Friday, November 23, 2007

Star Wars Risk, Game One of Ten Thousand

Guys, I'm with you. I felt that even the four hours we took to learn the game (while drinking ourselves under the table with Ferucio's savory mohitos and V.'s doomScotch) was ever so slightly epic, if I do say so myself. And while the tacking-on-of-licenses-to-existing-classic-board-games is getting pretty tiresome, I think we'll all agree that this one was written by a true, true, ridiculous fan; someone who's read everything from Han Solo at Star's End to Tag and Bink are Dead, and considers it all pretty much canon--the kind of dude we can all get behind. I'll bet the guy (or lady) has been to a good number of risk parties, too. The kind with sandwiches, maybe.

What I really liked was the dramatic structure of the thing--how the game opens with the Empire (Fugu and V.) completely raping the Rebellion (galspanic and myself). We really had to scratch our way to a place where we could even make a dent in their totally superior forces. I think it's set up so that we (the Rebel Alliance) feel cool playing the game for the same reason Mon Mothma feels cool when planning a raid on an Imperial outpost. Pretty sure I saw a gleam in Fugu's eye similar to the one Grand Moff Tarkin gets when fucking telling the fucking Death Star what planet to fucking destroy.

As long-time players of Regular Risk will note, however, being at a tactical disadvantage does not necessarily put you at a general disadvantage--it merely reduces your choices, which has its own strategic benefits. Risk-players also note: Star Wars Risk has no Australia equivalent, and the cards have stuff on them that can make things happen. Wild, change-your-life stuff. You don't just sit there, when you're playing this.

I'm not sure if I've played enough of this to give it all three thumbs up, but the thing shows promise. The rules are pretty tricky, but if any of you off-worlders are planning a visit, let me know ahead of time and I'll send you scans of the rules so you can take the 5+hour plane ride to maybe skim them. Next time, we have to play with Active Hutts. And we should probably make sure no one has to work in the morning, and anyone new, like I said, gets the rules to study in advance.

So yeah; so yes, I'll play again.

6 comments:

Fugu said...

"being at a tactical disadvantage does not necessarily put you at a general disadvantage--it merely reduces your choices, which has its own strategic benefits."

You know, that sounds exactly like some kind of hippie trash I'd expect a rebel bothan to say. But yes, the game's got promise. If you guys can do tomorrow I might be able to swing it. I'm all about last minute plans, by the way. Any pussy can plan days in advance...

Mr. Pony said...

Thissthe last mistake you'll ever make! Eeeeeyyyhh!

I have a thing tonight. It might be one of those things that dematerializes at the aforementioned last minute. I, Mr. Pony, will see what I can do.

Ferucio?

Mr. Pony said...

Fail. I fail. Next weeks?

Galspanic said...

You know, Mon Mothma's son died at the Battle of Hoth. defending the Princess and Solo against Vader's forces.

Mr. Pony said...

He did not.

Galspanic said...

No, I'm serious.