|
Hex Hex: This will eventually be the game of the week (perhaps soon). Just today, I finally restocked our supply of Hex Hex, so if you're looking for it (you being anyone reading this), we have Hex Hex and the expansion. I also finally brought in Cutthroat Caverns (the game by the makers of Hex Hex that attempts at the Munchkin/Dungeonville genre). I haven't played it yet, but we took a demo copy, and when I get a chance I'll figure it out so it can be demoed.
Risk (John H): If it takes you longer than 6 hours to play a full game of Risk, that probably means that either you're playing it incorrectly, or you're not actually playing Risk, you're just sitting around a table where Risk is laid out, but you're screwing around doing other things and not actually paying attention to the game.
Risk (John M): Limited number of turns doesn't really work well with Risk. I mean, it can be done, but it's just much better to play to the end. It really gets much faster once people are eliminated. We'd just have to play with Ultimate Risk rules (where in combat, each die doesn't control the fate of one unit, but rather one third of your total units in the specific territory).
Risk (Ryan): I'd totally be up for that. But the main problem with starting promptly at 4pm is that the store doesn't open until 5pm on Wednesdays. But like I said to John M in the Apples to Apples thread, we've been kicking around the idea of moving the Game of the Week tournament to Thursdays. And the store opens on Thursdays at 3pm, so starting the tournament at 4pm for Risk wouldn't be terribly difficult. What do you think about that? (and others)
|