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Many of you have probably heard of the board game Risk, were you move plastic mans around and roll dice to try and take over the world, probably by holing up in Australia until you win the game. But have you ever wondered... What if you could...change the rules a bit? Maybe make it easier to hold onto Asia, or just deciding that Europe would sound much better if it was named Goonland? What if you could draw Dickbutt on the board, and have it be perfectly legal within the rules of the game? To that end, my fellow goons, I give you: Several years back this game had an LP going here (link here, archives needed), and it was as ridiculous as you might expect: bears, supervillains with robot armies, tea-powered war machines, bears fighting robots fighting tea-powered war machines- Anyway, in these trying times I want to resurrect that spirit of ridiculousness for a new generation of goons, and together we can create a hellworld of our very own! Okay, so how do I draw Dickbutt on the board like you said? How Legacy works is that each game played will leave some impact on the board. To start with it will look quite pristine: Welcome to an Earth where nothing could possibly go wrong But as time goes on the board will look very different. Cities will pop up, scars that change how territories work will be placed, winners will sign the board, possibly with dickbutts, the list goes on. Not to mention that the game rules themselves will change as certain conditions are met: Though some things perhaps should remain as they are... That's hidden under the holder for all the plastic dudes, because that's how this game rolls On that note, do not spoil what is in these packs for the rest of the thread! That would just be rude and the players have the right to make their own terrible decisions without knowing the consequences. Hang on, what was that part about robots and bears? Oh yeah, Risk Legacy has a (very barebones and hilariously cheesy) story behind it! Here it is: quote:In 2128, after years of global warfare, theoretical physicists joined together with astronomers, engineers, and particle physicists to announce a stunning new breakthrough: the ability to create new Earths. Mmm, that's some good cheese on there. For the record, this Earth is number 323435, though we'll give it a proper name after 15 wars. Yes, 15, though that comes with the caveat that Legacy games move much faster than traditional Risk. The factions in question are the nationalistic aristocracy of Imperial Balkania , the robotic hordes of Die Mechaniker , the roving marauders of the Saharan Republic , the expendable cannon fodder of Khan Industries , and the barbaric bear-riders of the Enclave of the Bear - at least, for now... The only thing they can agree on is that each and every one of them want one thing: World Domination. Okay, so how is this game going to be run? We're going to be doing this mostly the same way the last thread did, only instead of sending emails, I'm going to ask commanders to join in with this Discord group here so that way it's much easier to do things like hand out starting territories and such. That being said, commanders have to stay active in the thread, preferably with insults, posturing, and the like. Half the fun of this game is seeing the crazy personalities players come up with work off each other. Aside from that, turn policy is literally copypasted from the last thread: Commanders have to PM me their orders within 24 hours from when I post the turn report. First strike means your troops do nothing, second means you're out (and your commander summarily executed). Asking for a time out or a substitute for a couple of turns is all right. My plan is to get turns written up within 48 hours at most (hopefully sooner) after all orders are submitted, but we'll see how that goes. To join, announce in the thread that you want to be a commander and your preferred faction, and from there head into the Discord so we can work out the nitty-gritty like what cards you're getting, as well as cleaning up your backstory for whatever lunatic has taken the reins of your faction of choice for this war. This backstory stage is mandatory, but don't worry about how ridiculous or silly your faction concept sounds - this is a game where you have robots wrestling bears on the regular. If we get more than five applications per round, the extra ones will be automatically selected as commanders for the next one. As for orders, commanders will PM me them over Discord, and I'll ask for clarifications if need be. Please don't send a massive list of conditional orders, but at the same time I'm going to want something more specific than "I want my mans to attack their mans." After the first game, each player will create a Legacy, which will be documented in the thread. These will be separate from factions since they cover things like continent bonuses for specific players, certain abilities each player would have access to separate from their factions, and so on. The claims for those will be handled in the Discord after the initial sign-on. Each Legacy will also be given a snappy title that each new holder of it can rename at their discretion because why not. And as one final sidenote, I'm going to request that any commanders from the