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Subject: DE #0008 - Game 11 [SPOILERS: All but 30+ troops w missile and DNOE] rss

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Hauke Mewes
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Start game 11:
Opened packets:
Player is Eliminated, 9th Minor City Founded, Sign the Board Twice, 3+ Missiles in a Combat Roll, World Capital Founded

Unopened packets:
Bonus Cards: 3rd Green Scar is Placed
30+ Troops placed and has 1+ Missiles
DNOE: (Decision? 8/10 votes weighted to open, or certain to win/game 15)

Players:
Mar Hawkman
 
DerWaldschrat
 
 
GP Mark
 
 
 
CapnClassic
 
Reynai
 
 
 


Draft order:
mar hawkman: 1d1000 = (182) = 182
CapnClassic: 1d1000 = (624) = 624
GPMark: 1d1000 = (528) = 528
reynai: 1d1000 = (942) = 942
DerWaldschrat: 1d1000 = (349) = 349
Resulting in:
reynai
CapnClassic
GPMark
DerWaldschrat
mar hawkman

Finallly, I am not the first one

Draft board:
Faction: [DieMe] [SaharR] [Khan] [EotB] [ImBalk] [Mutants]
HQ Place: [1P] [2P] [3P] [4P] [5P]
Turn Order: [1T] [2T] [3T] [4T] [5T]
Troops: [+10] [+10] [+8] [+8] [+6]
Coins: [2C] [1C] [1C] [0C] [0C]

Factions:
Imperial Balkania:
Current Homeland = North America but could change to none when picking Europe or Asia(Greenland-Ontario-E Canada-Iceland-Iceland-Japan-Irkutsk-DNP-DNP-East Africa)


Khan Industries:
Homeland = Australia but could change to none when picking Pollux/South America(W Australia-Argentina-New Guinea-Peru-E Australia-E Australia-Iceland-Central America-Central America-Peru)


Enclave of the bear:
Homeland = North America but could change to none when picking Africa/Pandora(Mid East-W Australia-Peru-Madagascar-C America-N Africa-C America-Alberta-Iceland-DNP)


Saharan Republic
Homeland = Europe but could change to none when picking XXXX/Australia(Brazil-Great Britain-Iceland-Middle East-Peru-Iceland-New Guinea-Eastern Australia-Western Australia-Iceland)


Die Mechaniker: **LEAD FACTION** Starts with three troops in World Capital/Northwest Territory
Homeland = None but could change to Europe or Asia(Japan-Mid East-North Africa-New Guinea-Alberta-Russia-India-Iceland-Alaska-Russia)


Mutants:
Homeland = Africa(DNP 1-7, Africa game 8 and 9-New Guinea)


Map updated with updated coins:


First four resource cards:
Slot 1: 1custom41{Afg2; Ala3; Alb1; Arg2; Bra1;CAf2;CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Indi3; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SAs1; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} -> ( CAf2) -> ( CAf2)
Slot 2: 1custom40{Afg2; Ala3; Alb1; Arg2; Bra1; CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Indi3; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SAs1; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} -> ( Indi3) -> ( Indi3)
Slot 3: 1custom39{Afg2; Ala3; Alb1; Arg2; Bra1; CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SAs1; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} -> ( SAs1) -> ( SAs1)
Slot 4: 1custom38{Afg2; Ala3; Alb1; Arg2; Bra1; CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} -> ( Yak1) -> ( Yak1)

New roller will be:
1custom37{Afg2; Ala3; Alb1; Arg2; Bra1; CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3}

Destroyed resources:
Western Europe

Event roll:
1custom12{Fortify; Control; Control; Riots; Resistance; Resistance; JoinTheCause; JoinTheCause; JoinTheCause; Chaos; Chaos; Chaos}

"Fortify" Whomever has the largest population may either fortify one of his cities (if there are still fortification marks left) OR may select up to two cities he controls and add 2 troops to each of those cities. DESTROY this card if the fortify option is chosen, otherwise DISCARD it after it is played.
"Control the People" Whomever has the largest population either gains 5 troops in any one city he controls or he may make an immediate maneuver. DISCARD this card.
"Riots" Every player who controls a major city must roll a die, adding 1 to their roll for each troop and HQ in that territory. If your modified roll is lower than 6, remove troops equal to your natural die roll and DEMOLISH any HQs in that territory. DISCARD this card.
"Resistance" All minor cities containing 1 or 2 troops lose 1 troop. DISCARD this card.
"Join the Cause" Whomever has the largest population EITHER receives 3 troops to be placed into one or more city territories he controls OR he may choose a new mission from the mission deck to replace the current one (discard the current mission and reshuffle the mission deck).
Agent of Chaos - If no human faction has a continent bonus, the mutant faction collects one red star token. (Discard this card)

