92 8 13 10/19/89
Risk Legacy is about customization, about decisions and their permanent consequences (even if those consequences are nebulous or unknown at the point you decide). As such, before you play Game 1, you're asked to irrevocably change the game from its stock state.
First, you've got 12 $1 coin stickers to place on territory cards. Initially, all territories are worth $1 (as are the fallback coin cards in the event you're not eligible to claim any of the face-up territories). Redeeming cards for troops in Legacy, though, is driven by coin value rather than card count, and so from the beginning some territories will be more desirable than others (in addition to the biases already present due to geography and continental alignment). I suggested that we each place $2, with the remaining $2 being distributed by random draw. I thought it would then be interesting to hear the boys' thoughts on why they decided the way they did.
A placed his coins into Scandinavia and Russia, as he likes the strategic position of Europe being centered on the board and able to strike in many directions.
C placed a coin in Japan because he "just likes it".
J put coins into Alaska and Greenland figuring that a North American deployment would place him "near an ally" and able to "get to an enemy".
N put coins in Eastern and Western Australia because "everybody knows" that holding Australia is a key to victory. Of course, the realization that making a territory strong for yourself will only serve to make it strong for everybody is upcoming....
S stuck both of his coins in Madagascar to show a fallback bolthole some love.
Next you select one of two starting powers for each faction. The chosen power is permanently affixed to the faction card; the other is destroyed. Strictly speaking, this should happen before the first game, but as the rules say that there's no right or wrong way to choose, I shifted it to initial setup of the first game. Pick your faction, and now pick its starting power. Here again are the boys with commentary:
A chose Balkania's expansion card draw power, finding the "round up" power ("sometimes you can get an extra troop") underwhelming.
C went with Khan's troop-at-HQ power for guaranteed reinforcements at the home base.
J went with Enclave's triples instant kill power for the potential appeal of demolishing a strong point.
N chose Mechaniker's Fortified HQ power to guarantee a "very strong central command", noting that losing your HQ is tantamount to losing the game.
S elected for Saharan's maneuver anytime power as having arguably the most game-shifting potential (Enclave's triple kill being the other).