Friday, May 29, 2009
Mountaineering & Star Wars Risk
John Anchor, brother of hiking buddy Bill Anchor, along with Karl Kiser visited last Wednesday evening. After lots of take-out Greek and catching up, we settled in for a single game for Galactic Domination. Major Ursa quickly hobbled the Imperial legions, which led to an out-of-control Peetza da Hutt making rapid gains. With a Hutt victory in sight, Major Ursa made a last ditch attach on a poorly defended Star Base. Of course it held the Emperor. Victory, Rebels.
Friday, May 1, 2009
Two and a Half for the Price of One
Just now getting caught up with the last two week's summaries. Sheesh! I'm losing my touch.
April 23
Game 1. After several close fought turns, both Rebels and Hutts resigned when Darth Horak drew all three Fire the Death Star cards at one time. Certain destruction was impossible to avoid.
Game 2. Although the Empire was off to a strong start, ultimately we called it a draw after the Emperor was backed into a single lonely but incredibly well defended planet. I still think the Rebels would have pulled through in time if they went after the Hutts seriously.
April 30
Game 1. With the Rebels thoroughly thrashed, it seemed like only a matter of time until either Hutt or Empire gained galactic domination. As it turned out, the Rebels managed to eek out a victory with a daring forlorn hope attack that just barely managed to capture the Evil Emperor.
Game 2. In relatively short order the Hutts swept up their requisite 10 resource planets. The only benefit was an early end to the evening's activities.
May 1
This evening I received the following from Kent, aka Major Ursa. I have no idea what he's going on about. Probably too much Iced Cider from Hoth. Its possible that in his fevered state, he is suggesting a rules variant. Read on at your own risk...
Dos Vaqueros de Galactic Triumvirate
Lord Horak II, Exogenous Counselor to the Galaxy as a Hole,
Interred during the 2nd Parsec, Reign of Darth Horakus, Lord King God of
The Known Galaxy, answerable to Nowoman.
Almighty Cuss,
My arm still hurts . . . bring on the trombones, wah, wah, wah and still,
inexplicably, there was a plethora of six's. High and mighty is his throwing
arm, Son of a Pitcher, he shall cast his foes asunder and they shall
tremble under his thunder.
Apparently our secretorial Senasnore, Ursa Minor, demoted from Major, was
asleep at the proverbial stellar wheel and missed the converse concerning the
hunt for the Most Wanted #1 Fugitive of the Galaxy, Princess Leia of
Alderaan, lustful Wench of the Worlds.
Imminent discussions with His Holy Slime, Peetza the Hutt revealed an
alternative to our Thorsday galactic dominations and diversions.
By your leave, please consider the following.
The following shall be rules and rules so shall we follow under the
auspices of the Holy Hand Grenade of Antioch. So let it be known far and wide
across interstellar dust and so shall it be written in the stars:
1- Thy sly Rebels shall hide the virgin Princess forthwith under the guise
of six delectable Rebel Bases out of the reach of the smuggler Han Solo.
2-It shall be the mission of the Evil Empire to go forth, seek, pillage and
roust Princess Leia for the star troopers amusement.
3-This holy mission can be conducted and consummated two ways; Capture or
Death Star impingement. In simpler terms, capture Leia's
ass or turn her into an assteroid.
4-Said Rebellion can only prosper upon achieving total annihilation of
Empire forces in all quadrants and sectors. Hutts go forth as usual, for
who knows the mind of slime?
5- It has been suggested by Peetza and concurred by Ursa Major, dos
Vaqueros de Galactic Triumvirate, that the irksome Rebel and
nefarious Empire Armies be equal in number and that the number shall be
30.
6- It has been further suggested by Peetza that both Rebel and Empire
Forces start their holy conquests with an equal number of Planets,
Resource Planets and Planetoids.
7- Upon reflection and illumination it would seem plausible that in order
for the Rebellion and Empire to share in equal fruits of planets
the insufferable Hutts would have to claim 8 at the start.
