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Risk - Godstorm
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<blockquote data-quote="Simplicity" data-source="post: 1659642" data-attributes="member: 1496"><p>I wouldn't change the card cost from 2 to 1. The cards are meant to be powerful. I've bought much more than 1 card on a turn before. (In fact, if you have even one continent, you're probably buying 2 cards a turn plus you're getting cards from Labors.)</p><p></p><p>I didn't find the game as hard to turn around as Risk, mainly because cards can be such a luck of the draw type thing. The switch temple card can</p><p>be pretty demoralizing. I'm not sure temples should be worth 5 faith though.</p><p>As long as you have one temple in the game... you're fine.</p><p></p><p>I guess that's one thing I like in the game. In Risk 2210, the cards would often be of the "who really cares" variety. You know, 3 extra armies... Extra energy. Random minor destruction. Whatever. Useful, but not spectacular. In Godstorm, reactions to cards are more like "you've got to be KIDDING me." The miracles are just plain sick.</p><p></p><p>In order to survive, I think the game does require significantly different strategies than normal Risk... (2 men on each square instead of one, for example, would make many miracles useless against you).</p><p></p><p>I didn't understand the free temple suggestion, by the way... You DO start with a free temple and the war god, and since you get faith on the first turn,</p><p>you can buy a different god as well so you start with two. (My favorite new strategy: Magic god, and get every freaking relic. Those things are amazing.)</p></blockquote><p></p>
[QUOTE="Simplicity, post: 1659642, member: 1496"] I wouldn't change the card cost from 2 to 1. The cards are meant to be powerful. I've bought much more than 1 card on a turn before. (In fact, if you have even one continent, you're probably buying 2 cards a turn plus you're getting cards from Labors.) I didn't find the game as hard to turn around as Risk, mainly because cards can be such a luck of the draw type thing. The switch temple card can be pretty demoralizing. I'm not sure temples should be worth 5 faith though. As long as you have one temple in the game... you're fine. I guess that's one thing I like in the game. In Risk 2210, the cards would often be of the "who really cares" variety. You know, 3 extra armies... Extra energy. Random minor destruction. Whatever. Useful, but not spectacular. In Godstorm, reactions to cards are more like "you've got to be KIDDING me." The miracles are just plain sick. In order to survive, I think the game does require significantly different strategies than normal Risk... (2 men on each square instead of one, for example, would make many miracles useless against you). I didn't understand the free temple suggestion, by the way... You DO start with a free temple and the war god, and since you get faith on the first turn, you can buy a different god as well so you start with two. (My favorite new strategy: Magic god, and get every freaking relic. Those things are amazing.) [/QUOTE]
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