Destroyed cards pile:
Event - Fortify, Fallout(from game 7), Fallout(from game 9), Mutants Evolve-Brains, Mutants Evolve-Body, Fallout(from game 10)
 
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  • 481539. DerWaldschrat
  • 1d1000 =
  • (182) =
  • 182
  • mar hawkman:
  • Fri Jan 3, 2014 1:28 pm
  • [+]
  • 481541. DerWaldschrat
  • 1d1000 =
  • (624) =
  • 624
  • CapnClassic:
  • Fri Jan 3, 2014 1:28 pm
  • [+]
  • 481542. DerWaldschrat
  • 1d1000 =
  • (528) =
  • 528
  • GPMark:
  • Fri Jan 3, 2014 1:28 pm
  • [+]
  • 481543. DerWaldschrat
  • 1d1000 =
  • (942) =
  • 942
  • reynai:
  • Fri Jan 3, 2014 1:28 pm
  • [+]
  • 481544. DerWaldschrat
  • 1d1000 =
  • (349) =
  • 349
  • DerWaldschrat:
  • Fri Jan 3, 2014 1:29 pm
  • [+]
  • 481545. DerWaldschrat
  • 1custom41{Afg2; Ala3; Alb1; Arg2; Bra1;CAf2;CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Indi3; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SAs1; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} =
  • ( CAf2) =
  • ( CAf2)
  • Slot 1:
  • Fri Jan 3, 2014 1:31 pm
  • [+]
  • 481546. DerWaldschrat
  • 1custom40{Afg2; Ala3; Alb1; Arg2; Bra1; CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Indi3; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SAs1; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} =
  • ( Indi3) =
  • ( Indi3)
  • Slot 2:
  • Fri Jan 3, 2014 1:32 pm
  • [+]
  • 481547. DerWaldschrat
  • 1custom39{Afg2; Ala3; Alb1; Arg2; Bra1; CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SAs1; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} =
  • ( SAs1) =
  • ( SAs1)
  • Slot 3:
  • Fri Jan 3, 2014 1:33 pm
  • [+]
  • 481548. DerWaldschrat
  • 1custom38{Afg2; Ala3; Alb1; Arg2; Bra1; CAm2;Chi3; EAf1;EAu1;ECa2; Egy1;EUS2; GBr3; Gre2; Ice2; Indo2; Irk1; Jap1; Kam2; Mad2; ME4; Mon2; NAf2; NGu1; NEu1; NwT4; Ont3; Per1; Rus2;Sca2;SAf2; SEu1; Sib1; Ura2; Ven1;WAu1;WUS3; Yak1} =
  • ( Yak1) =
  • ( Yak1)
  • Slot 4:
  • Fri Jan 3, 2014 1:34 pm
Hauke Mewes
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Well, that is it.
reynai, you could start drafting now, you could also sign the map again.
DerWaldschrat
 
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Mark Rees
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SAs1 = Southeast Asia, and it has two coins on it.

Also, Capn has to place a coin in Middle East. He can't place a coin on the Western Europe resource card as it has been destroyed (when it got nuked we tore up the card).

On page 15 of the rule book:
IF YOU HELD ON BUT DID NOT WIN
As the world changes around them, those Factions that held on can
change their standing as well. Proceeding clockwise from the winner,
each player who Held On chooses one of the following. Note: if you were eliminated, you do not get to choose one of these options:

Name and found a Minor City (+1 population).
Choose a territory you controlled at the end of the game that does not
already contain a city. Take one of the nine Minor City marks and place it in that territory. Name that city. In future games there will be a Minor City there, worth a population of 1.

Upgrade a card (+1 resource)
Choose a territory you controlled at the end of the game and find its matching Territory card. Add one resource sticker to it. In future games, the resource value of this card will be worth one more. Note: A Territory card can have no more than 6 total resources on it between starting resources and Resource stickers added, and you cannot place a resource sticker on a Coin card.

• If there are no more Coins or Minor Cities to place, the losers no
longer gain any additional rewards.

The rules state that each player chooses from what is available. They do not say that a player "can", they say that the player "chooses". If you only have one choice available to you, that is what you are forced to choose.
 
