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Subject: Is it possible to really mess up the game by making 'bad' decisions? rss

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Ecosmith Ecosmith
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Some of my gaming group aren't what you'd call hardcore gamers. Everyone enjoys what we play, and the core gameplay of Risk: Legacy won't be a problem - we've played Axis and Allies, Buck Rogers, Conquest of the Empire, Cosmic Encounter, AH, Wiz-War, BSG, and others a lot, so everyone's got a fair idea of different types of mechanics.

However, some of the players might not be hugely aware of the future tactical potential of doing stuff like permenently affecting continents and countries and the like, so might just sort of have a bit of a cavalier attitude towards choosing effects.

I guess I'm wondering if it's possible to do something that causes future games to be 'bad' or not fun in some way.

Can you break this game?

Eco
 
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Darren Nakamura
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The common wisdom is that you can break the game if you really, really try to (e.g. let somebody win the first ten games), but you won't break it by making decisions without fully considering the consequences. Heck, in most cases, you don't even really know what the consequences are for some of the decisions you make until much later.
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Justin Swank
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sure you can break the game just by adding doing anything to this game. that is if you are used to regular risk. so you really aren't breaking the game your changing the game. Some changes will give you the advantage one game but maybe your friends the next.
 
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Alex
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Take this with a grain of salt because I have not yet played the game. However, several friends of mine played a series of 13 or so games, and I kept checking in on the overall game state. They kind of broke it in favor of one player.

Basically there was not enough of concerted effort by the group to stop one single player after he won several games in the first series of games. He got so many benefits from these wins that he became almost unbeatable. At some point, they probably needed to gang up on the leader without consideration of whether they won or last that single game.

I think they got a suggested fix for this from the designer, but I don't know what the suggestion was.
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Chad Lawrence
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Mistakes you make when altering the board may come back to haunt you in later games, but I don't think that's the same as breaking the game. I think it actually adds to the fun. I haven't played all the way through, but so far none of the changes that we've been allowed to make to the game are so dramatic that the game is unplayable.
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Was George Orwell an Optimist?
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ciscokidnj wrote:
Take this with a grain of salt because I have not yet played the game. However, several friends of mine played a series of 13 or so games, and I kept checking in on the overall game state. They kind of broke it in favor of one player.

Basically there was not enough of concerted effort by the group to stop one single player after he won several games in the first series of games. He got so many benefits from these wins that he became almost unbeatable. At some point, they probably needed to gang up on the leader without consideration of whether they won or last that single game.

I think they got a suggested fix for this from the designer, but I don't know what the suggestion was.

Sounds to me like they would have to gang up on the guy in any game, if the one player was that dominant. That's a group problem, not a Risk: Legacy problem.

To address the O.P., the changes you make to the game won't ruin it. Some areas will get stronger, some weaker, but some are better than others in any Risk game anyway. Balancing will take care of itself, because people will fight based on who has the prime real estate.
 
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