previous thread not sign on at least for the early games. Later on I'm willing to forego that restriction, but I'd like to see some new blood starting off. But I've never played Risk or done any character shenanigans before! Don't worry about either point - we've got a bunch of players from the last thread around who can give advice on both if you feel like you need it. Don't hesitate to reach out if you really want to join in! Not to mention that losing in this game by definition still gives you the chance to make changes to the board/factions/what have you. Got it, anything else we need to know? Just this: Table of Contents: Records: Factions and Legacies World History Current Rules WWI "The Lightning War:" Faction Powers Selected Prologue Turn 1 Turn 2 Board Changes WWII "Legacy of the Wizards:" Prologue Turn 1 Turn 2 Dr. Snark fucked around with this message at 21:26 on Jul 7, 2020 |
# ? May 13, 2020 04:54 |
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# ? May 5, 2024 07:07 |
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Factions:quote:Heavily armored and highly defensive, Die Mechaniker rely on surviving what their enemies throw at them. Discarded Power: Victories: WWI Players: Magus of Stars. Namtab quote:Savage and primal, the Enclave of the Bear are genetically altered humans who terrify their enemies with their ferocity. Discarded Power: Victories: None yet Players: Xelkevos, Akratic Method quote:Pure humans who are organized and diligently trained. The Imperial Balkanians want to spread their world vision to this new planet. Discarded Power: Victories: None yet Players: NGDBSS, grandalt quote:Well-armed but not well-trained, Khan Industries is overpopulated with members from all genetic backgrounds. Their motto: people and guns are cheap to make. Discarded Power: Victories: None yet Players: Gnoman, Shei-kun quote:Savvy warriors who fight with old equipment and guerilla-like tactics. The Saharan Republic exists to be mobile and hard to find. Discarded Power: Victories: None yet Players: Double May Care, bunnyofdoom Legacies: Legacy of the First Victory - Created by MagusofStars -Can start in Sacrificia (Brazil) -Has 1 Missile Dr. Snark fucked around with this message at 21:05 on May 31, 2020 |
# ? May 13, 2020 04:56 |
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World Maps: Pre-War: Digital Version: Post-WWI: Digital Version: Scars posted:Bunker in Iceland (New!) Minor Cities posted:Gnowhere in Southeast Asia/Siam, Founded by Gnoman (New!) Major Cities posted:Sacrificia in Brazil, Founded by MagusofStars (New!) WWI Recap posted:Much as it had on so many other Earths, war had come to Earth-323435. Dr. Snark fucked around with this message at 21:19 on May 31, 2020 |
# ? May 13, 2020 04:56 |
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Current Rules (Subject to Inevitable Change): Starting Locations Players choose one territory in where to place their HQs at the beginning of the game, in order. Valid starting territories: - Are unmarked (no city or scar sticker in them) - Are at least one territory away from an enemy HQ. If Siberia has an HQ, the next player cannot start in China. - A player can start in a Major City he has founded, even if there is another scar (f.e. a bunker) in the same territory. Victory Conditions: The objective of the game is to earn 4 Red Stars. At the start of a game, every player that hasn't won a game before on this board is awarded one Star (players that have won at least once get a missile for each time they have won). Every HQ you control counts as another Red Star. At the start of the first game, each player will have 2 Red Stars. In order to get more stars, the players can either capture enemy HQs (which counts as 1 Star) or purchase them for 4 Resource cards (NOT 4 resources. 4 different cards, independent of value) at the start of the turn. You get 1 (and usually only one per turn) Resource Card by attacking and capturing a defended territory from an enemy. There are other options, but they come less often/aren't available yet. If you control any of the 4 territories that are displayed in the sideboard (can be upgraded to be worth more resources), you must chose one of those as your Resource Card. If you don't control any of them, you pick up a Coin Card Resource. A new card is drawn after anyone grabs a Resource Card. If they picked up a Coin Card, then the right-most card (India on this example) would be discarded, and every card will move one space to the right. The new drawn card would be placed on the left-most spot. If a Territory Card is chosen, every card that can do so would be moved to the right one spot, and the new card drawn would be placed at the the left-most spot. Turn Order Dice will be rolled for each faction at the beginning of each turn. Whoever gets the highest goes first, then the next highest, and so on. If there is a tie dice will be rolled between the two factions until one wins. Reinforcements Total the number of territories you control and the population in those territories (see below). Add them together, and divide this number by 3 (round down). If this number is lower than 3, round it up to 3. That's the number of reinforcements you get this turn, to place in any territory you control. REINFORCEMENTS ARE PLACED SIMULTANEOUSLY. Population: As we play