A few more sessions have happened, and we’re up to 6 games with Ted and 5 with Greg. And I want to keep spoilers out of the post and preserve the feeling of a unique experience in both campaigns. But God help me, I have seen things. Dark things. I have seen what Man hath wrought, dark nightmarish scenarios I cannot un-know. In one campaign. And I see no way of keeping it from coloring my decisions in the other.
I can’t even keep them from coloring how I write this article. Just so you know…
*THIS ARTICLE WILL CONTAIN SPOILERS!*

Check this pun out, as I SPUN OUT, NERDS! *Car peels out, narrowly missing the Fung Wah Bus. Fung Wah Bus explodes anyway.*
Spoilers
First off, how great is that, a board game with spoilers? Not developing strategies, not expansions, but honest-to-God new information that could sour a person’s experience if you informed them of it. “Luke, I am your father,” “he’s been dead the whole time,” “guess who gets beheaded at the end of this book” spoilers.
Josh and I are at odds on this.
I absolutely hate the idea of running it for you, even if you think you won’t ever play the game.
Josh, well, see if you pick up what he’s putting down:
“dude, if you write another risk legacy post with the idea that you don’t want to spoiler it I don’t see how it’ll be very interesting. I think trying to prevent spoilers will make your post weaker.”
And I hate to but have to agree. “Hey, this totally awesome thing happened, but I can’t give you details or it’ll ruin something you may or may not play in the future.” That’s a dick move. So is ruining the surprise. I don’t want these updates to be boring or detrimental to anyone’s potential enjoyment of a game. I’m going to sequester spoilers as best as I can, but make sure you know when you’re about to read one.
Part I: What Man Hath Wrought
While not the most efficient structure for updates, I’m going with chronological order of games played. The excitement derived from sudden reveals, coupled with long wait periods filled with “what-ifs” and “moral quandaries vs. strategic necessity vs. pure fun” cannot, in my limited ways, be captured any other way.
Ted Game 4: I Care About Winning
I won. I should not have won. Aaron had a better-than-even-odds chance of taking my base for the victory. A string of improbable 6’s, one die at a time, kept him just short. Events and scars ruined my holdings in Australia, but my squirreling away of resource cards worth 2 coins allowed me to make a massive push across the board to take every base on the board (4 of us played, Sam couldn’t make it). My spoils are a major city in Ural that essentially makes me the only person capable of taking Australia on turn one without massive losses.
If I split my forces I would’ve had enough to take out Ted as well and open a packet. Afterward I mentioned it to him, then said “Who would do that? That’s the kind of decision that loses a game.” Ted asked me a question he no doubt thought was rhetorical; “Who cares about winning?” I do. I care very much. The games are fun, win or lose, and the Argentinean Butch-and-Sundance holdout from game 3 remains my favorite moment in this campaign. Nonetheless, when I sit down to the table I want to win. I want to sign the board. I want to name continents and forge major cities, I want to name the Earth and be its supreme leader. I can appreciate Ted’s desire to keep the game fun and interesting, and push opening packets over clearer paths to victory, but I’m playing to win, and so are everyone else at the table. People literally bleed over this game, I think I’m allowed to take the victory seriously.
Teaser: Game 5 would flip this mindset right on its f***ing head.
PACKET OPENING: SIGN A BOARD FOR THE SECOND TIME1
Yes, I’ll admit, opening this the second time was a bit underwhelming, but having new missions and material to work with is pretty great.
Greg Game 4: “On A Mission”
I’m able to win game 4, fairly swiftly. I snag Australia first turn, take a couple cities, and improbably I get 2 events back to back, that give me bonuses for having the highest population. I get extra troops, and I change the mission to something I can easily accomplish (take 4 territories over water connections). The second mission is attainable as well, and I take the game. This was a lucky win, as the vent deck and missions kept feeding me great things, and my dice were nigh unbeatable.
