![]() The winners of the first 15 games on this board will get to sign this section and will receive a game-altering reward for winning.Įach army comes with its own Faction card that will evolve as you play more games. The final thing to note is the victor's section. By placing them on the symbols, you make sure that you don't accidentally put two scars in the same territory or cover up a name or put a sticker over a fold in the board, etc. Scars connect to the lower half and cities connect to the upper half. The blank spaces on the board will get filled in as you open envelopes.Įach territory has a shape showing you where to place marks in that territory. The game starts with two scars (Bunker and Ammo Shortage) and the fortification mark available. The top of the board defines the abilities of some of the marks. If you control a whole continent at the start of your turn, you'll get bonus troops. The territories are marked in different colors to show which continent they belong to. Territories are grouped together into six different continents. There is no difference between attacking over a sea line or across land. Territories that are connected can attack each other. Territories are connected either by a border or by a sea-line. Sometimes there will be many troops in a territory sometimes none. The game board is divided into 42 territories. The Saharan Republic exists to be mobile and hard to find. Savvy warriors who fight with old equipment and guerilla-like tactics. Their motto: people and guns are cheap to make. Well-armed but not well-trained, Khan Industries is overpopulated with members from all genetic backgrounds. The Imperial Balkanians want to spread their world vision to this new planet. Pure humans who are organized and diligently trained. Savage and primal, the Enclave of the Bear are genetically altered humans who terrify their enemies with their ferocity. Heavily armored and highly defensive, Die Mechaniker rely on surviving what their enemies throw at them. New rules will come into play as games progress on this world. You'll also see that many sections of the rulebook are blank. We know that you could rip them all open right away, but you'll enjoy it more if you wait for the right moment. They'll get opened and their secrets will be revealed as you play the games. You've probably already noticed that there are a number of envelopes and compartments that are sealed off. As you get further into the wars, more and more richness will come into play. But the choices you make in those games will echo throughout future ones. The early games you play in this world will be somewhat simple and straightforward (for a Risk game). Each will have its own history, its own weaknesses and strengths, and its own heroes. What you'll end up with is a game that has been through a war- your war. We're going to ask you to write on your game, to mark it, put stickers on it, and even to throw away parts of it. This is a game where the choices you make in one game end up affecting future games, where actions have consequences, where you shape the history of your world.
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