more games, cities will be founded. Cities are either Minor Cities (population of 1), Major Cities (population of 2), or the World Capital (population of 5). Your population is the sum of all the cities you control. If you control 1 Major City and 2 Minor Cities, your population is 4 (2+1+1). Be sure to add the population to your territory count when adding up how many troops you recruit. Missiles Missiles can be played after an attack roll. A missile will modify a given dice to a 6. It can be in any combat, even if the player using it isn't involved in it. Once a missile it's used, it is discarded for the rest of the game. Trading Cards At the start of your turn, you can purchase one Red Star in exchange for 4 Resource Cards. Buying your fourth Red Star bags you the game. The second use of the cards is trading for more troops. Depending on the resource value of the cards you trade (Coins always one, Territory Cards up to 6), you get more or less armies. That means it's important to own high value territories, because that will allow to pick up high value Resource Cards if they ever come up. Placement of the armies obtained this way is free. The territory printed on the card matters only when getting the card, not when using it. The ratio of Resources/Reinforcements goes as follows. 2 resources = 2 armies 3 resources = 4 armies 4 resources = 7 armies 5 resources = 10 armies 6 resources = 13 armies 7 resources = 17 armies 8 resources = 21 armies 9 resources = 25 armies 10 resources= 30 armies These numbers remain static no matter how many turns have passed. Resource cards can be modified or destroyed as the game goes on. Scars In a brand new Risk: Legacy game there are six scar cards available from the start, three Bunkers and three Ammo Shortages. At the beginning of each game, every player is dealt one Scar Card as long as there are enough available. If there are less Scar cards available than players, no one gets one. Current scars: quote:Ammo Shortage: Played prior to an attack roll. Place this ammo shortage scar onto the defending territory as long as it's unscarred. The defender subtracts 1 from his higher die when defending this territory. 3 left. Scars cannot be removed, and can only be placed on unscarred territories. Attacking and Expanding Attack works in the same way Classic Risk does, with the caveat of possible dice modifiers because there are scars in the territory. You can attack from one territory to another, and cannot combine armies from two different territories that border the same one. Expand into an unoccupied territory is free, with no dice roll involved. Expanding into a Minor/Major City, however, costs you 1 or 2 armies, depending of the population of the city you're expanding into. So, in order to expand into a Major City you need three armies, two of which will be destroyed taking over the City. As long as you have two or more armies in one territory and a legal movement available, you can attack/expand as many times as you want in the same turn. Maneuvering At the end of your turn, you can move armies from one territory you control to another connected territory. This movement can only be done once. Defeated Factions If at any point of the game a Faction is knocked out (meaning they have no armies and don't control any territories), all the Resource Cards they own will pass to the player that killed their last army. At the start of the next turn, the knocked out Faction can join the war again if there is an available starting location for them (see previous rules for starting locations). They will get half of their starting armies, but no HQ. They also get no reinforcements in their first turn. If the turn after the Faction is knocked out there aren't any valid starting locations in the board, the Faction is considered eliminated from the current game, and won't be able to join the war even if valid starting locations open in subsequent turns. If the game ends while a Faction is knocked out, it's considered eliminated in that game, even if it could have joined the war again in the following turn. Endgame At the end of a game, players can change the board in different ways: Victors can rename a continent, giving whoever holds their Legacy an extra army if they hold the continent (7 left), place and name a Major City that only the person holding their Legacy can start with (5 left), Fortify any City (5 left), increase or decrease a continent's bonus by 1 (1 of each), or cancel a scar (4 left). They also get the board signed. Oh, and they can also destroy a territory card. A faction that has Held On (has territory on the board at the end of a game) can place and name a Minor City (9 left) or improve a territory card (35 left). A faction that has been Eliminated (can't rejoin the game) - we'll see! Dr. Snark fucked around with this message at 06:00 on May 13, 2020 |
# ? May 13, 2020 04:56 |
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Reserved just in case
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# ? May 13, 2020 04:57 |
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I played in the last thread, and A) had the time of my life, and B) still regret not going for a Hail Mary right at the end. If I can play again, you can count on me for more images of Jack Nicholson with an eyepatch crudely drawn on.
