Daviau
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CapNClassic wrote:
I guess no amount of proofreading will catch everything.


The issue is usually that proofreading/playtesting tends to involves two sets of people:

Veterans of the game who know it inside out but don't notice the holes in the rulebook because they know what is supposed to happen.

New players who miss subtleties because they don't have enough time to play the game to find them.

Of course, another 2, 3, 6 months would solve the problem but no one is ever going to get that time.

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Mr Punter
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Though the "occupied" statement is key when refering to a lone HQ for Join the War purposes as if the territory wasn't counted as "occupied" we'd be having the debate about whether you could legally join the war in a lone HQ location.
 
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Habib Allafif
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In the section on Event cards, it mentions that negative effects overwrite positive effects. My interpretation was that this only applies to Event cards (haven't unlocked any yet), but others in my group took it as a general rule.

Specifically, they thought that an Ammo Shortage would overwrite Die Mechaniker's HQ defense ability. I thought they would just combine for a total mod of +0/+1.

Was this rule intended for Event cards only?
 
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Stephen Rochelle
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It is a general rule for mutually contradictory options (e.g. "you can maneuver twice" vs "you cannot maneuver"). Things like dice modifiers are not contradictory; as you have noted, they are additive. Thus, a fort with an ammo shortage leaves the defender's higher die unchanged.
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Greg Bow
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RobDaviau wrote:
A HQ and NO city is an expansion with no troop loss.

Otherwise you would expand and lose troops as per the standard rules for an empty city.


Thanks Rob for answering this question.goo
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Mark McEvoy
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RobDaviau wrote:
Moving into an empty territory with an HQ is an expansion with no troop loss.


I'd assume if it was a major-city abandoned HQ (or worse yet, a major city with a fortification and an abandoned HQ) that would make it an expansion with troop loss?
 
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Rob Daviau
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Yes. It was very early when I typed that.

A HQ and NO city is an expansion with no troop loss.

Otherwise you would expand and lose troops as per the standard rules for an empty city.
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