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Reynai Nastrom

Michigan
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Die Mech, I choose you!
Capn, you're next.

Faction: [SaharR] [Khan] [EotB] [ImBalk] [Mutants]
HQ Place: [1P] [2P] [3P] [4P] [5P]
Turn Order: [1T] [2T] [3T] [4T] [5T]
Troops: [+10] [+10] [+8] [+8] [+6]
Coins: [2C] [1C] [1C] [0C] [0C]

Reynai: [DieMe]
Capn:
GPMark:
Hauke:
Mar:

 
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Mark Rees
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Faction: [SaharR] [Khan] [EotB] [ImBalk] [Mutants]
HQ Place: [2P] [3P] [4P] [5P]
Turn Order: [1T] [2T] [3T] [4T] [5T]
Troops: [+10] [+8] [+8] [+6]
Coins: [2C] [1C] [1C] [0C] [0C]

Reynai: [DieMe]
Capn: [+10]
GPMark: [1P]
Hauke: YOUR PICK
Mar:
 
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Hauke Mewes
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Faction: [SaharR] [Khan] [EotB] [ImBalk] [Mutants]
HQ Place: [2P] [3P] [4P] [5P]
Turn Order: [1T] [2T] [3T] [4T] [5T]
Troops: [+10] [+8] [+8] [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe]
Capn: [+10]
GPMark: [1P]
Hauke: [2C]
Mar: YOUR PICK
 
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mar hawkman
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For all have sinned and fallen short of the glory
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Faction: [SaharR] [Khan] [ImBalk] [Mutants]
HQ Place: [2P] [3P] [4P] [5P]
Turn Order: [1T] [2T] [3T] [4T] [5T]
Troops: [+8] [+8] [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe]
Capn: [+10]
GPMark: [1P]
Hauke: [2C]
Mar: [EotB] [+10]
 
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Hauke Mewes
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Faction: [SaharR] [Khan] [ImBalk] [Mutants]
HQ Place: [2P] [3P] [4P] [5P]
Turn Order: [1T] [2T] [3T] [4T] [5T]
Troops: [+8] [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe]
Capn: [+10]
GPMark: [1P] YOUR PICK
Hauke: [2C] [+8]
Mar: [EotB] [+10]
 
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Mark Rees
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Faction: [SaharR] [Khan] [ImBalk] [Mutants]
HQ Place: [2P] [3P] [4P] [5P]
Turn Order: [1T] [2T] [3T] [4T] [5T]
Troops: [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe]
Capn: [+10] YOUR PICK
GPMark: [1P][+8]
Hauke: [2C] [+8]
Mar: [EotB] [+10][/q]
 
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Reynai Nastrom

Michigan
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Faction: [SaharR] [ImBalk] [Mutants]
HQ Place: [3P] [4P] [5P]
Turn Order: [3T] [4T] [5T]
Troops: [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe] [2P] [2T]
Capn: [+10] [1T] [Khan]
GPMark: [1P][+8] Your pick
Hauke: [2C] [+8]
Mar: [EotB] [+10]
 
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Faction: [ImBalk] [Mutants]
HQ Place: [3P] [4P] [5P]
Turn Order: [3T] [4T] [5T]
Troops: [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe] [2P] [2T]
Capn: [+10] [1T] [Khan]
GPMark: [1P] [+8] [SaharR]
Hauke: [2C] [+8] Your pick
Mar: [EotB] [+10]
 
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Hauke Mewes
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Faction: [ImBalk] [Mutants]
HQ Place: [4P] [5P]
Turn Order: [3T] [4T] [5T]
Troops: [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe] [2P] [2T]
Capn: [+10] [1T] [Khan]
GPMark: [1P] [+8] [SaharR]
Hauke: [2C] [+8] [3P]
Mar: [EotB] [+10] YOUR PICK
 
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mar hawkman
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For all have sinned and fallen short of the glory
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Faction: [ImBalk] [Mutants]
HQ Place: [5P]
Turn Order: [4T] [5T]
Troops: [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe] [2P] [2T]
Capn: [+10] [1T] [Khan]
GPMark: [1P] [+8] [SaharR]
Hauke: [2C] [+8] [3P]
Mar: [EotB] [+10] [3T] [4P]
 
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Hauke Mewes
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Faction: [ImBalk] [Mutants]
HQ Place: [5P]
Turn Order: [5T]
Troops: [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe] [2P] [2T]
Capn: [+10] [1T] [Khan]
GPMark: [1P] [+8] [SaharR] YOUR PICK
Hauke: [2C] [+8] [3P] [4T]
Mar: [EotB] [+10] [3T] [4P]
 
