This weekend the war continues. The Risk Legacy board was last signed by a
victorious Felix* eight months ago after
game seven. Sadly, Bo, our Alaskan
fisherman, has spent the subsequent months, well, fishing in Alaska and working
on his boat, so we have been short of a quorum.
Since we have a limited window where I'm on winter break, and none of
our players have an infant to distract them, we are going to try to get as many
games in as possible over the next few weeks.
*Felix has certainly
enjoyed his eight month reign as self claimed title of Emperor. He has gone from reluctant to commit to more
than one game at a time of "risk" to perhaps our most excited player.
Risk Legacy is like risk, but with one large twist. Actions in
a current game will cause permanent changes that alter future games. For the first 15 games played, the map will
be altered during and after each session.
The map will drawn upon, stickers will be added, and if a card is destroyed,
it gets ripped up never to be used
again. In addition, there are a number
of hidden compartments in the game box that do not get opened until certain
game conditions are met. Once opened
they have radical changes on the game play sometimes even mid-game. It works best if you have the same group of
players each time. After 15 games you
have your own custom earth to battle over.
It is not necessary to like Risk to like Risk Legacy. Legacy has a number of advantages over its
predecessor.
1. It doesn't take
forever. Instead of having to conquer
every territory in the world, you just need to get four victory points. Games are playable in an hour in the
beginning, a bit longer as the complexity increases . There are also multiple paths to victory that
were absent in the original.
2. Each person has a faction with a special power. Additionally, individuals will have
additional advantages based on games they previously won*. Thus each player will have different
abilities and they will change over time.
*If you win a game you
get a reward, like naming a continent, which gives you a bonus in future games.
3. If the game is
broken, you can fix it. One of the issues with Risk is that there are
certain dominate strategies, like turtling in Australia. Without getting into too much detail, there
are ways to change this. And if you break
the game somewhere else in the process of fixing it, which you will, you can
fix it again. By the end of 15 games you
should hopefully have a reasonable balanced board. There is an interesting balance between
taking actions that help you in the current game
4. It is fun to
customize a board. For example, Bo is
from Homer, and has thus renamed Alaska after his small hometown. Neighboring but across the map lies Evil
Homer, Homer's arch-nemesis. Our map is
filled with inside jokes and derivatives of Homer.
5. From the
presentation of the box, to the components and rules, the game is spectacularly put
together, The designer put a lot of effort
into providing a fully engaging experience.
6. The hidden stuff
is cool. I mean really really cool. It takes a one dimensional game and add many
layers of depth and complexity. If you
wish to be spoiled, I'm happy to talk about it more detail. I mean really really happy. We unlocked some neat stuff in the last game
before our break, and I can't wait to use it.
Happy World Conquering
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