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Warning
Before I start writing reports I need to note that there will be spoilers. While in this post there is nothing beyond what one gets after opening the game, this may change in the future posts. As the packets get opened everything that will be important for the reports will be described. You have been warned.
Warning
In the evening of 19 II 2012 four players met at my house with the intent of starting a Risk Legacy campaign. There were supposed to be five of us but unfortunately our fifth player couldn't make it. We had decided earlier that we would play even if one of us was absent so after grabbing a few beers and some snacks we sat down around the board.
Of Mat, Tomek, Swistak and me only the latter two had more experience with Risk than just one game and also had read the rules beforehand. Therefore we started by explaining those to Mat and Tomek what took us about half an hour. There were some things that seemed unclear but got quickly resolved with the help of the rulebook.
After making sure that everybody was more or less clear on the rules we went on to deciding on faction powers and sticking coins on resource cards. This took us another half an hour and here are the results:
1)Die Mechaniker's powers were talked about for a pretty long time as there was some confusion as to how they would work in actual play. It looked like the guys could discuss them much longer without coming to any sort of agreement so they let the owner of the game (me) choose the starting power. My choice of fortified HQ got accepted and we moved to the next faction.
2)Next came Enclave of the Bear. Upon hearing about rolling a natural three we all agreed that the second power looked better. Even if it didn't look that strong it was reliable and gave the Enclave, or Teddies as we started calling them, and edge in their first combat.
3)When deciding on the starting power of Khan Industries the guys needed a reminder of how the resource system works. After that, and making sure that it worked with all the HQs controlled by this faction, everyone was certain that the HQ power was the one for the Khans.
4)We discussed Saharan Republic powers heavily, mainly because I was trying to convince the others that maneuvering at any time is better. I have to say I liked all the other powers but Saharan's second one felt terribly 'meh'. They couldn't see my point of view so with three votes against mine we stuck the non-connected territories maneuvering.
5)Last, but not least, Imperial Balkania. My friends couldn't see the appeal of neither of the powers so they decided that since it's my game they shouldn't make all the choices and let me choose the power I wanted. Even though I was amazed by their generosity I just placed the resource drawing power to give the Balkanians a better start and we moved on to coins.
6)We shuffled the resource cards and put two of them aside, the rest getting divided into five groups of eight. Two coins were to be placed on two territories in each group as decided by the players. Then we would place two more coins on two random cards from the whole deck. This would give us some control over which territories are more important but also enough randomness to make things interesting. Each continent got lucky enough to get two cards with two coins and in the end there were no three-coined territories. The lucky cards were: Eastern Canada, Central America, Venezuela, Brazil, Iceland, Northern Europe, Egypt, South Africa, China, Ural, Eastern Australia and Western Australia. It seemed that this setup favoured South America and Oceania heavily but we were yet to see how much influence would those coins have on our games.
Finishing the setup we decided to start our first game. Unfortunately there was no camera at the time so there are no photos of our first session. Hopefully Mat will take some during our future games.
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