Risk: Legacy - Game 2

For completed/abandoned Mish Mash Games.
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Risk: Legacy - Game 2

Post Post #0 (ISO) » Sat Apr 18, 2015 12:48 pm

Post by CuddlyCaucasian »

Risk: Legacy


The World of [untitled]


Game 2 of 15


What's done can never be undone.


Please Note: Players may /in to the replacement queue at any time through the thread.


The rule booklet: http://www.hasbro.com/common/documents/ ... F54E7F.pdf.


Image


Game state




Players:

1. JDGA
2. Jackel98
3. DeathNote
4. CareyHammer
5. McMenno

Replacement Queue:

1. Blackberry
Last edited by CuddlyCaucasian on Sat May 02, 2015 1:21 pm, edited 30 times in total.
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"CC is an objectively attractive person." - Crazy

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"Do you practice sounding like you're high all the time?" - xofelf
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Post Post #1 (ISO) » Sat Apr 18, 2015 12:49 pm

Post by CuddlyCaucasian »

Forum Rules


1. When it is your turn, please make as many actions as you can within the one post.
2. 24 hour deadlines are in place for all actions except where specified.
3. During battles, the attacker is responsible for rolling both the Attacking and Defending dice. FIXED dice are discarded. The ATtacker is responsible for completing a battle; there will be no sporadic dice rolls followed by 24 hours of waiting. Thus, all rolls must be made at once. Players then have 12 hours to play a missile on any roll, as well as specifying which dice they are modifying to six. They also have 12 hours to perform any action related to the battle. After 12 hours passes from the attack, the Attacker may move on. If a battle ends in defeat, the Attacker must still wait 12 hours, just in case people feel pity for them.
4. Private PMing is NOT permitted. All discourse must be public.
5. If a player fails to meet a 24 hour deadline for the first time, they will forfeit the remainder of their turn, as well as any gains they may have made through Missions, Events, Resources or otherwise. On the second breach, I will move for them. This will involve the painful destruction of everything they have worked for. The third time a player misses a deadline, they will be ejected from the game and must manually re-/in to the Queue. The player slot will be filled by the next player in the Queue immediately. If they fail to respond, I will fill the slot for the remainder of the game. Any player re-/inning faces one level less tolerance: their first deadline breach will be treated as if it were their second, and so forth. A player being ejected three times will result in a permanent barring.
6. These rules are not set in stone at any time. As the rules of the game change as much as the gameplay around it, these rules will change often in order to adapt.
7. If anything has been forgotten, speak up. If you wish to change how a forum rule operates, speak up. I'm receptive.

8. Scar Cards can only be used conditionally via PM, and cannot be played after an attack has already been rolled. For example, you would PM me something like "If anyone attacks Atlantis, I wish to play my Ammo Shortage Card." This way, no decisions to use or not to use Scars are influenced by what dice the attacking player actually ends up rolling.
Last edited by CuddlyCaucasian on Tue Apr 21, 2015 2:25 pm, edited 1 time in total.
"CC is very [whatever the equivalent of photogenic as it applies to videos]" - racefan12

"CC is an objectively attractive person." - Crazy

"You look like a happy version of Trent Reznor." - LicketyQuickety

"Do you practice sounding like you're high all the time?" - xofelf
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Post Post #2 (ISO) » Sat Apr 18, 2015 12:49 pm

Post by CuddlyCaucasian »

Factional Powers


Die Mechaniker

Your starting HQ is always treated as FORTIFIED (+1 to both dice) when you defend it.


The Saharan Republic

When making your maneuver, you may maneuver between any two territories you control, even if they are not connected.


Imperial Balkania

You still draw a resource card at the end of a turn where you expanded into 4+ territories, even if you didn't conquer a territory.


Enclave of the Bear

If your attack roll is a natural three of a kind, and at least one defending troop is defeated, you conquer the territory. Remove all defending troops.


Khan Industries

At the start of your turn, place one troop in each territory that has an HQ you control.


---

Scar Cards


Ammo Shortage

Spoiler:
You may play this card prior to an attack roll.

Place this ammo shortage car onto the defending territory as long as it's unscarred.


