Star Wars Risk
We had an ACM social tonight (which turned into more of a Sci-fi social) in I finally got to play my Star Wars Risk game. There are certain variants such as building ships that change the rules slightly. One of these changes is Order 66. In the game, a Darth Sidious pawn moves down a track that represents the amount of successful d8 amounts to convert a Republic planet into a Separatist/Sith/Imperial planet and Sidious moves to a planet that the Republic can instantly win if captured. It goes to 11 rounds and it moves every Separatist player round. In a game there is usually 2 of each faction so it would move twice. We decided that would be too fast and too killer for the Republic so we decided every round it would move. Unfortunately the Republic does have its advantages while it lasts. There are tokens the Separatist player places each round that grants card bonuses. These are removed by Order 66 but until then it gives the Republic player a goal that is too easy to get to. We decided halfway through the second round that we would adjust for every turn. Of course, near death, Roger the Separatist executed Order 66. He wasn't able to take the big forces away from Dan and I. We were in position to attempt to take the Darth Sidious planet. Then Gardner kicked us out.
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