by August222
Stu Holttum wrote:
Given their ages, I'd say it is important to play a few games of regular risk before you start the campaign - or perhaps play games "0.1 and 0.2" of Legacy (i.e. open the box, and play with the pieces and cards as they are).
Once everyone has got to grips with the mechanics, particularly the starting location choice and the expansion mechanic, at THAT point I'd start stickering up and kick off the campaign proper.
Without that risk-y background, its very easy to get hammered in the first couple games before you find your feet. That can get demoralising very quickly when you're a kid, and may lead to them not wanting to carry on with the campaign. If they start the campaign with an idea of how it all works, they'll be more likely to play well, and so more likely to want to come back for the next game - even if they DO lose in the early stages.
Once everyone has got to grips with the mechanics, particularly the starting location choice and the expansion mechanic, at THAT point I'd start stickering up and kick off the campaign proper.
Without that risk-y background, its very easy to get hammered in the first couple games before you find your feet. That can get demoralising very quickly when you're a kid, and may lead to them not wanting to carry on with the campaign. If they start the campaign with an idea of how it all works, they'll be more likely to play well, and so more likely to want to come back for the next game - even if they DO lose in the early stages.
This is excellent advice. Two straight, non-stickering, non-scarring games. I would not even look at the green starting powers for the first two games. With kids, you could really create a nice "risk culture" this way--"hey, just take a few tactical chances and let's see what happens!"
The game is as much a story-telling device as it is an area control game; remind them of this. You are watching a world unfold.