Wednesday, 20 December 2017

Risk: Legacy diary

Risk: Legacy is the answer to the question you never knew needed to be asked: what if, when you played Risk, your actions permanently altered the world map? The box contains multiple sealed packets to be opened when certain game conditions are met, such as 'someone is eliminated for the first time' or 'someone places 30 armies and has a missile'; they are designed to be opened over the course of 15 games.

It starts as it means to go on: you're instructed to use twelve coin stickers to increase the value of up to twelve territories, and you have to choose the special abilities that each of the five armies will have - permanently. You have a choice of two powers, and the instructions are to rip the other one up and throw it in the bin.

My parents and I have been playing our map since September, every two or three weeks. This post is my diary of the ongoing war.

Note that this post will contain spoilers for the game, which is something worth avoiding if you plan on playing it. I can say for sure that it is definitely worth it if you enjoy Risk; you can buy it for between £40 and £60, which comes out to £4 per game - and, be honest, how many times have you played any version of Risk in the last year? It simply takes too long to play for it to be a regular occurrence - but Risk: Legacy has ways of preventing that. (The second game we played ended in less than an hour, which I would have said was flatly impossible.)

Right, enough advertising. On to the war.

Thursday, 23 November 2017

Age of Mythology: Zeus

Here we go again.

It's been a year and a half since my Oranos game, and I had almost forgotten this was a thing. But a discussion elsewhere prompted me to pick it back up, and continue with the next god on my rota - Zeus.

If the Greeks are the generic nation, then Zeus is their generic deity. His God Power is a lightning bolt that kills one unit, and his boosts benefit infantry - the generic soldiers. I went into this not expecting great things from him.

Thursday, 12 January 2017

Rise of Nations: Quadruple Victory

Just a quick one:

That's a simultaneous Conquest (by eliminating Louis, my last opponent), Wonder (by building and stealing wonders of the world), territory (by owning three quarters of the map) and score (by having the highest score) victories.

Achieved on an islands map, by settling onto one opponent's island very early, and knocking out two of my three opponents' shipyards. I then prioritised getting an army in place, got a tech advantage over Egypt, and knocked them out. Then I built a wonder (Versailles), which bumped the other two AIs into 'must prevent wonder victory' mode and never let them catch up my tech lead. Then I killed them. ^_^