it’s pixel sundays, and i’m going to start posting characters from my new print, EVERYONE. above you can see just nine of the 204 characters that make up the print.
one of these faces – can you guess who? – is my friend miguel, a level-headed character who straddles the worlds of child and adult. miguel does a tremendous service for the rest of my circle of friends by buying all the board games so the rest of us can play them. recently he bought me a copy of risk legacy, because he wanted to play it but didn’t trust himself not to immediately OPEN EVERYTHING. you see, risk legacy is a board game that changes over the course of many plays: players found cities by putting stickers on the board, put stickers on cards that make them permanently more valuable, and – when special conditions are achieved, like one player winning at least twice or firing three missiles at once (a guaranteed victory) – packets can be opened that contain new rules that overwrite portions of the rulebook and introduce new cards and pieces. if you happen to remove absolutely everything from the box, you find this. amazing.
the parts of the game that are still risk aren’t very compelling to me. even though the designers have done a lot to make the game faster and to give players the choice of cashing in accumulated resources to replenish their armies, it still has the risk problem where the player who takes the lead in terms of army size is probably going to stay there until she wins, and other players will have fewer and fewer choices as the game goes on. but the idea of a board game that changes over time is nonetheless really appealing to me. last time i played, the winner chose to apply a penalty to australia – the easiest continent in the game to overrun and hold, supplying the player controlling it with a troop bonus every turn – making the bonus less valuable and australia a less desirable stronghold. i’m excited to see people perform this experiment with other games. we’ve been talking about what it could add to CLUE.