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Thread: Risk Legacy:: General:: Adjusting the starting powers

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by Smitty_80

The general consensus seems to be that each faction has one starting power that is weaker than its other. After reading Rob Daviau's post about how he would change one of Khan’s powers, I started thinking about ways to re-balance the others. I've listed my ideas below; comments and criticisms are welcome!

Khan Industries
POWER B: When drawing a territory card, you may place two troops into that territory if you control it.

This is Rob's change.

Saharan Republic

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

POWER B: You may maneuver between any two territories you control, even if they are not connected. If you did not conquer a territory, you may make a second maneuver.

Maneuvering between unconnected territories in both powers is not a typo; I think it works in both.

Die Mechaniker
POWER B: If your defense roll of natural, unmodified doubles defeats two attacking troops, a third attacking troop is also defeated.

I probably didn't make it as clear as it could be, but the idea is that Die Mechaniker can’t use any modifiers to trigger this power – the doubles have to win before any bunkers, fortifications, defensive missiles, etc., take effect – but the attacker can use modifiers to prevent it.

Enclave of the Bear
POWER B: If all three of your unmodified attack dice are higher than all of the defense dice, an additional defending troop is defeated.

I wanted to keep the “trigger on triples,” but it just happens too infrequently. Plus I always feel bad for that 3rd attack die; he never gets to shine.

Imperial Balkania
POWER B: When recruiting troops, add 10% to your territory and population total, rounding down. Then round up, not down, when dividing your territory and population total by 3.

This one I’m least sure about, because though the original power doesn’t seem that strong, the two campaigns I’m playing both use it, and IB is the winning-est faction in each. (Granted, there are other considerations.) So it’s only a minor bump – IB would get five troops at 12 territories/population now instead of at 13, and then eight at 20 instead of at 22. (And more above that, but at that point, they've probably already won.)



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