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Fastest Game of Risk Ever
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<blockquote data-quote="Deset Gled" data-source="post: 3756882" data-attributes="member: 7808"><p>To each his own, I suppose. I can definetally understand how these things could be fun, but, as I said before, they're just not Risk to me. It's like D+D with Magic cards instead of dice. I honestly think resource management games are much more fun when played on a computer. In games like 2210 and Godstorm, there's not enough of it to make it fun, and games like the Civilization board game are just too complex.</p><p></p><p>As to the turn limitations, I would have to say that LotR Risk has a much better mechanic. The movement of the One Ring means that the game will have to end *eventually*, but it doesn't lock play into a fixed numbers of turns (which I absolutely despise).</p><p></p><p>Regardless of your opinions of the money and turns, I think we at least agree that the other aspects of Godstorm still leave something to be desired. The cards are not very good, and the underworld is an interesting idea with horrible execution. I honestly didn't like the cards in 2210 very much either, although one of my biggest complaints is that they needed a much better editing job. For example, some cards that have you remove armies from a territory are ambiguous about what happens if the territory is brought to zero armies; standard Risk protocol is that at least 1 army is always left behind so you can't have an empty territory, but the cards don't state that.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 3756882, member: 7808"] To each his own, I suppose. I can definetally understand how these things could be fun, but, as I said before, they're just not Risk to me. It's like D+D with Magic cards instead of dice. I honestly think resource management games are much more fun when played on a computer. In games like 2210 and Godstorm, there's not enough of it to make it fun, and games like the Civilization board game are just too complex. As to the turn limitations, I would have to say that LotR Risk has a much better mechanic. The movement of the One Ring means that the game will have to end *eventually*, but it doesn't lock play into a fixed numbers of turns (which I absolutely despise). Regardless of your opinions of the money and turns, I think we at least agree that the other aspects of Godstorm still leave something to be desired. The cards are not very good, and the underworld is an interesting idea with horrible execution. I honestly didn't like the cards in 2210 very much either, although one of my biggest complaints is that they needed a much better editing job. For example, some cards that have you remove armies from a territory are ambiguous about what happens if the territory is brought to zero armies; standard Risk protocol is that at least 1 army is always left behind so you can't have an empty territory, but the cards don't state that. [/QUOTE]
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