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Risk Legacy: Spoilers Everywhere!

A campaign journal for Risk Legacy with the boys from the youth group. Absolutely no spoiler tags or circumlocutions -- beyond the jump cut lies madness!
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Signing the Board Twice (packet discussion)

Stephen Rochelle
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Let's ruminate on what's in the Sign Twice packet (packet 'D', cardwise)! This whole post is nothing but one big spoiler. However, those spoilers are restricted to this packet only.

Packet D (so noted as the card serial numbers are prefixed with a 'D') adds Faction Homelands, Events, and Missions. Depending on your group, there's a reasonable chance that these are the first Events and Missions you'll see. I'd guess, though, that there are Events and Missions in something like the "Found all 9 Minor Cities" packet, which I think probably opens before this one for most people. We'll take these in the order listed, which I think also tends toward the order of greatest impact.

Faction Homelands
After initial placement, check your faction's starting locations over the course of the campaign (first 15 games only) and tally the number of starting locations by continent. The continent with the most starts is your Homeland, and you're eligible to claim those territory cards in addition to the cards of territories you control. A tie for most means no homeland.

Once you've completed 15 games and the back of the faction cards are set, this has a lot of potential power. A faction with an Asian or North American homeland can deploy compactly and still be eligible to draw a lot of high-value territory cards. Until that 15 game mark, though, this should have less impact. Specifically, wherever you've deployed this game will have a bearing on where your homeland is -- if you even have one. You'll be much more likely, as a result, to control your homeland territories, and that reduces the edge of having more drawing options.

This also, I imagine, makes it less likely that you'll exhaust the Coin stack and trigger its Red Star award, since factions will have many more eligible cards to pick from (and since territory cards must be preferentially taken over coin cards).

Events
Three Join the Cause event cards are added, all of which have the same text. The player with the largest population (controlled city value) either gets 3 troops to place in controlled cities or gets to choose a new Mission card. Note particularly that it says "choose", not "draw" or "randomly". The most populous player gets to select a mission they feel best positioned to complete (or to bury the current mission, if someone else is likely to complete it). As with Homelands, ties mean that no player gets the effect.

The tie rule is particularly interesting for my Earth 5224 campaign, as right now (as of Game 2) we've got city population divided as follows: 2 in the North American interior, 2 in the European interior, and 2 in the Australian interior. For the near term, it seems unlikely that anybody is going to be triggering these events. It's a new factor to consider when having the option to place cities, though.

Missions
8 missions are in the D packet: 6 of what I'll classify as "standard" missions (1 Red Star, repeatable) and 2 "special" missions (2 Red Stars, stickers, single-use).

For the standard missions, we've got objectives of:
* Control 6+ Cities
* Conquer 4+ Cities this turn
* Conquer 9+ Territories this turn
* Conquer 4+ Territories over Sea Lines this turn
* Conquer all Territories in one Continent this turn
* Have a current total Continent bonus of 7+ troops

There's a wide gap in the practicality of these. First, note that "conquer" is a keyword; empty territories you expand into without combat do not qualify as conquests. "All territories in a continent" is straightforward, particularly in South America or Australia. Similarly, "4 Territories over Sea Lines" (the connections drawn across oceans) has hubs of completion in the Greenland-Great Britain and SE Asia-Australia regions.

The city missions, conversely, are preposterous at present: only 5 cities are on the board, and any player that can grab North America and Europe in one turn (from other players) to capture 4 in a turn probably doesn't need the mission to meet victory conditions.

The last two fall somewhere in the middle. Taking Asia to secure the continent bonus reward isn't ridiculous; the mission is completed at the end of your turn and so you need not successfully defend that bonus. Signing and stickering North America or Europe with the +1 would also open the possibility of a single-continent fulfillment. Taking 9+ territories is reasonable as the number of troops on the board grows. So far I think 12 or 13 is the most placed at once; placing 30+ would make this easier.

Finally, the special missions, each of which is completed once and then destroyed:
* Be eligible to draw a resource card worth 4+ coins: place the World Capital
* Control 7+ islands (territories connected only by Sea Line): place a new Sea Line

The World Capital is the only secret reveal directly spoiled (as a condition of opening another packet), so let's start there. 4+ coins on a territory is straightforward. We've only got 3-coin territories at present (and only Alaska or Madagascar of those), but there are lots of coins (33) remaining to distribute as Held On rewards. So obviously we'll be able to angle for preferred Capital locations through that distribution. There's also the possibility of game winners destroying potential Capital territory cards to deny those options. Most interesting, though, is that the Capital is placed without regard for any other city in that territory. Covering your opponent's Major city (and protected start location) is perfectly legal, and I wonder how many people are distributing resource coins to that end.

