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Subject: Best way to introduce new people? rss

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Kevin Saul
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So I was wondering what idea you guys had on how best to start playing this game with people who have never played Risk before. Should we play a "vanilla" test game without the faction bonuses, extra resources, etc, so that everyone can get a feel for the game? I feel like if we jump right in, people won't have any idea what the impact of their decisions really is. Thoughts?
 
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mar hawkman
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poeple who don't know how to play risk? yeah, that'd be good. Just to familiarize them with how combat/troop movement works. I'd toss in the HQ too so that the get a grasp on how to strategize to defend it.
 
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Rob Daviau
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The game really designed for people who had played Risk.

In your case I'd play a few Game Zeroes - no scars or powers, no winners making changes, just so people get up to speed.

The only downside is that all territories would be worth the same - one coin. A slightly awkward patch to that is saying the first two territories in each continent (alphabetically) are worth two.
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♫ Eric Herman ♫
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I'm only one game into the cycle so far, and I imagine it will get somewhat more complex with more rules additions as it progresses, but I wouldn't consider this a complex game by any means. It's pretty straightforward, with about 3-4 main concepts. If you're talking about hobby gamers who have never played Risk before, they should be able to learn it, no problem. If you're talking about people who aren't really hobby gamers, then I'm not sure they're the right target to play this, anyway. But even so, I think it's easy enough for most people to grasp.

It's usually best (for any game) to start by explaining the victory conditions (4 pts., 2 of which you start with) and how to get additional points (capture HQ, trade in resource cards, have the most territories when the basic resource deck is depleted). Then explain the turn phases and how combat works, and really, that's most of it right there. The additional details about the scars and resource cards and such are easy to add on to that. The board charts are very helpful as far as figuring out how many troops to get each turn.
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Kevin Saul
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I am talking about people who don't play that many board games and have never played risk before. I got a group of buddies and we play Catan, Carcassonne and Ticket to Ride a lot but that's about it.

That's why I was thinking a run through with the HQ's and so forth, but nothing else. That seems to be the general consensus, unless anyone has a better idea!
 
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Chris LeMasters
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Kasol wrote:
That's why I was thinking a run through with the HQ's and so forth, but nothing else. That seems to be the general consensus, unless anyone has a better idea!


That's my plan for introducing the game to the family. The teens have played the games that you mentioned, but no Risk (shame on me!) Since they like the idea of the stickers, etc. - I didn't want Game #1 have the changes applied at random (as a potential solution proposed by the rule book). So we will play a Game #0. I'll post the experience after the first two games.
 
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