The defender subtracts 1 from his higher die when defending this territory.

Bunker

Spoiler:
You may play this card prior to an attack roll.

Place this bunker scar onto the defending territory as long as it's unscarred.


The defender adds 1 to his higher die when defending this territory.


---

Major Cities Remaining:
4
Minor Cities Remaining:
5
Fortifications Remaining:
5
Scar Removals:
4
Continent Marks:
2
Coins Remaining:
35

Pack A
- Only open when all 9 minor cities have been founded. The can only occur at the end of a game.
Pack B
- Only open when a player is eliminated. This can occur mid-game or at the end of a game.
Pack C
- Only open when a player enters the Winner's Circle for a second time. This can only occur at the end of a game.
Pack D
- Only open when the World Capital is founded. The World Capital is currently inaccessible. This can only occur mid-game.
Pocket A
- Only open when a third missile is played during any one combat. This must be opened before resolving combat. The three missiles may be played by any combination of people or by just one person, but they must all occur in the same combat. If multiple people attempt to play a third missile, the attacker has priority, followed by the defender and then clockwise from the attacker. This can only occur mid-game.
Pocket B
- Only open when a player is about to play at least thirty armies on the board AND has a missile at the same time. This must be opened before placing troops. The armies may come from a variety of sources. This can only occur mid-game.
Last edited by CuddlyCaucasian on Tue Apr 28, 2015 3:26 am, edited 12 times in total.
"CC is very [whatever the equivalent of photogenic as it applies to videos]" - racefan12

"CC is an objectively attractive person." - Crazy

"You look like a happy version of Trent Reznor." - LicketyQuickety

"Do you practice sounding like you're high all the time?" - xofelf
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Post Post #3 (ISO) » Sat Apr 18, 2015 2:10 pm

Post by JDGA »

/in
So will the players rotate every game? Not entirely sure if that's the best way to play it, but oh well.
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Post Post #4 (ISO) » Sat Apr 18, 2015 2:22 pm

Post by CuddlyCaucasian »

In post 3, JDGA wrote:/in
So will the players rotate every game? Not entirely sure if that's the best way to play it, but oh well.

Unless a player drops out, it will be the same 5 players all 15 games. The queue is only for replacements.
"CC is very [whatever the equivalent of photogenic as it applies to videos]" - racefan12

"CC is an objectively attractive person." - Crazy

"You look like a happy version of Trent Reznor." - LicketyQuickety

"Do you practice sounding like you're high all the time?" - xofelf
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Post Post #5 (ISO) » Sat Apr 18, 2015 2:42 pm

Post by Jackel98 »

/in
Wait, misread something. Will update when I understand it.
“Never put off till tomorrow what you can do the day after tomorrow.”
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Post Post #6 (ISO) » Sat Apr 18, 2015 2:47 pm

Post by CuddlyCaucasian »

In post 2, CuddlyCaucasian wrote:
Die Mechaniker

A) Your starting HQ is always treated as FORTIFIED (+1 to both dice) when you defend it.
B) If your defense roll is two natural 6s, that territory cannot be attacked again for the rest of the turn.

The Saharan Republic

A) You can make your maneuver at any point during your turn.
B) When making your maneuver, you may maneuver between any two territories you control, even if they are not connected.

Imperial Balkania

A) When recruiting troops, round up when dividing your territory and population by 3, not down.
B) You still draw a resource card at the end of a turn where you expanded into 4+ territories, even if you didn't conquer a territory.

Enclave of the Bear

A) The defender subtracts 1 from his lower defense die in the first territory you attack during your turn.
B) If your attack roll is a natural three of a kind, and at least one defending troop is defeated, you conquer the territory. Remove all defending troops.

Khan Industries

A) At the start of your turn, place one troop in each territory that has an HQ you control.
B) When drawing a territory card, you may place one troop into that territory if you control it.