Of course, there's also the question: do you really want the Capital in your preferred part of the world? Holding the Capital is a powerful population bonus, both for troop reinforcements and for Event qualifiers. Conversely, you've got to burn 5 troops to take it initially, which can't be good for early expansion and consolidation. And then there's the "When you place the Capital" packet (which I haven't seen yet)! But for now, I'm liking Europe as an option. I think Vizzini's got the right of it: Asia's going to remain too big to be viable. Europe, though, could get very interesting with the right incentives.

The new Sea Line is the most radical change thus far revealed, as it has the potential to shift the geography that's driven Risk games for 50+ years. Meeting the prerequisites (the 7 islands on the map are Greenland, Iceland, Great Britain, Madagascar, Japan, Indonesia, and New Guinea) allows the player to connect any two coastal territories via the Sea Line endpoint stickers on the mission card. The card instructs you to draw a line between the endpoints (thus filling in the rest of the Sea Line), but I think players ought to consider instead labeling the endpoints in the style of Alaska/Kamchatka (where Alaska has only a small line segment and a "<- Kamchatka" label). A full line works fine if you're connecting Australia to Madagascar; it's less practical if you're connecting Australia to Great Britain -- particularly if there's another similar card in another packet.

And oh, the possibilities for this one! A back door into any irritating stronghold you like (or into two irritating strongholds)! As I'm trying to keep my preferred locations flexible, I don't have the slightest clue where I'd want to put this. Where would you?
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8 Comments
Subscribe sub options Thu Dec 29, 2011 2:22 pm
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Craig Groff-Folsom
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Grand Rapids
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The first thing that caught my eye about this packet when we opened it: "7+ islands" on the sea line mission card. There are only 7 on the board (right now...)!

(For those that may have opened other packets and found mind-melting goodness related to new islands, that's all well and good. This was the first packet we opened, so our game has no knowledge of anything like that.)
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  • Posted Thu Dec 29, 2011 11:46 pm
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Stephen Rochelle
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I will admit that I've had precisely the same thought, though I haven't yet opened enough packets to know whether Rob was in fact devious enough to make that pay off. There have been a few other such hints: for instance, the rules define a territory with an HQ but no troops (it's occupied but uncontrolled); the stock rules contain no possible way to reach that state.
 
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  • Posted Fri Dec 30, 2011 2:03 am
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Alexander West
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I think connecting strongholds weakens them. I'm fairly sure unless you are a player with a strong Australia position (major city, board signature) you are probably invested in diminishing its power. My general instinct is to connect New Guinea (so Australia has two entries) to either Central America (if I want South America to stay okay) or Venezuala (slightly weaker South America, or Argentina (if I want South America to be weak.) Europe, Asia, and Africa are already such attackable positions, I'd want to be getting the two best positioned continents.

Definitely like the thought of tearing up your own Major City card if other people are trying to coin it.
 
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  • Posted Fri Dec 30, 2011 8:42 am
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Darren Nakamura
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I just opened this packet last night, and I really hope to complete the 7 islands mission myself, as I would love to place a sea line between South America and Australia.
 
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  • Posted Fri Dec 30, 2011 3:50 pm
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Stephen Rochelle
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Another approach would be to connect two opponents' major cities, thus denying at least one of them that starting location every game.
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  • Posted Fri Dec 30, 2011 8:46 pm
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Mike Oehler


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The Homelands have been pretty weak in our board. I think someone has only taken a homeland card once in the 4 games we've played since opening the pack. Many factions don't have a homeland due to being moved around, or people getting zoned out of the starting areas they first liked with that faction. Plus there's the fact that if you often control a certain region, you're more likely to actually have the ability to take the territory cards there normally without needing the homeland bonus.

Without knowing what exactly happens when someone places the World Capital, I'm not sure setting up cards so that someone else can most easily place it is all that great of an idea. The player placing the capital almost certainly wins with the 2 stars for completing the mission, and may derive other bonuses from it since additional long term effects are probably in the last packet.

Unfortunately, neither of the 1 time special missions have come up for us.

Our concern with linking Australia and South America is that someone could hold both continents with 3 chokes. That makes it about as useful as a major continent with 1 less bonus army but the bonus isn't lost all at once.

The city missions become more relevant the more people placed cities (duh). We had all 9 minors out and 2 major cities by the time missions came up. Missions are harder than you might think since people have deliberately left places vacant before; cities are often great buffers.
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  • Posted Mon Jan 9, 2012 11:28 pm
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Chris No
United States

Oklahoma
So this may be a dumb question but does "sign the board twice" mean that after we signed the back the first person to win has "signed the board twice"?

We have played it understanding that it meant the first person to win two games.
 
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  • Posted Wed Feb 15, 2012 3:49 am
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Stephen Rochelle
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First to win two games.
 
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  • Posted Wed Feb 15, 2012 4:10 am
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