What we learned: - Cam holds an epic grudge - James hates strategy but loves ice cream - Defender advantage is a real thing Also, I'm a bit sad that Cam hasn't named anything Lauderia yet.
This was side-splitting funny. I was out of my mind laughing when Cori and Cam were bickering for the zillionth time from inside Africa while James and Ian were amiably conquering the entire rest of the world. And I didn't see the ending coming at all.
James had this game in the bag and threw it away on foolish gambits. He never needed to attack Cori, he only needed to attack Ian and Cam at the right times and he could potentially have secured his victory fairly early on.
@@dwyane23 Even so, it doesn't justify personal attacks/petty comments imo. It's a board game being played for fun on a comedy platform but people got actually mad about it.
Wow, people seem super salty about this. Me, I would LOVE it if I had friends who were bad at Risk. The people I know are good at strategy and understanding the rules, whereas I am not. I can make anyone look smarter by playing a game with them. My primary function in games is to provide the necessary number of bodies to play. I actually come closer to winning when I give up and just start screwing around instead of having a strategy I'm trying to implement.
Am I missing something. Couldn't Cori have won this at 1:44:00 there abouts? She could have rolled out of Madagascar through Africa and taken Cameron's HQ, thus going to four Victory points (starting + 3 HQs). Or am I missing something?
I've just gotta say, props to Cam for not getting super salty at Cori in this game... I would find it really irritating if someone just decided to handicap themselves and me with a start like that. Ah well, still entertaining (when they are getting the rolls right)
you have it backwards cam had last pick for starting placement. he could have placed his base wherever he wanted to. he chose west Africa over a open Asia and Europe.
I'm not expecting super-serious Risk gameplay here or anything, but Cori seems to enjoy being a troll more than actually trying to win, and I have a feeling that will be the reason I won't be able to finish this series. I started watching during last night's game 7 stream, and it really got to the point where Cam looked like he wanted to strangle her.
Minor technicality: I'm fairly certain you can only make one exchange of cards/coins at start of turn. So Cori could EITHER buy the point or the mans, but not both. That said, the two mans didn't actually impact the result.
Super excited to see another round! Although I think James could have won the game if he held onto his card, grabbed an HQ, and turned them in for victory points. But a lot livelier game than round one.
MadHauk RNG ruining perfectly good strategies, people suicide diving other players, people ignoring real threats and acting on emotion instead.... why wouldn't you play risk? :p
Also if Cam wasn't so territorial and salty over Africa, he didn't have to throw away the game. He needed to focus on South America. Yes, it's only 2, but 5 guys/turn is better than 3. He could have built up their and kept Ian and/or Corey at bay. Also, James letting Ian have just 1 guy in Alaska the entire game and just handing him the continent bonus turn after turn was idiotic to say the least.
James counting abilities: I have 15 territories. The abilities of the people seeing this video: We are counting 19 territories. From 1:28:10 to 1:29:10.
Chat wasn't wrong you were doing dice wrong 1:03:24 James rolls 6 5 2 Ian rolls 5 3. Both took one off 6 beats 5 and 5 beats 2 Ian should drop two, James doesn't drop any. 1:04:33 James rolls 6 5 1 Ian rolls 5 1. Both took off one 6 beats 5 and 5 beats 1. So not a wash and chat wasn't confused.
No, you're wrong. You compare highest die with enemy highest die, and second highest die with enemy second highest die. Not sequentially. 6 beats 5, then look at the second pair of dice: 5 beats 3. I just checked the rule book to make sure and that's exactly how it works. It even has a gameplay example. 5,4,1 vs 5,3. Both players lose 1 troop (Defender wins 5:5 tie. Then attacker wins 4:3) It might be different in some other version of Risk but this is exactly how Risk Legacy has it in the rules.
While the game seems fun and I've been very tempted to buy it, it seems like the winners of the previous game gets super punished for winning. Ya, they get an essentially get a missile and a city, but they start with 1 less victory point? That's dumb. I mean sure a city is cool, but as was demonstrated in the video, it's almost completely useless to you if you don't start in it. And while a missile is a nice tactical asset, being able to roll a 6 seems super weak for what's supposed to be a reward for winning.
Here's the thing though. You get a missile for EACH victory. Legacy games are designed for long campaigns, it seems weaker now, but it also makes things a bit more balanced. Ish,
ian could have won this game on turn 4 if he had just gone after south america instead of europe. place those 9 troops in central america, sweep through south america, and stop in brazil, moving all your guys from greenland down to brazil to make a big ass wall. cam would have no choice but try to attack brazil, or dump everyone into west africa and make a push for madagascar. (which would only further insure ian's victory.) james and cori do whatever (neither would be in potion to stop ian.) and on ian's next turn, he turns in all of his cards for as many troops as that gets him, plus the 7 for controlling both north and south america, and his 3 or 4 from territories; and crush cameron's and cori's bases in one push. game would have been over in like a half hour. instead, we get this shit.
I've been playing classic RISK (6 players) for years and I always thought that you had to commit how many troops you attacked with. Ex: 36:38 when Cori says she's attacking East Africa "with 3" troops yet continues rolling 3 dice even after losing 5 men... Am I wrong?
I'm still watching but Ian really should have gone after South America, and James really should have left Russia alone for a turn and destroyed North America through Alaska.
They aren't very tactically smart are they? I'm sitting here at 2:00:00 asking myself why Ian doesn't just place his 11 or 12 armies in Brazil and steamroll Africa taking Cam and Cori's HQs
Risk Legacy episode 1 was the first AFK where I couldn't stand watching it, despite my love love love for Risk Legacy. Their strategy is god awful / nonexistent, and they consistently screwed up the rules so much that I just couldn't finish. When I saw this in my feed, I thought, maybe I'll give it another shot. A half an hour later and me nearly flipping my own table after yelling at the screen, I knew I had to stop.
Joshua Kapp I did not watch most of the video, but let me take a guess based on lack of game knowledge and their poor decision making. Ian will hold America, and use his extra troops to slowly press into South America and Europe. He will end up keeping Cameron on the defensive, and getting into spats with James, but will never use his troop advantage to make a power play. Cameron will be stuck fighting both Cori and Ian, and will never leave his base. James, having taken Australia, will use all of his troops to fight Ian in Europe pretty much all game. Cori will spend a few turns getting one territory at a time, save up coins, and drop them all at once to take the weakened Cameron and too-spread-out James headquarters in one turn, making her the winner. I bet I'm really close, because of how obvious this game is going. Watching players with poor strategy in this game is not "fun" when you can see the outcome from the first two turns.
Joshua Kapp Hey, I just went through and found the end of the game. Looks like I was nearly spot on in my assessment. Wow, what a thrilling, unexpected 2 hour game that must have been to watch.
I like this series, and im even fine with thier constant sub optimal strategy, but I CANNOT stand the basic mechanic of attack and defense being repeatedly fucked up. They keep comparing the dice wrong, like constantly. That is really annoying, and its not that hard. And its worse when they have 4 people watching the rolls and making the same mistake. Like, how does not one of them see that mistake? Even Paul could be helping to point these out, since im sure chat keeps pointing them out.
I'm pretty certain you are mistaken. The rules for Risk Legacy say that at the end of your turn if you conquered an occupied territory you have the option to take a resource card. If you do, it has to either be one of the cards showing a territory you currently own, or a coin if there are none that you own and then discarding the oldest resource card in the lineup. Maybe you are thinking of a different version of Risk, or maybe it's a rule that gets implemented later if certain conditions are met, or maybe your group just had a house rule, but they are playing correctly based on what is in their rulebook.