Right now, everyone signing up should just vote on which power each faction should have.
"CC is very [whatever the equivalent of photogenic as it applies to videos]" - racefan12

"CC is an objectively attractive person." - Crazy

"You look like a happy version of Trent Reznor." - LicketyQuickety

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Post Post #7 (ISO) » Sat Apr 18, 2015 2:56 pm

Post by Jackel98 »

Alright. Choices are B, B, B, B, and A.
PEDIT: Yes. That's what I misread.
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Post Post #8 (ISO) » Sat Apr 18, 2015 2:58 pm

Post by DeathNote »

/in

Just be aware this game isn't about the first time your play, its about all the other times you play so maybe don't commit to it if you don't want to play multiple times.

With that said, I am willing to let someone replace me a game or two if someone wants to tag team this with me later on.
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Post Post #9 (ISO) » Sat Apr 18, 2015 3:05 pm

Post by JDGA »

VOTE: ABABA
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Post Post #10 (ISO) » Sat Apr 18, 2015 3:10 pm

Post by DeathNote »

ABBAA
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Post Post #11 (ISO) » Sat Apr 18, 2015 4:36 pm

Post by Cybele »

Unfortunately, I've played this (partially) before, so I'll settle for just watching with glee.
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Post Post #12 (ISO) » Sat Apr 18, 2015 5:55 pm

Post by CareyHammer »

/in
"I'm so meta, even this acronym" - xkcd #917
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Post Post #13 (ISO) » Sat Apr 18, 2015 10:25 pm

Post by CareyHammer »

Bbbbb
"I'm so meta, even this acronym" - xkcd #917
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Post Post #14 (ISO) » Sun Apr 19, 2015 4:25 am

Post by CuddlyCaucasian »

One more spot left!
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Post Post #15 (ISO) » Sun Apr 19, 2015 4:30 am

Post by McMenno »

yes yes yes so much yes

/in for the win
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Post Post #16 (ISO) » Sun Apr 19, 2015 4:41 am

Post by Jackel98 »

Don't forget to vote for the powers.
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Post Post #17 (ISO) » Sun Apr 19, 2015 4:41 am

Post by McMenno »

and also

AABAA
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Post Post #18 (ISO) » Sun Apr 19, 2015 4:52 am

Post by CuddlyCaucasian »

Rolling for turn order!

JDGA

Original Roll String: 1d100
1 100-Sided Dice: (41) = 41


Jackel98

Original Roll String: 1d100
1 100-Sided Dice: (51) = 51


DeathNote

Original Roll String: 1d100
1 100-Sided Dice: (96) = 96


CareyHammer

Original Roll String: 1d100
1 100-Sided Dice: (74) = 74


McMenno

Original Roll String: 1d100
1 100-Sided Dice: (54) = 54
"CC is very [whatever the equivalent of photogenic as it applies to videos]" - racefan12

"CC is an objectively attractive person." - Crazy

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Post Post #19 (ISO) » Sun Apr 19, 2015 4:55 am

Post by JDGA »

Pfft of course
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Post Post #20 (ISO) » Sun Apr 19, 2015 4:55 am

Post by CuddlyCaucasian »

Turn order is
1) DeathNote
2) CareyHammer
3) McMenno
4) Jackel98
5) JDGA

In that order, everyone will now pick their faction, along with a starting territory. DeathNote, you're up first.
"CC is very [whatever the equivalent of photogenic as it applies to videos]" - racefan12

"CC is an objectively attractive person." - Crazy

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Post Post #21 (ISO) » Sun Apr 19, 2015 5:02 am

Post by JDGA »

If you guys somehow haven't played Risk enough to know the territory names, This is the first image I found that had all the names clearly readable (or Wikipedia has a decent depiction).
Last edited by JDGA on Sun Apr 19, 2015 5:10 am, edited 1 time in total.
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Post Post #22 (ISO) » Sun Apr 19, 2015 5:09 am

Post by Jackel98 »

Does anyone else get very irritated when looking at a Risk map with the names on it?
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Post Post #23 (ISO) » Sun Apr 19, 2015 5:19 am

Post by CuddlyCaucasian »

A google doc containing information on the first game is in the OP.
"CC is very [whatever the equivalent of photogenic as it applies to videos]" - racefan12

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Post Post #24 (ISO) » Sun Apr 19, 2015 5:34 am

Post by DeathNote »

Khan Industries
Greenland
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