8- Further reflection would indicate that Lord Vader would begin in Balance.
9- After set up, the indubitable Empire would go first, followed gracefully
by the Hutts with rear actions by the vanquished Rebels.
10- Certain cards would have to be excised (an equal number in each deck)
or upon that card, you draw the next one or some such.
11- If agreed upon I shall commence to prepare six delectable Rebel Bases
with one fair Princess.
What sayeth thou Lourdes, we await thy proclamation with bated breath for
thou ist wise, noble and in all appearances fair (he doesn't look like an an
old codger or coot), besides, the Evil Eye of the Empire knows no
boundaries.
Humbly thy most Fervent Servant,
Vaquero Primero
April 23
Game 1. After several close fought turns, both Rebels and Hutts resigned when Darth Horak drew all three Fire the Death Star cards at one time. Certain destruction was impossible to avoid.
Game 2. Although the Empire was off to a strong start, ultimately we called it a draw after the Emperor was backed into a single lonely but incredibly well defended planet. I still think the Rebels would have pulled through in time if they went after the Hutts seriously.
April 30
Game 1. With the Rebels thoroughly thrashed, it seemed like only a matter of time until either Hutt or Empire gained galactic domination. As it turned out, the Rebels managed to eek out a victory with a daring forlorn hope attack that just barely managed to capture the Evil Emperor.
Game 2. In relatively short order the Hutts swept up their requisite 10 resource planets. The only benefit was an early end to the evening's activities.
May 1
This evening I received the following from Kent, aka Major Ursa. I have no idea what he's going on about. Probably too much Iced Cider from Hoth. Its possible that in his fevered state, he is suggesting a rules variant. Read on at your own risk...
Dos Vaqueros de Galactic Triumvirate
Lord Horak II, Exogenous Counselor to the Galaxy as a Hole,
Interred during the 2nd Parsec, Reign of Darth Horakus, Lord King God of
The Known Galaxy, answerable to Nowoman.
Almighty Cuss,
My arm still hurts . . . bring on the trombones, wah, wah, wah and still,
inexplicably, there was a plethora of six's. High and mighty is his throwing
arm, Son of a Pitcher, he shall cast his foes asunder and they shall
tremble under his thunder.
Apparently our secretorial Senasnore, Ursa Minor, demoted from Major, was
asleep at the proverbial stellar wheel and missed the converse concerning the
hunt for the Most Wanted #1 Fugitive of the Galaxy, Princess Leia of
Alderaan, lustful Wench of the Worlds.
Imminent discussions with His Holy Slime, Peetza the Hutt revealed an
alternative to our Thorsday galactic dominations and diversions.
By your leave, please consider the following.
The following shall be rules and rules so shall we follow under the
auspices of the Holy Hand Grenade of Antioch. So let it be known far and wide
across interstellar dust and so shall it be written in the stars:
1- Thy sly Rebels shall hide the virgin Princess forthwith under the guise
of six delectable Rebel Bases out of the reach of the smuggler Han Solo.
2-It shall be the mission of the Evil Empire to go forth, seek, pillage and
roust Princess Leia for the star troopers amusement.
3-This holy mission can be conducted and consummated two ways; Capture or
Death Star impingement. In simpler terms, capture Leia's
ass or turn her into an assteroid.
4-Said Rebellion can only prosper upon achieving total annihilation of
Empire forces in all quadrants and sectors. Hutts go forth as usual, for
who knows the mind of slime?
5- It has been suggested by Peetza and concurred by Ursa Major, dos
Vaqueros de Galactic Triumvirate, that the irksome Rebel and
nefarious Empire Armies be equal in number and that the number shall be
30.
6- It has been further suggested by Peetza that both Rebel and Empire
Forces start their holy conquests with an equal number of Planets,
Resource Planets and Planetoids.
7- Upon reflection and illumination it would seem plausible that in order
for the Rebellion and Empire to share in equal fruits of planets
the insufferable Hutts would have to claim 8 at the start.
8- Further reflection would indicate that Lord Vader would begin in Balance.