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# ? May 13, 2020 07:38 |
I'd like to join, no major preferences.
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# ? May 13, 2020 07:59 |
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I played in the last thread and found out the hard way that trying to keep all of Africa for the bonus troops is basically impossible Look forward to more!
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# ? May 13, 2020 10:53 |
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I played it the last time and I say the OP poll is biased.
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# ? May 13, 2020 14:16 |
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Some Fun Risk facts. Or Stupid Risk facts, you decide. In the Italian version of Risk (and variants), the original translator took a look at the rules, decided that the defender having only two dice was stupid and unfair and changed the rules into three defending dice. It is left as Math homework how lovely this change is. I don't know if they finally fixed it in the Italian version of Legacy but we all know these things take a life of their own, a bit like putting taxes on Free Parking. You could call it "Risk: the defender only gets two dice edition" and people wouldn't even bother reading it. In Risk Plus (well, that's how it is called here in Italy. It's the Napoleon era Risk) fortresses can only be attacked by two attackers. Makes sense, because if a player loses their fortress they're eliminated full stop. The Italian 3 vs 3 houserule is still in effect. The actual rule states that nobody can use more than two dice during an attack on a fortress, and it was translated with no changes. Of course, when only the attacker can use three dice, it's a perfectly fine rule; with the Italian houserule, the defender loses a die too, and 2 vs 2 is WAY better for the attacker than 3 vs 3. Anyways, let me grab some popcorn and spectate here. It's still Risk, I've had enough of it for the next lifetime.
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# ? May 13, 2020 15:52 |
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Pierzak posted:I played it the last time and I say the OP poll is biased. 1. I swear I haven't touched it or used sockpuppets in the slightest. Really. (But seriously I didn't) 2. I'm honestly confused how it seems to have more votes than there currently are posters in the thread?
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# ? May 13, 2020 17:35 |
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Mobile users cant see it and lurkers exist in surprising numbers. Really enjoyed following the last one, even if I cant commit to being a player.
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# ? May 13, 2020 17:51 |
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Just found out about this through RSS, and I'm very interested in how this Earth comes together. I just this year in January finished Pandemic Legacy with our local game group, and was always curious how Risk Legacy works, but didn't think it would be the groups jam. Glad to see this unfold in front of me though!
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# ? May 13, 2020 19:22 |
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You're are a madman, goon sir or lady. I know what I'm talking about. Players, try not to gently caress up
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# ? May 13, 2020 20:48 |
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I remember following the last one and look forward to the shenanigans of this one. Can't wait for everything to be on fire as people run around screaming again
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# ? May 13, 2020 21:23 |
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Yeah I'll toss my hat into the world ring. I'm good at board games. Just roll dice, whatever, it's easy.
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# ? May 13, 2020 23:29 |
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Double May Care posted:Yeah I'll toss my hat into the world ring. I'm good at board games. Just roll dice, whatever, it's easy. It's Risk, you're not wrong.
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# ? May 13, 2020 23:39 |
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It is far more important that you be a loose cannon doing things nobody expects than that you be actually any good at the game.
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# ? May 13, 2020 23:40 |
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TooMuchAbstraction posted:It is far more important that you be a loose cannon doing things nobody expects than that you be actually any good at the game.
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# ? May 13, 2020 23:51 |
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I'd love to jump in early and be part of this. Is the Discord Invite link invalid or am I just dumb? Or both, which is probably most likely.
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# ? May 13, 2020 23:52 |
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Try this one. I think the last one expired.
