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Subject: Have I killed my group's game? LOTS OF SPOILERS! rss

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Adam Butler
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White Sands Missile Range
New Mexico
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I won't be mentioning everything, but just in case, my group has opened all packets except World Capital and 3 Biohazards. And yes, this includes our Do Not Open Ever packet.

Spoiler (click to reveal)
I managed to win the first two games in a three player campaign. I took Brazil with a major city, and added a +1 to South America. The next two games, I lost, one going to each of the other players. After that, I managed to win the next four games straight. At this point, I'm sitting atop a pile of missiles, have an amazing starting position, and last we played, the other players opened the Do Not Open Ever packet in hopes it might throw me for a loop- we got the Ancient Beings pack, and this seems more likely to help me than them since I generally am sitting on tons of extra troops in the early game thanks to the bonuses I've accumulated in South America.

Is this campaign shot at this point? Is there any point in us continuing? They've put weaknesses on two of my favorite factions, but with only three of us, it's all too easy to avoid getting one that's severely hindered by their new weaknesses. It also doesn't help that I was the one to claim the Islands mission card and the 30 Troops and a Missile Packet, allowing me to make Australia much more vulnerable, all while leaving South America untouched by harmful events. At this point, the only real negatives that could be placed there are the two remaining Biohazard scars- unless someone was to win the game and cover up the Bunker in Venezuela or the Mercenary in Brazil, then place the Ammo Depletion upon one of them.

With the missiles I keep getting from the constant wins, I can constantly weather attacks. And since one of the other players is very passive and doesn't like to strike unless they have an overwhelming advantage, it's hard for them to collaborate against me. The other player tries to fight back, but with my overwhelming starting position, she really can't do anything alone, and it's very difficult to stop me from claiming Africa shortly thereafter. And seeing as Africa is where most of the valuable cards are, and with South America only a stone's throw away in Risk, I usually manage to take most of the good territory cards as well.

It's degraded to the point that in the last game, neither of them even really tried to win; it feels like the campaign is already more or less over, and that kills a lot of the enjoyment in it. Any suggestions to help things out that don't involve simply throwing a few games?
 
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J Kaemmer
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Iowa City
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WC could help since it would either give them an advantage or cause you to spread out your troops early on. I won't say more than that.

Otherwise, yeah. They should've been ganging up on you right away. They could try to nab a faction with a SA or Africa homeland to rob you of cards... maybe they collude to give one asia... draft the most troops and take Enclave to blitz you? Is there a valid starting location in SA or west africa thats open for them? They should take that every damn game if so, preferably with Die Mechaniker.


Ooooh. What about printing out the German expansion packet! That has merc powers in it that you draft, one of which cancels missiles. Another allows younto destroy your own base to rob the enemy of points... its got good anti-leader tech.
 
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Klure Junior
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Oceanside
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All they really have to do is dump all their starting armies as close as possible to you and just focus on taking you down early.

They should of realized this a few games ago, but it is not too late, the dice will decide your fate.
 
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Cody Parliament
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Follow this link
http://www.uplay.it/bggdownloads/6037a2f5b080f8ae05071880e18...
and scroll to the very bottom and see German Bonus Cards: Specialist Mercenaries!

These are included in the German version of the game and improve balance.
 
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Adam Butler
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Is that what's in the 3 Biohazards envelope? I've yet to open that one, we still need to place two more.
 
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Stuart Holttum
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Unless the two of them are prepared to join forces for the next few games to take you down, then yes - it's over.

It doesn't sound like they want to cooperate either - and even if they did, the math is against them. With scores at 6-1-1, You need just 3 more to guarantee a win in the campaign. And if they each win one of the next two games, then you will only need two of the last five to win, possibly just one.

The crux is, they have to gang up to stop you. But to ensure they stop you, one of them has to win waaaay more than the other. And that's not an incentive to cooperate.

Sadly yes, I think this campaign is done. Sorry.
 
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Niall Cafferty
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Pretty sure that the designer of the game said that it's okay to open the 3 BioHazard pack with only one down on the board, he only put that condition in to make sure people weren't confused as to when to open it, i.e. people thought that the biohazard sticker that goes along the top of the board was one.

If there are no more scar cards to hand out, i.e. two, then you could include the scar cards in the draft, that way they could get used.
 
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Cody Parliament
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MarioFanaticXV wrote:
Is that what's in the 3 Biohazards envelope? I've yet to open that one, we still need to place two more.


It is. I didn't really think that one through. I am very sorry for any spoilers I might have caused, truly.
 
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Martin Wheeler
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This may be a rule we haven't reached in our game, or a house rule, but why do they always let you start where you want? Why doesn't one of them take South America and all it has to offer?

Surely even though they can't start on your city they can start in the next space thus ensuring you can't start with it?

It seems to me that yes, your campaign is now a pointless waste of time. However the blame is hardly yours to shoulder alone, having one player out of three who basically isn't playing and two out of three who couldn't be arsed to put any thought or effort into it means that effectively you alone have been playing the game whilst they have been just turning up to pass the time and eat snacks.
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Stephen Rochelle
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MarioFanaticXV wrote:
Is that what's in the 3 Biohazards envelope? I've yet to open that one, we still need to place two more.
One thing I will note: it is possible that you are not able to place all scars (because of the stock rule that each player get one or no player gets one). You are fine to open the envelope as soon as the first BH scar is placed; the rules will be adequate at that point.

And I agree that it's the best way to shake up a stagnant metagame. It's a shame it didn't make the cut for a production envelope.
 
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