For my second win I stamp a major city in Australia. It’s been my base of victory each time, so I want to increase my ability to start there. I call it Helios 1, because I’m playing Die Mechaniker and I think it sounds machine-y. I’ve also been playing Fallout New Vegas, which has a Helios 1 in it. In hindsight, that may have been a mistake.
PACKET OPENING: ALL MINOR CITIES PLACED2
I’m really happy to have this one opened here. It adds a very critical component to the game, one that balances the game and adds fun. For details and my take on it, read below in the endnotes.
Greg Game 5: What Man Hath Wrought
Game 5 has Erik placing directly in Australia, preventing my using it. So, my Major City and Continent bonus get usurped. But that’s not the worst of it.
Winston makes a push against Australia, specifically from Ural into my Major City in Australia. It’s not in my best interests for him to win, as Erik is far away from me, and having him strong and able to fight other opponents is good for me. Plus, Winston has 2 wins. So, when Winston plays a missile against Erik, I play one on Erik’s behalf. That’s two missiles.
Opening packets is fun. That’s the rationale employed when the “three missiles” packet is up for grabs. Not a tactical advantage, because only in very rare circumstances would that third die change to a 6 help anyone. But hey, you kind of gotta know; what’s in that packet?
PACKET OPENING: AS SOMEONE IS PLAYING THE THIRD MISSILE IN A SINGLE COMBAT ROLL3
This section “contains” spoilers, only in that there are spoilers present. This spoiler cannot be contained. Like the consequences it unleashes and the knowledge it contains, any method of story-telling that seeks to usurp even the smallest fraction of this cataclysm will be inescapably reduced to “um, er, ah, well trust me, it was cool.” If you have any desire in playing this game in the future, please stop reading now.
Okay, now that I asked all the target audience to leave, here’s what happened, blog-bots.
When the third missile is played, it represents a nuclear device. The player who plays the third missile chooses which of the two territories gets nailed. This could be an interesting decision for an outside interloper (an inside-outerloper?). For this one, Winston slammed the territory that wasn’t his. The territory gets a large scar with the universal symbol for nuclear fallout. The land is not uninhabitable, but thoroughly toxic. The first time anyone enters they lose half their troops, rounded up. At the end of the turn you lose 1 troop still there. To put it in perspective, you must enter with at least 4 troops to ensure you hold the territory at the end of the turn. It’s a brutal price to pay for a territory. And it’s smack dab on Indonesia, on top of a smoldering pile of high-tech junk where the proud Mechaniker city of Helios 1 stood, for less than 2 turns total. It has left my city and the continent I named a nearly uninhabitable wreck.
And I helped cause it. And it was truly amazing and heart-wrenching. Because no game can offer that kind of penalty to my hubris. This is a mar on the world that will last for-f**king-EVER.
Of note, out of the bubbling pitch comes a new faction: Mutants. They have sweet powers, feed on nuclear fallout and biohazards, and have their own missions and evolution structure. They’re also sworn enemies of the faction responsible for the fallout and have bonuses against them. Way different than the d8s and d10s I thought were in that big pocket of a packet.
Jessica took the win. She basically convinced everyone I was the threat and she the savior. She negotiated a three turn truce to everyone on the freaking board, then went at me until she had the bases she needed. So yeah, this game didn’t turn out too well for me. She named the game “the Negotiator,” though I think we all know what the main event was in game 5.
Part II: Penance and Absolution
The snow is still thick on the ground, and the wind is biting. I give Mark a brief ride from the T to Ted’s house, dropping him at the door while I circle back around to the only place that has parking (without a chair or bin or something to guard it), the metered lot behind the Davis Square CVS. It’s a chilly walk, and I’m focused on moving quickly so I can get out of the cold and into the game. But there’s this thought bouncing around my head; how am I going to implement the 3 missile packet without harming the game unfairly? At this point in the game I hold 2 out of the 4 missiles (Aaron has one and I have the other), so that packet doesn’t open without me. And I know exactly what it does.
