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Risk - Godstorm
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<blockquote data-quote="Iron_Chef" data-source="post: 1680897" data-attributes="member: 4530"><p>Played Godstorm thrice now and really must say that winning the game is too heavily reliant upon who bids highest to go first each round (minus round 1 and 5, which is the final round of play, when it often pays to go last). This reliance on who goes first makes faith token (money) management crucial and therefore, no fun. If you're forced to hoard more faith than everyone else, you can't buy much cool stuff (gods, temples or cards). The player who buys cool stuff (the point of having money in a game, right?) enjoys short-term benefits on his turn, and then is ground into the dust by the "miser" who hoarded his faith tokens to bid for going first. The cards and gods are more disruptive to any type of established Risk strategy, creating instant and often unfun and completely unfair chaos unlike in Risk 2210 AD, which is much more balanced. Having the Sky God (4d6) and control of both underworld altars (2d6), plus a relic like Mjolnir (+3 to Godswar rolls) makes a godswar unwinnable by any opponent. The War God (win all ties) and the Magic Goddess (reroll all 1's) in the same army can make even a token strike force invincible to much larger armies without gods in them. 3 spearmen took out 7 defenders thanks to the presence of these gods in the attacker's force, something that would probably not happen in 2210 AD (except due to command cards, commanders or lucky rolling, but not nearly as often). </p><p></p><p>The two player version of Godstorm pretty much sucks, because it is even more dependent on who goes first. Without extra players to go after (not counting the neutral armies which don't get fought unless absolutely necessary), the two players slug it out and whoever goes first the most wins, because he has no other active players to worry about.</p><p></p><p>The underworld mapboard is crap. The art is terrible (equal to the worst free pdf map D&D download from Wizards.com), the board is way too small to be functional considering how many armies will be moving around and fighting in there. The path of flame barriers is confusing (can I enter here or must I go around?).</p><p></p><p>Everything else about the game is top notch, but I'm beginning to HATE this game (as opposed to 2210 AD, which I love --- although the whole bid for going first thing is a big problem --- almost as bad as Godstorm).</p></blockquote><p></p>
[QUOTE="Iron_Chef, post: 1680897, member: 4530"] Played Godstorm thrice now and really must say that winning the game is too heavily reliant upon who bids highest to go first each round (minus round 1 and 5, which is the final round of play, when it often pays to go last). This reliance on who goes first makes faith token (money) management crucial and therefore, no fun. If you're forced to hoard more faith than everyone else, you can't buy much cool stuff (gods, temples or cards). The player who buys cool stuff (the point of having money in a game, right?) enjoys short-term benefits on his turn, and then is ground into the dust by the "miser" who hoarded his faith tokens to bid for going first. The cards and gods are more disruptive to any type of established Risk strategy, creating instant and often unfun and completely unfair chaos unlike in Risk 2210 AD, which is much more balanced. Having the Sky God (4d6) and control of both underworld altars (2d6), plus a relic like Mjolnir (+3 to Godswar rolls) makes a godswar unwinnable by any opponent. The War God (win all ties) and the Magic Goddess (reroll all 1's) in the same army can make even a token strike force invincible to much larger armies without gods in them. 3 spearmen took out 7 defenders thanks to the presence of these gods in the attacker's force, something that would probably not happen in 2210 AD (except due to command cards, commanders or lucky rolling, but not nearly as often). The two player version of Godstorm pretty much sucks, because it is even more dependent on who goes first. Without extra players to go after (not counting the neutral armies which don't get fought unless absolutely necessary), the two players slug it out and whoever goes first the most wins, because he has no other active players to worry about. The underworld mapboard is crap. The art is terrible (equal to the worst free pdf map D&D download from Wizards.com), the board is way too small to be functional considering how many armies will be moving around and fighting in there. The path of flame barriers is confusing (can I enter here or must I go around?). Everything else about the game is top notch, but I'm beginning to HATE this game (as opposed to 2210 AD, which I love --- although the whole bid for going first thing is a big problem --- almost as bad as Godstorm). [/QUOTE]
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