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Taking Risks and Creating Legacies

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by Mike Esquivel

Taking Risks and Creating Legacies
aka "Alfred, come down here and help me decide what games will be played."


I liked the idea of having a poll last time we discussed what to play next, but there ended up being too much outside feedback that really didn't reflect the feelings of the group. (Thus leading me to re-learn BSG inside and out just to not have it hit the table.) So, instead, let's talk a little bit about a game that we all know that WILL get played, Risk: Legacy.


A couple of weeks ago, I sent an email out asking everyone about what the general consensus was in playing a campaign game. I've been wanting to play Risk: Legacy ever since I heard about it, before it was released, and I also own Descent 2nd Edition, which I've played a couple of times, but never in a continuous campaign. With a now stable gaming group, I figured that this would be a good time to something arranged. The feedback on Risk: Legacy was pretty positive, so I made the purchase on Amazon. For the benefit of our readers, our group alternates between 4 and 5 players, with the occasional special guest. Since everyone was good with the game, we made the decision to hold sessions when we have 5 players playing, in order to fill the full compliment in the game. This Sunday will mark the first game session of Risk: Legacy.

I took the time to read over the rules of the game today, available here. The game isn't too complicated (it's Risk after all), but it sounds like it adds some tweaks that adds some spice to Vanilla Risk rules. It's not a long read and I HIGHLY ENCOURAGE everyone to read the rules and at least get familiar with the basic gameplay before Sunday. For those who want a clear understanding of the rules, there's always the Spoiler-Free FAQ located here on BGG.

To give you a taste of the world we're about to dive into:

In 2128, after years of global warfare, theoretical physicists
joined together with astronomers, engineers, and particle
physicists to announce a breathtaking breakthrough: the
ability to create new Earths.
Instead of warring over ever-scarcer resources and everdiminishing supplies, factions and populations could transport
to a verdant Earth, untouched by humans.
With great fanfare, the colonists departed for the first earth
clone created, ready to leave war behind.
It took two months for the first battle to take place.
It turns out that factions weren’t so ready to share, to give up
past grudges, or to forgive trespasses.
As future Earths were colonized, future wars followed.
You have one of these Earths. It is waiting for your story,
your wars. As of now there are no cities, no wars, even the
continents are unnamed.
But all that will change.
The wars will come.
They always do.

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