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# ? May 13, 2020 23:57 |
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PMush Perfect posted:Try this one. I think the last one expired. Cheers for that by the way, I'll get the OP updated with that new link. Still looking for 2 new players to get things properly kicked off! Edit: TooMuchAbstraction posted:It is far more important that you be a loose cannon doing things nobody expects than that you be actually any good at the game. This is especially true in Legacy, since you being a loose cannon can cause Things to Happen. Dr. Snark fucked around with this message at 00:07 on May 14, 2020 |
# ? May 14, 2020 00:03 |
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*Blasts door to thread down* Did someone mention my name? I'll would be pleased as punch to retake the direction of Imperial Balkania. I want in.
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# ? May 14, 2020 01:23 |
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grandalt posted:*Blasts door to thread down* Much as it's great to have you back, I do want to give new players the chance to run Balkania into the ground for a bit. After a couple of games though then yes I'd be perfectly fine with having you take up the reins of leadership once again.
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# ? May 14, 2020 01:35 |
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Fine, I will wait. Someone else can have the first go around.
grandalt fucked around with this message at 02:47 on May 14, 2020 |
# ? May 14, 2020 01:43 |
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Yeah, also officially signing up but ceding any potential spot until there's no more new players who want a go. If/when I do come up, I have a moderate preference for Khan Industries.
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# ? May 14, 2020 02:28 |
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It is great to see this game again, hopefully this time less time issues because of furniture.
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# ? May 14, 2020 03:34 |
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Ah, I had a good bit of fun last time leading the Imperium to its first taste of glory. Has it really been seven years... May Balkania reign again!
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# ? May 14, 2020 03:52 |
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grandalt posted:*Blasts door to thread down* Welcome back, Your Majes-tea. Omobono fucked around with this message at 09:59 on May 14, 2020 |
# ? May 14, 2020 07:40 |
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Ooh, seems interesting and getting in on the ground floor will be fun. Saharans seems like the most flexible ability, but the Bears also seem good for keeping up aggression
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# ? May 14, 2020 08:06 |
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Drop bears MVP
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# ? May 14, 2020 08:52 |
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Omobono posted:
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# ? May 14, 2020 08:52 |
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Pierzak posted:FTFY. Yeah, your fix is better. Thanks.
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# ? May 14, 2020 10:00 |
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Xelkelvos posted:Ooh, seems interesting and getting in on the ground floor will be fun. Saharans seems like the most flexible ability, but the Bears also seem good for keeping up aggression Note that you only get one of the two listed abilities. The player who plays that faction first will have to choose, and then they're stuck that way for the rest of history. There are however some suspicious blank spots on each faction placard...
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# ? May 14, 2020 14:29 |
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I want to sign up but my brain is beefing it for a posting style or gimmick; also I have literally never actually played Risk so any actions under my tenure would be Strategically Dubious® (which could be funny I admit, but the line between and is mighty thin)
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# ? May 14, 2020 14:59 |
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My in-person group burned out on this fast 'cause I kept winning, so I'm following this to see how the hidden stuff in the boxes actually plays.
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# ? May 14, 2020 16:04 |
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I want to sign up but I fear that my job will suck my soul even harder when my time to play comes up. Also, I'm not really good at RP and gimmicks.
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# ? May 14, 2020 17:12 |
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Ciaphas posted:I want to sign up but my brain is beefing it for a posting style or gimmick; also I have literally never actually played Risk so any actions under my tenure would be Strategically Dubious® One of the quotes from the last thread is "never assume your opponents will be competent." Also this is a game where losing can cause things to happen anyway. Don't be afraid to join in! We also have the benefit of having some of the players from the last thread with the craziest characters, so if you're hurting for ideas you can always ask for help in the Discord.
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# ? May 14, 2020 17:23 |
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I picked the wrong time to start my own LP. I'd otherwise love to play, but I will defer to others who can spare more time and effort. I'm really stoked to see another one of these threads, though.
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# ? May 14, 2020 17:33 |
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# ? May 5, 2024 07:07 |
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Dr. Snark posted:Also this is a game where losing can cause things to happen anyway.
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# ? May 14, 2020 17:45 |