by TDaly1
Hello fellow Risk Legacy players,My first Warning for you all is there are a lot of spoilers in this post. We have unlocked all packets except for the "Do Not Open Ever" Packet. Beware.
Now, if you decided to stay here is my board, and the story that goes along with it. Your input on this would be greatly appreciated.
Myself, my father, my best friend, his dad, and a good friend of ours bought a board almost 2 months ago. We have been playing one or two games per week.
The Participants:
Tim the "Fuhrer" (me)5 Wins
Caramel Money 1 Win
Junior 1 Win
Joel 3 Wins
Daddy Daly 3 Wins
Results:
Game 1: Tim the Fuhrer (Khan Industries)
Game 2: Tim the Fuhrer (Khan Industries)
Game 3: Joel (Die Mechaniker)
Game 4: Tim the Fuhrer (Imperial Balkania)
Game 5: Daddy Daly (Saharan Republic)
Game 6: Daddy Daly (Khan Industries)
Game 7: Junior (Die Mechaniker)
Game 8: Caramel Money (Khan Industries)
Game 9: Tim the Fuhrer (Mutants)
Game 10: Joel (Imperial Balkania)
Game 11: Daddy Daly (Khan Industries)
Game 12: Joel (Die Mechaniker)
Game 13: Tim the Fuhrer(Mutants)
Game 14: Not Played
Game 15: Not Played
Current Scars\City Locations
North America: Named "Joel's Homeland" by Joel
Alaska: 2 Coins \ Bio-hazard
Central America: 1 Coin \ Ammo Shortage
Western United States: 2 Coins \ Mercenary
Eastern United States: 2 Coins
Ontario: 1 Coin
Greenland: 1 Coin
Northwest Territory: 2 Coins
Alberta: 6 Coins \ Minor City of "Homeland" founded by Joel
Eastern Canada: 1 Coin
South America:
Brazil: 6 Coins \ Ruined Minor City of "TD2" once founded by Junior
Argentina: 2 Coins \ Minor City of "TD U" founded by Junior
Venezuela: 3 Coins
Peru: 2 Coins \ Minor City of "TD3" founded by Junior
Europe: Named "Homeland" by Daddy Daly (-1 on Continent Bonus)
Western Europe: 2 Coins \ Canceled Ammo Shortage
Russia: 3 Coins \ Major Fortified City (10 Uses) of "Reichstag" founded by Tim the Fuhrer
Great Britain: 2 Coins
Iceland: 6 Coins \ Fortified World Capital (10 Uses) of "Daly Town" founded by Daddy Daly and cancelled Ammo Shortage
Scandinavia: 1 Coin
Southern Europe: 2 Coins \ Ruined Minor City once founded by Daddy Daly
Northern Europe: 1 Coin
Africa:
East Africa: 1 Coin \ Cancelled Bio Hazard
Egypt: 2 Coins \ Bunker Territory
Central Africa: 2 Coins
South Africa: 2 Coins \ Minor City of "Moneyville" founded by Caramel Money
North Africa: 2 Coins \ Minor City of "Caramel $" founded by Caramel Money
Madagascar: 2 Coins \ Connected to Alien Island
Alien Island: 4 Coins
Asia:
Yakutsk: 1 Coin
China: 1 Coin \ Ruined Minor City once founded by Daddy Daly \ Bunker Territory
Middle East: 1 Coin \ Major City of "Money Nation" founded by Caramel Money
Kamchatka: 1 Coin \ Bunker Territory
Irkutsk: 1 Coin
Ural: 1 Coin
Siberia: 2 Coins \ Major Fortified City (4 Uses) of "Mutantville" founded by Tim the Fuhrer \ Mercenary Territory
Mongolia: 1 Coin
Japan: 4 Coins
Southeast Asia: 2 Coins \ Major City of "New Berlin" founded by Tim the Fuhrer \ Ammo Shortage
Afghanistan: 1 Coin
*Posthumously* India: Formerly 1 Coin, Birthplace of the Mutants, Fallout Territory
Australia: Named "Deustchland" by Tim the Fuhrer (+1 on Continent Bonus)
Eastern Australia: 2 Coins
Western Australia: 2 Coins \ Major City of "New Hamburg" founded by Tim the Fuhrer \ Cancelled Bio-hazard
New Guinea: 6 Coins \ Connected to Alien Island
Indonesia: 2 Coins
That was the current up to date version of our board. Now here for the Factions.
Aliens: 0 Wins 6 Games
Have not Changed
Mutants: 2 Wins 8 Games
Purist Scar: Max of 2 Coin Cards, must be face up, not in hand.
Unnatural Strength: When attacking your 6's beat the defenders 6's.
Die Mechaniker: 3 Wins 11 Games
Bringer of Nuclear Fire
Alien Collaborator Scar
Comeback Power: Mobile - Move your HQ to a adjacent territory
Starting Power: Your start HQ is always treated as fortified.
Saharan Republic: 1 Win 7 Games
Cautious Scar: When Placing Troops, you can place them in to no more then 2 territories
Missile Power: Bad Intel: Deny that player one continent bonus, your choice.
Comeback Power: Well-Armed: Add 1 to all of your attack dice when attacking an HQ.
Starting Power: You can make a maneuver at any point during your turn.
Enclave of the Bear: 0 Wins 6 Games
Short Sighted Scar: you can only maneuver into adjacent territories.
Comeback Power: When defending your unaffected by Ammo Shortage Scars.
Starting Power: Defender subtracts one from lower die on first territory you attack this turn.
Khan Industries: (Lead Faction)6 Wins 13 Games
Private Mission: Urban Troop Surge - Control World Capital and 3 Major Cities
Primitive Scar: You do not add population when recruiting troops.
Missile Power: Interference: Activate as player draws a resource card. That card cannot be drawn, That player can draw any other eligible card.
Comeback Power: Convincing: You gain one extra troop in Mercenary Territories
Starting Power: Add 1 troop to each territory that has a HQ you control.
Imperial Balkania: 2 Wins 12 Games
Unpopular Scar: You lose one extra troop when expanding into empty cities.
Comeback Power: Resourceful: As long as you expand into a city territory, you draw a resource card, even if you didn't conquer a territory.
Starting Power: You still draw a resource card at the end of your turn where you expanded into 4+ territories, even if you didn't conquer a territory.
Well Players if you made it this far you see what me and my fellow players have done in a attempt at total world domination. Now my problem is that the two players with three wins each are going to collaborate to try and get the last two wins. Our deal was the player with the least amount of wins has to buy the next board. If one of the two players with one win wins at least one of the next two games I will secure naming the World.
I have myself in quite a predicament. The players have already tried and teaming up on me. Each time they tried they succeeded, however I restarted and ended up winning each time.
I am not quite sure what to do. I don't know if I should go for the next win or try to help one of the players with one win each.
My usual strategy (Sad to say) is the usual Australia turtle with either Imperial Balkania or the Mutants. With the last biohazard in Alaska and the fall out zone in India, this is easily achievable. With the Imperials I can slowly expand out to Africa through Alien Island or go north and conquer Asia while slowly dodging mutant event cards. I am not really sure what to do these next few games.
Some advice on what to do would be greatly appreciated.
Until Next time,
The Fuhrer.