9- After set up, the indubitable Empire would go first, followed gracefully
by the Hutts with rear actions by the vanquished Rebels.
10- Certain cards would have to be excised (an equal number in each deck)
or upon that card, you draw the next one or some such.
11- If agreed upon I shall commence to prepare six delectable Rebel Bases
with one fair Princess.
What sayeth thou Lourdes, we await thy proclamation with bated breath for
thou ist wise, noble and in all appearances fair (he doesn't look like an an
old codger or coot), besides, the Evil Eye of the Empire knows no
boundaries.
Humbly thy most Fervent Servant,
Vaquero Primero
Saturday, April 11, 2009
Thursday Evening Galactic Domination on a Friday
What with schedules getting slammed around a bit this week, the boys convened their usual beer and pizza Star Wars Risk event on Friday. Without early morning obligations, we blasted through three wars in a single night--kinda like the Ghosts of Christmas.
Game 1. When Darth Nadir aka Ric moved the Death Star off of Kessel, it opened the way for the Hutts to run up 9 resource planets each of two rounds. That meant 5(!) faction cards per turn. With that kind of support it was only a matter of time until Horak the Hutt swept into the Core Worlds and picked off a 10th planet and a victory.
Game 2. Shuffling the players, Kent went over to the Dark Side while Ric turned to the Rebel cause. Karl remained a Hutt. This time the Hutts had the dice rolls and mounted a significant lead that ended only in their victory.
Game 3. Karl as Rebel leader, Ric as the Evil Emperor, and Kent as the Hutts. Kent played the Hutts too much like his usual Rebel strategy: one or two large concentrated garrisons and mostly singletons everywhere else. The Rebel strategy was to match and destroy any significant Imperial concentrations. Combined with the Hutt failure to protect outliers, this let the Rebels pick off a Hutt planet each turn and garnered extra faction cards. A lucky break let the Force Meter slide to the Light side, helping even more.
Given this, its not surprising that the Rebels were able to destroy each Star Base as it appeared. The third one on the fourth turn held the Emperor. Score a Rebel victory.
Game 1. When Darth Nadir aka Ric moved the Death Star off of Kessel, it opened the way for the Hutts to run up 9 resource planets each of two rounds. That meant 5(!) faction cards per turn. With that kind of support it was only a matter of time until Horak the Hutt swept into the Core Worlds and picked off a 10th planet and a victory.
Game 2. Shuffling the players, Kent went over to the Dark Side while Ric turned to the Rebel cause. Karl remained a Hutt. This time the Hutts had the dice rolls and mounted a significant lead that ended only in their victory.
Game 3. Karl as Rebel leader, Ric as the Evil Emperor, and Kent as the Hutts. Kent played the Hutts too much like his usual Rebel strategy: one or two large concentrated garrisons and mostly singletons everywhere else. The Rebel strategy was to match and destroy any significant Imperial concentrations. Combined with the Hutt failure to protect outliers, this let the Rebels pick off a Hutt planet each turn and garnered extra faction cards. A lucky break let the Force Meter slide to the Light side, helping even more.
Given this, its not surprising that the Rebels were able to destroy each Star Base as it appeared. The third one on the fourth turn held the Emperor. Score a Rebel victory.
Saturday, April 4, 2009
Rebels Go Down Fightin'
The weekly battles for galactic supremacy continue. In Game #1 the Hutts appeared to have an advantage, but in the end, a straight of faction cards let Darth LaBan sweep the board of the last few pesky Rebels. Interestingly, the Empire suffered 42 casualties, the Hutts only 21, while the Rebels under Major Ursa took 55 losses. This was the first Imperial victory since December.
Meanwhile, in Game #2 a variant was played that left a large number of planets unclaimed, something that's unheard of in standard Risk. The result was an initial setup with few garrisons in the Mid Rim other than the resource planets. When Major Ursa destroyed the Death Star, the Hutts quickly capitalized on the defenseless Gamorr and swept up the Mid Rim resources. Then, in an astonishingly easy move, Horak the Hutt moved into the ungarrisoned systems of the Mid Rim, locking in the sector. With 5 additional troops per turn, the Hutts quickly overran the remainder of the galaxy. All said, not a very balanced variant.
