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Risk
Nov 7, 2005 17:47:17 GMT -5
Post by General Zod Von Doom on Nov 7, 2005 17:47:17 GMT -5
At least he had Rampart available to play, which is a good game....I like to play it myself, every once in a while
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Risk
Nov 8, 2005 1:19:58 GMT -5
Post by Reno on Nov 8, 2005 1:19:58 GMT -5
Well it's one thing if at least you're putting up a good fight and you have a chance to win.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Risk
Aug 13, 2006 0:43:12 GMT -5
Post by Reno on Aug 13, 2006 0:43:12 GMT -5
Well, I got to play Lord of the Rings risk for the first time yesterday. I have to say, it's better than the normal Risk. The pieces aren't so friggin' tiny, so they aren't so easy to lose and hard to handle. Also, there's no place quite like Australia, where you can hole up and only have to defend one passage into the continent. There's a couple places that only have two in-roads, but two is still better than one. I don't think the continents translate well to an easy comparison with standard Risk, though. Gondor was compared somewhat to Asia for me because it yields 7 extra troops every round and it's rather hard to hold. However, I didn't think it was nearly as hard to hold as Asia. Gondor borders only three other continents: Rohan, Mordor, and that place in the south whose name I forget (Harad-something, maybe?). Better yet, the territory that borders Mordor is the same as one of the two that borders Rohan, so that's still only four inroads to watch (the one that borders Mordor/Rohan, the other Rohan, the one that borders Harad-something, and a port that connects to Harad-something and also to elsewhere).
I think I still like Godstorm Risk better though. For one thing, LotR Risk has some rather useless cards, some because their use is so limited and situational, others cuz they just plain suck. Godstorm has that too to an extent, but not so much. One card I held for the entire game yesterday subtracted 1 from the Fellowship's die roll to leave a specific place near the end of their path; could not be played until they got there, by which time I was almost out of the game. And it really did almost nothing; the only situation in which it affects anything is if they were to roll a 3 (it takes a roll of 4 or more for the Fellowship to move on).
But yeah, for the most part it's a cool game. And the game board is extremely handy for finally helping make sense of the geography of Middle-Earth, which I found very confusing before.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Risk
Aug 14, 2006 8:46:51 GMT -5
Post by Kain on Aug 14, 2006 8:46:51 GMT -5
I've always wanted to play this version. My cousin got it for christmas, but we still haven't gotten around to playing it yet.
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Reno
Deity
I can't have you do that. No one gets in the way of Reno and the Turks...
Posts: 1,853
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Risk
Aug 15, 2006 8:53:09 GMT -5
Post by Reno on Aug 15, 2006 8:53:09 GMT -5
One important thing to note: Lord of the Rings Risk is only intended for up to four players. We had to have two people sit out because of this.
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Kain
Monarch of Nosgoth
Patriarch Vampire
Posts: 1,226
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Risk
Aug 15, 2006 8:58:04 GMT -5
Post by Kain on Aug 15, 2006 8:58:04 GMT -5
One important thing to note: Lord of the Rings Risk is only intended for up to four players. We had to have two people sit out because of this. Ah, that can lead to problems.
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Risk
Apr 12, 2007 19:31:11 GMT -5
Post by bluecommander on Apr 12, 2007 19:31:11 GMT -5
It's been awhile but I played a new risk game:star wars risk. Fun game actually. Standard rules but you get a card for EACH planet you take over (42 total from the galaxy). Cards can be traded in for troops with the normal 3 certain cards for X amount of troops or you can trade 1 card with a starship picture on it to make a starship (starfighter, bomber, or capital ship). 1 starship can be made per turn. ships do anything from +1 to highest roll (bomber), keeping you from rolling a 1 on any 1 die (fighter), or changing 1 die into a D8 (capital ship). This is only the beggining.
You can play either standard risk rules (no starfighters or any special rules from star wars risk so why would you?) or you can play the star wars trilogystuff risk game. 3 factions exist for up to 5 players: rebels, imperials, and (surprisingly) hutts. Each faction has special rules. Rules that go from different starting troop counts to different starting planets you can hold counts. Some factions even can get a death star... Yes you can blow up planets in this game and the imperials start with a death star but cannot use it unless they have VERY specific cards. Not even a "you can fire the death star" but you can fire it in THIS specific section of planets. Still having all troops and ships on a planet go forever is tough. Rebels win by striking a world with an imperial base on it (one randomly has the emperor on it) and taking it. Only win if they get the one with the emperor on it.
The hutts win if they get 10 out of 13 high profit planets (have a green ring around them) and then they just plain win. The empire wins if they kill all the rebels. As it says in the directions for imperial winning conditions "wipe them out. all of them". There's still more I have yet to say but this is enough of a gushing I think.
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