Posted on December 7, 2013
Risk Legacy (Sco.) update from ArabtimBack in May of this year on a lovely hot sunny day, Desfaber, StA and myself took a trip to The Source (MSP, USA) and bought a whole bundle of goodies! We loved the Source. Us Scotsmen thrive on games shopping and do not need sunshine nor vitamin D. One of the shiny new purchases was Risk Legacy! Desfaber had already played it, but he put his benevolent hand into his pocket. His idea, play a few games with his brethren and then send it East for a further 7 games, just to “see what happens”… (He then was going to fly over, play a few more games on a thoroughly Celtified board and then take it back home for his gaming group to finish the job – however impending fatherhood will now prompt USPS to bridge the 4000 mile gap between game and owner). Over here we all LOVE Risk Legacy. (Our gaming group have bought 3 more copies of our own). It is the ultimate re-boot of a (pretty mediocre, simple) game, that is largely determined by luck. What is great is that it has evolved into a game played over the “long term” like a football league, where wins are the primary goal, but if you lose you just dust yourself down and get stuck into the next fixture. You also have history with every game participant and every result all studiously “recorded”. This especially appeals to a detail person like me. You also have “history” with all the other players. This also appeals to an arch agitator like me. What is REALLY great is that win or lose, you shape the board, the factions and even the fortunes of the other players (especially those who piss you off!). What is AMAZING is that the game keeps evolving when you (meet the conditions that allow you to) open envelopes of new cards or sealed trays. When you do open such a package the excitement is palpable and the results can be immediate and deliciously chaotic!!!!!!
NOW FOR SOME SPOILERS!
Our board reflects the fact that we have opened all but one envelope and all the sealed trays.
Amazing how he is drawn to large groups of poorly skilled, disfigured humanoids who just keen on losing. 10 games experience suggests that 3 player games start slow and allow big armies to be created, but can end really, really quickly. 4 players is fine, but I prefer it with 5, as there is lots of opportunity to shit stir and politic! Our final game of the 10 was a 7 player with “everything in” that actually worked pretty well. This one WAS only EVER was going to end in a win for Capt Scarlet. (IF it had not, I had my running shoes on as whoever cost him a place on the roll of honour was going to meet a lingering horrifyingly unpleasant fate. Probably buried in the commodity horror that is a used Vikings towel). At the end of our Legacy run, I think that the winner’s board reflects a nice spread of success and all the players who have participated. No-one has managed to “dominate” but some have obviously seen more success than others. (Although he never won – the Loyal Fist acted as a very effective wild card following a basic strategy of being a complete pain in the arse to anyone else nearing a win!) In that vein one nice thing is that the winners board acts as a handy stick with which to beat the immediate chances of any player who has seen recent success in lieu of you (especially if the person you are trying to bait has yet to record a win).
Or next plan is to set a fixed 5 players who will play my copy of the whole game from first opening right to the bitter end. Who knows how it will end (well, except that Big Daddy R will NOT be allowed to get a grip on Australasia). But that is another tale for another day… all we know for sure is that it will be a “blast”!