Meanwhile, in Game #2 a variant was played that left a large number of planets unclaimed, something that's unheard of in standard Risk. The result was an initial setup with few garrisons in the Mid Rim other than the resource planets. When Major Ursa destroyed the Death Star, the Hutts quickly capitalized on the defenseless Gamorr and swept up the Mid Rim resources. Then, in an astonishingly easy move, Horak the Hutt moved into the ungarrisoned systems of the Mid Rim, locking in the sector. With 5 additional troops per turn, the Hutts quickly overran the remainder of the galaxy. All said, not a very balanced variant.
Saturday, March 21, 2009
Hutts and Rebels Get Medival on the Empire
Peetza da Hutt, aka Ric LaBan, after a solid run of victories, graciously stepped into the shoes of the Emperor for a shots at galactic domination the hard way. Darth Horak put down his black helmet and picked up the slimy flatulence of Karl the Hutt. Kent as Major Ursa steadfastly held on to his loyalty to the ill-fated Rebel Alliance.
Game 1. As is usually the case, Rebels and Storm Troopers blasted each other right out of the starting box. This gave the Hutts a chance at running up to 8 supply planets, even though the Death Star held Gamorr tightly in its grip. A chance faction card gave away the Emperor's location on the second round.
The Evil Empire knocked the Hutts back and gradually eroded the Rebel forces, eventually backing Major Ursa into a despondent corner. In an effort to permanently cripple the Hutts, Darth LaBan destroyed Rodia with the Death Star. Immediately Major Ursa drove in with a pitiful group of Rebels, destroying the Emperor's starbase and him with it. Score one for the Rebs.
Game 2. The Hutts came out strong both in initial positioning and in the fact that the Death Star was in the El'Rood Sector. While the Rebels and Storm Troopers went at it hammer and tong, the Hutts steadily increased their slimy presence. Within four rounds it was possible for them to cash in a fortune in faction cards for an enormous mercenary army that swept away all opposition. Score one for the Hutts.
Game 1. As is usually the case, Rebels and Storm Troopers blasted each other right out of the starting box. This gave the Hutts a chance at running up to 8 supply planets, even though the Death Star held Gamorr tightly in its grip. A chance faction card gave away the Emperor's location on the second round.
The Evil Empire knocked the Hutts back and gradually eroded the Rebel forces, eventually backing Major Ursa into a despondent corner. In an effort to permanently cripple the Hutts, Darth LaBan destroyed Rodia with the Death Star. Immediately Major Ursa drove in with a pitiful group of Rebels, destroying the Emperor's starbase and him with it. Score one for the Rebs.
Game 2. The Hutts came out strong both in initial positioning and in the fact that the Death Star was in the El'Rood Sector. While the Rebels and Storm Troopers went at it hammer and tong, the Hutts steadily increased their slimy presence. Within four rounds it was possible for them to cash in a fortune in faction cards for an enormous mercenary army that swept away all opposition. Score one for the Hutts.
Sunday, March 8, 2009
Under New Management
Even under new management, the Empire can't break through to shodan. Ric took up the awesome reins of Imperial Power this Thursday... and like his unfortunate predecessor, lost three straight attempts at galactic domination.
Game 1. The pendulum swung wildly to all three corners of the galaxy, first when the Empire badly bruised the Rebels in the very first battle. This combined with the unlikely control of the Wild Space gave the Empire an excellent start. But the Hutts, now under the command of Horak the Hutt, kept chugging away, collecting faction cards and converting them to large numbers of troops. Thwarted by the Death Star on Gamorr, they took the round-about path through the Core Worlds to reach the El'Rood Sector's wealth.
The Rebels recovered enough to damage the Empire badly, but the Death Star finally took out Ord Mandrell. That only weakened both enough for a final assault on the coveted resource planets, which resulted in a Hutt victory.