The devil and angel on my shoulder keep whispering ideas. “Wait until later games when someone else has a chance to use it.” “Aim it at that smug bastard, he deserves it.” “Only use it when it harms you as well as another.” “Wait until someone uses their missile in a foreign land, then double-drop your missiles and scorch their continent.”
I was torn. Short of microwaving my own brain I can’t keep it out of my head. I had to be fair, but not suicidal. I should be tactical, but use only the information available to everyone. The largest long-game consequence to date must be handled properly.
Game 5: F***it Ted, let’s just kill each other.
There’s one other person at the table who can understand my plight. Ted has been through a campaign before. He has seen many (but not all) of the packets in the game. He’s playing to have fun; more specifically, to facilitate an enjoyable experience for everyone at the table. And he knows what’s in that packet.
I forget who the attacker and the defender were. I do know that the countries involved were China and Southeast. And I do know that I dropped the third missile. Admittedly, after a lot of hemming and hawing on whether I should, Aaron finally said “okay, now you have to, you’ve spoiled enough of it already.” So I fired. The two people who knew exactly what the stakes were met to obliterate each other.
PACKET OPENING: AS SOMEONE IS PLAYING THE THIRD MISSILE IN A SINGLE COMBAT ROLL
I choose China as the spot of devastation, because I’m not about to nuke Arcos I or my entry into Australia. For this game it’s irrelevant; the fallout damage that was isolated in the other campaign due to Indonesia’s island status is felt full-force here. Every neighboring land gets a d6 hit. Ted is wiped off the board, and I follow shortly after. The game lasts just long enough for use to redeploy; Mark wins right after I place, right back in Southeast Asia.
I feel pretty good about this. It seems only fitting that the two people who know the big reveal be crushed by it. At this point it’s too unlikely the packet will be triggered by two other players with one missile between them, before Ted and/or I get the opportunity to press the button. And the pocket is super-awesome. I feel much better now that the burden of information is off and, even though it killed me, the reveal turned out to be as unique and epic for this campaign as it was for the other (more so, perhaps, since the fallout wiped out two factions and opened the game for the others). It is my penance. And next game was my absolution.
Game 6: And muthaf**kas act like they forgot about Rahhal
Let’s take a look at a standard Risk board:

Australia is a pretty sweet plum (which is probably why they colored it like that) because it’s a continent with only one entrance/exit. Defense is as simple as sitting on Indonesia, or better yet Southeast Asia. It’s the easiest place to gain and maintain bonus armies.
Now let’s take a look at our game:

No spot in Australia can serve as a starting point. Southeast Asia has my major city, Arcos I, meaning only I can start there. India has another minor city. And China is now a wasteland. Which means that the closest anyone can start is 3 countries away, perhaps in Afghanistan. From loss of armies in neutral cities, it would take a minimum of 7 extra troops to enter and fully occupy Australia, which is then vulnerable to counter-attack. For me it’s 4, with India and China buffering against counter-attacks. Oh, and the placement of scars means I will always* have Southeast Asia as a starting play.
This game was fraught with peril, mostly in the form of event cards. Some reward you for population, and some penalize you for under-protecting cities or just being near a nuclear wasteland. This game saw me corked in Australia with a measly 2 troop bonus which was quickly marginalized by death to fallout, city riots, and most importantly, my HQ being razed and removed from the board.
It was the best thing that could’ve happened.
With no way to threaten the other players, and nothing of value to take from me (except cards, though the chances of taking me over completely remained low), I was left to rot. Every now and then I would duck out of my hole to claim a territory, a card, and one mission, bringing my point count to 1. An early card exchange by Mark caused a cascade of card trades and brutal battles of attrition that ground down everyone’s momentum without anyone getting their critical 4th point. It’s late, fatigue has set in, Mark is clearing his troops out to allow easier access to bases. On my final turn, another fallout event wipes out everything I have except for a few troops in Australia. It’s grim for me, except I’ve been squirreling away. I have a stack of cards totaling 10 coins.
