Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Risk - Godstorm
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Simplicity" data-source="post: 1656286" data-attributes="member: 1496"><p>Having played the game only twice so far, I'm no expert, but I do think there are a few good things about the game and there are a few bad things.</p><p></p><p>Good design things:</p><p>1) The miracles keep the game interesting. Really interesting. Chosing between which miracle cards to buy is agonizing... The right card can make a big difference.</p><p></p><p>2) It is possible to develop a defense against miracle cards. Some cards </p><p>prevent miracles. Also, one of the biggest defenses is not leaving 1 guy in each of your non-border areas. Leaving two guys is the difference between</p><p>allowing a Trojan horse in your country or not. It's the difference between a single miracle card wiping out the interior of your continent. The choice between leaving 1 or 2 guys is a major one now.</p><p></p><p>3) Atlantis. While it's craptacular to lose your continent in the middle of the game when someone draws the right card, you knew that was a possibility when you decided to go for it didn't you? It's the same as going for Asia in old Risk or Europa in Risk: Godstorm. 7 armies a turn sure is tempting... I wonder if I can hold it?</p><p></p><p>4) The underworld board. It gives the loser something to do. Owning crypts makes the death god a powerful, nasty dude. One free death card a turn gets pretty annoying for your opponents real fast.</p><p></p><p>5) Massing of armies is discouraged. Why? There's just too many miracles that can mess you up badly if you keep all of your guys in one place.</p><p></p><p>Bad things:</p><p>1) The underworld board. It's too small. It does slow down the game some.</p><p></p><p>2) The god figures are the same for the different pantheons. This is both a good and a bad. Good in that it makes it easy to learn the game. Bad in that, it would be nice to see the pantheons differentiated a little.</p><p></p><p>3) Maelstorm marker. It looks like a thin, easily thrown away blob. Be careful not to throw it away! They should provide a picture in the rules to</p><p>make sure people don't get rid of it.</p><p></p><p>4) Some card combos are pretty powerful. Too powerful. For example, one card lets you transpose two of your opposing players armies. So transpose the guys right into a plague. Another lets you remove a plague marker by killing everyone in the square... Transpose... and kill your opponents largest army. Seems wrong somehow.</p><p></p><p>I don't think the design is bad. I think that it actually is pretty well thought out in most cases, and very, very fun to play.</p></blockquote><p></p>
[QUOTE="Simplicity, post: 1656286, member: 1496"] Having played the game only twice so far, I'm no expert, but I do think there are a few good things about the game and there are a few bad things. Good design things: 1) The miracles keep the game interesting. Really interesting. Chosing between which miracle cards to buy is agonizing... The right card can make a big difference. 2) It is possible to develop a defense against miracle cards. Some cards prevent miracles. Also, one of the biggest defenses is not leaving 1 guy in each of your non-border areas. Leaving two guys is the difference between allowing a Trojan horse in your country or not. It's the difference between a single miracle card wiping out the interior of your continent. The choice between leaving 1 or 2 guys is a major one now. 3) Atlantis. While it's craptacular to lose your continent in the middle of the game when someone draws the right card, you knew that was a possibility when you decided to go for it didn't you? It's the same as going for Asia in old Risk or Europa in Risk: Godstorm. 7 armies a turn sure is tempting... I wonder if I can hold it? 4) The underworld board. It gives the loser something to do. Owning crypts makes the death god a powerful, nasty dude. One free death card a turn gets pretty annoying for your opponents real fast. 5) Massing of armies is discouraged. Why? There's just too many miracles that can mess you up badly if you keep all of your guys in one place. Bad things: 1) The underworld board. It's too small. It does slow down the game some. 2) The god figures are the same for the different pantheons. This is both a good and a bad. Good in that it makes it easy to learn the game. Bad in that, it would be nice to see the pantheons differentiated a little. 3) Maelstorm marker. It looks like a thin, easily thrown away blob. Be careful not to throw it away! They should provide a picture in the rules to make sure people don't get rid of it. 4) Some card combos are pretty powerful. Too powerful. For example, one card lets you transpose two of your opposing players armies. So transpose the guys right into a plague. Another lets you remove a plague marker by killing everyone in the square... Transpose... and kill your opponents largest army. Seems wrong somehow. I don't think the design is bad. I think that it actually is pretty well thought out in most cases, and very, very fun to play. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Risk - Godstorm
Top