Board Game Nite: Risk
Finally got the family into a game of Risk.
Normally, when I introduce something new, I try not to play to win. I don't exactly roll over, but I don't exert myself and try to dominate. Part of it has to do with not taking advantage of newbies. The other is that spanking the new guy doesn't exactly make people want to play with you again. And I want to keep playing games like this, eventually moving up to more complex games (Axis & Allies would be groovy).
But Risk just brought something out from me last night. I think it was more of getting a great starting position. I had most of Australia and only had to vacate 1 army for total control. From there, I moved up into Asia only so far as to keep getting a card each turn. Keeping most of my forces in the territories at the front lines. Eventually, everyone would fight themselves thin and when someone would finally capture a continent, I would have to go in and bust them up.
It was a total blast. And luckily everyone seemed okay with it. Only Kelly, our youngest had some trouble near the end when she was tired and started to take losing personally (thankfully not to me). But the funniest was Michael. He was the black army and constantly tried to hold Africa. In fact, Mike managed to control all of Africa at the end of his each and every turn near the end of the game. But I kept my assault each time, making sure he couldn't get the armies for the continent at the start. Near the last turns, I managed to all but eliminate everyone from the game, completely erasing him from Africa and pushing into South America. Wherein he turned in a set for 45 armies and promptly came stomping back.
This was out last turn and I let him make a fatal mistake of his African campaign. Instead of making the tour through the continent end so he could push into Asia, he ended in East Africa, effectively cutting off his main forces from any further assault. Which was good for me, because I had nothing left at that point. Although I was set to turn in another set of cards and field another 50+ units for a real soul-crushing campaign.
But it was about 11:30 and, because both Tine and Kelly had left, we decided to call it a draw.

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