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Faction: [ImBalk] [Mutants]
HQ Place: [5P]
Turn Order: [5T]
Troops: [+6]
Coins: [1C] [1C] [0C] [0C]

Reynai: [DieMe] [2P] [2T]
Capn: [+10] [1T] [Khan]
GPMark: [1P] [+8] [SaharR] YOUR PICK
Hauke: [2C] [+8] [3P] [4T]
Mar: [EotB] [+10] [3T] [4P]

Since Capn will take [1C], the rest falls out like this:

I take [1C]
Capn takes [1C]
Reynai takes [0C] and [+6]
Capn takes [5P]
I take [5T]
Hauke takes either [ImBalk] or [Mutants]
Mar takes [0C]

Once Hauke chooses his Faction, I'll place my HQ and troops.

 
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Hauke Mewes
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Hm, giving the Capn two additional missiles seems like a valid option... but I still prefer the IB.
DerWaldschrat
 
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Mark Rees
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Ok, then. It's getting tight here. Do I let Reynai have an easy start with all of North America to start from?

You know what? We need a Mission from the Lead Faction first! That may sway my choice. So what will it be, Reynai?
 
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Reynai Nastrom

Michigan
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I'm sorry, but would it be possible for me to get a list of all of the available missions? All of the events and whatnot are listed out, but since Missions aren't randomly generated anymore, I haven't seen them put up again for a while, and I don't remember all of the choices.
 
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Mark Rees
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Dei Mechaniker as the lead faction gets to choose the first mission:

Missions roll
1custom13{Superior_Infrastructure; Reign_of_Terror; Urban_Assault; Amphibious_Onslaught; Unexpected_Attack; Imperial_Might; Explore_the_World; PM-Advanced_Tactics; PM-Advanced_Training; PM-Forced_Occupation; PM-Guerilla_Warfare; PM-Urban_Troop_Surge; PM-Wide_Border}

Superior Infrastructure - Control 6+ cities. [reward 1 red star]
Reign of Terror - Conquer 9+ territories this turn. [reward 1 red star]
Urban Assault - Conquer 4+ cities this turn. [reward 1 red star]
Amphibious Onslaught - Conquer 4+ territories over sea lines this turn. [reward 1 red star]
Unexpected Attack - Conquer all the territories in one continent in this turn. [reward 1 red star]
Imperial Might - Have a current total continent bonus of 7+. [reward 1 red star]
Explore the World - Control 7+ islands. [reward 2 red stars] (place a connecting sea-line between 2 different territories touching an ocean and destroy this card.)
Advanced Tactics - When recruiting troops, turn in at least 2 territory cards that have 4+ resources each. [reward 1 red star]
Advanced Training - When recruiting troops, turn in 10+ resources for troops. [reward 1 red star]
Forced Occupation - Knock out or Eliminate a player who has 3+ Resource Cards. [reward 1 red star]
Guerilla Warfare - Control all of the Bunker and Mercenary territories.[reward 1 red star]
Urban Troop Surge- Control the World Capital and 3 Major Cities. [reward 1 red star]
Wide Border - Control 2 continents at the start of your turn.[reward 1 red star]

 
 
 
 

 
 
 

 
 
 
 

 
 
 
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Reynai Nastrom

Michigan
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Let's go with Urban Assault for now.
 
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Mark Rees
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Well that should make things interesting!

The Saharan Republic, being inspired by their name, will start in the deserts of East Africa!

Reynai, if you are thinking about North America, Greenland would be an exciting place to start and shake Mar out of his Iselandic stronghold.
 
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Reynai Nastrom

Michigan
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Which was what I was planning on doing if you didn't take South America. If I'd had more troops, I probably would have gone for Australia again, as that's always been a winning play in the past for me.. but I just don't have the troops for that right now. Greenland, for Die Mech.
 
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Mark Rees
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Hauke, the Imperials of Balkania select the next starting territory.
Then Mar relocates the Bears from the comforts of Iseland Iseburg.
Then Capn places the KAHN! HQ and the fun begins!
 
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Hauke Mewes
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Hm, go for my city in Australia.
Which is in East Australia.
Keeps my homeland, and reynai is right, Australia is always a nice place to start.
DerWaldschrat
 
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mar hawkman
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For all have sinned and fallen short of the glory
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It's Iseburg. sheesh.

I guess I'll start in Mexico.
 
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