Game 2. With the Death Star safely out of the Hutt's way on Bakura, guarding against a Rebel take-over, it looked like easy sailing for Horak the Hutt. And it was. Victory on turn 2.
Game 3. Back with a strong Imperial presence in the Mid Rim and the Death Star on Gamorr, the struggle was long and fierce. In the end the Rebels were able to corner the Emperor and take out his guardian Star Base even though the Hutts were poised to acheive victory. Score one for the Rebels.
Game 1. The pendulum swung wildly to all three corners of the galaxy, first when the Empire badly bruised the Rebels in the very first battle. This combined with the unlikely control of the Wild Space gave the Empire an excellent start. But the Hutts, now under the command of Horak the Hutt, kept chugging away, collecting faction cards and converting them to large numbers of troops. Thwarted by the Death Star on Gamorr, they took the round-about path through the Core Worlds to reach the El'Rood Sector's wealth.
The Rebels recovered enough to damage the Empire badly, but the Death Star finally took out Ord Mandrell. That only weakened both enough for a final assault on the coveted resource planets, which resulted in a Hutt victory.
Game 2. With the Death Star safely out of the Hutt's way on Bakura, guarding against a Rebel take-over, it looked like easy sailing for Horak the Hutt. And it was. Victory on turn 2.
Game 3. Back with a strong Imperial presence in the Mid Rim and the Death Star on Gamorr, the struggle was long and fierce. In the end the Rebels were able to corner the Emperor and take out his guardian Star Base even though the Hutts were poised to acheive victory. Score one for the Rebels.
Saturday, February 28, 2009
News Flash!
Balmorra, Core Worlds. February 28 Earth Standard Calendar
In three consecutive battles for galactic domination the Hutts came out on top, 2 to 1.
Game 1 was a long affair with an initial strong start by the Rebels. A lucky break with a faction card gave away the Emperor's position on Gamorr. Unlucky breaks thereafter saw successive tidal waves of Rebel squadrons destroyed by the guardian Death Star. The Hutts took advantage of this to build up to nine resource planets on numerous occasions. The Empire gradually ground the Rebels down to a handful of planets and knocked the Hutts down to four resource systems. In the end, though, the Hutts were able to make a remarkable come-back by recapturing six systems.
In Game 2 the Emperor turned up first round. A clever feint by the Storm Troopers left him exposed to a suprisingly strengthened attack by the Rebels. Score one for the Force.
Game 3 looked to be an Imperial victory with seriously weakened Rebels struggling to make headway. The Hutts, blocked by the Death Star on Gamorr, were also frustrated. But in a desperate ploy Major Ursa used faction card bonuses to take out the Death Star even though there was no hope of victory. In fact the Death Star wasn't even guarding a star base, let alone the Emperor. With Gamorr open, the Hutts quickly rolled to victory.
In three consecutive battles for galactic domination the Hutts came out on top, 2 to 1.
Game 1 was a long affair with an initial strong start by the Rebels. A lucky break with a faction card gave away the Emperor's position on Gamorr. Unlucky breaks thereafter saw successive tidal waves of Rebel squadrons destroyed by the guardian Death Star. The Hutts took advantage of this to build up to nine resource planets on numerous occasions. The Empire gradually ground the Rebels down to a handful of planets and knocked the Hutts down to four resource systems. In the end, though, the Hutts were able to make a remarkable come-back by recapturing six systems.
In Game 2 the Emperor turned up first round. A clever feint by the Storm Troopers left him exposed to a suprisingly strengthened attack by the Rebels. Score one for the Force.
Game 3 looked to be an Imperial victory with seriously weakened Rebels struggling to make headway. The Hutts, blocked by the Death Star on Gamorr, were also frustrated. But in a desperate ploy Major Ursa used faction card bonuses to take out the Death Star even though there was no hope of victory. In fact the Death Star wasn't even guarding a star base, let alone the Emperor. With Gamorr open, the Hutts quickly rolled to victory.
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