WHEN A PLAYER IS ABOUT TO PLACE 30 TROOPS AND HAS A MISSILE4
I’m skeptical that 37 troops will be enough to get me the win this turn, and I’m worried that I’ll be subject to massive counter-attack. But the turn comes with a huge boost. This is the only other packet in the game that’s a pocket containing more than just cards. Where the first one pollutes a nation on the map, this one creates new life and alters the geography of the board. The addition?
Aliens.

And Alien Island.
The opener of the packet places all his reinforcements plus 10 alien troops on alien Island. Alien Island is a scar you place in any ocean on the board, and connect two coastal countries to it, that will be connected permanently. This is a major change to the board, altering the geography and potentially re-opening Australia to the world and “fixing” what everyone sees as a broken location too good for one man to claim. So when I get it it’s an extra kick in the face to my opponents; Australia stays sealed, and I use the island to drop right into the nexus of bases in Europe and North America. 47 Troops proves to be more than enough to claim the win. For my victory, I name Australia as a fusion of Die Mechaniker and Alien Influence: Sternenbasis, German for Starbase, written in a combination of symbols and blocky text.
WHERE WE STAND
Greg’s campaign
Winston: 2 Wins
Brandon: 2 Wins
Jess: 1 Win
Packets Open: Second Win, 9 Minor Cities, Player Elimination, 30 + missiles
Ted’s Campaign
Brandon: 3 Wins
Ted: 1 Win
Aaron: 1 Win
Mark: 1 Win
Packets Open: Everything But The World Capital and DO NOT OPEN. EVER.
Looking Ahead
Most of the packets are opened in both games. I’m not too concerned about revealing or unfairly using the information from the 30+ troops packet in Greg’s campaign, as I have less control over who will get it, and I’m fairly certain I will spend cards earlier if I believe it will get me the win. I’m up in Ted’s game, even in Greg’s, and crazy-excited to play the next sessions this week.
1: This packet introduces the concept of homelands. Factions track where you start, so a faction with a majority of starts in a single continent has that continent as their homeland, which means when you can take a resource card you can take any one from that continent, regardless of if you or anyone else currently holds it. It also adds some missions and a new type of scar, biohazard, which is brutal.
2: This packet introduces a draft mechanic. There are 4 sets of 5 cards: Starting Turn, Starting Placement, Starting Troops, and Starting Coin Cards. The Faction cards themselves serve as Starting Factions, of course. At the start of the game, instead of rolling to determine who gets first placement and turn order and all that, you roll dice to see who gets first pick of cards. A snake draft follows, where each person gets a card, then the order reverses each round. This is a great mechanic, and I think the only reason it wasn’t included in the beginning was that the initial games of Risk were meant to be as fast and uncomplicated as possible. Drafting is fun, and with the addition of potential starting coins cards (there’s a pick for 2, a couple for 1) and varying starting troops (high as 10, low as 6, which are big differences for those first turns) the tension and strategic planning happen long before the first troop is on the board.
3: There are a number of other things in this packet. There are missions specific to the mutants, and evolution cards that will give the mutants one of four new powers based on their decisions. There may be more, but the evening was a whirlwind of packets, so I don’t recall all the contents.
*”Always” meaning “until a new rule pops up, or a scar is blanked, or a city is destroyed which may or may not have an effect on starting placement. Packets are mostly out though.
4: The packet has a ton of other stuff too. It contains the Aliens as a playable faction, the Alien Island territory card worth 3 coins, and some missions and events that tie into the alien involvement. There is also the potential for new map-changing scars; ruins, which bulldoze cities. Also of note, the faction responsible gets the “alien sympathizer” scar, giving it a bonus for trading in cards for troops, but costing 2 extra troops to take over a neutral city, which can be a huge cost, especially when our Australia is filled with cities.