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The Like/Hate Thread
I don't think it's useless, I just think it's overhyped by fans.
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Jackie Robinson did a lot to break down a color barrier by, you know, being good at baseball.

Then there's that whole...Nelson Mandela/Rugby thing. I don't know the entire story, so I won't bastardize it by trying to relate it here.

EDIT: It is overhyped, but I think it's done some good.
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And look at the Globe Trotters. They are awesome. >_>
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Kept some Harlem kids out of trouble, that's for sure.
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http://en.wikipedia.org/wiki/Christmas_1...tball_Game

It is a beautiful story.
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http://en.wikipedia.org/wiki/Christmas_Truce
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Holy shit. Call pass interference, plz.
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"It's on my brain, driving me insane.  It's on my mind, all of
the time, and if it left... I would be fine.
"
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Those stories remind me that soldiers don't kill people. Politicians do.

It's tragic innocent people are the ones forced to point guns at each other.
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During the Bastogne fight the Germans in Foy were heard singing from the American lines.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Vad Wrote:OMFG I HATE: Downtown Columbus. TOO MANY ONE WAY STREETS AND WEIRD TURNS AND sl;ghsdh;dss;hgdsh

I like: Cake :>

ahahahahahahaha FEEL THE PAIINNNNN. I've gotten lost so many times down there haha.

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Vad: Found my dicks btw
Vad: *DISCS
Kaz: XD!!!!XDXDXD!!
Kaz: oh man
Kaz: that was an awesome typo!
Vad: I MEANT ROUND CYLINDRICAL THINGS
Kaz: XD XD XD
Kaz: HAHAHHHAHHHAHA

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Kazuya Wrote:ahahahahahahaha FEEL THE PAIINNNNN. I've gotten lost so many times down there haha.

Now I know what Hell looks like. It's downtown. =o

After I die I'm going to be driving downtown Columbus for the rest of eternity with an ever lasting sense of confusion. I mean christ, even New York and DC are easier to navigate!
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Waffuru Wrote:You guys are ignoring Asia, which is huge.

Sure is, but if you can control it, it gives you the most armies per turn.
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Vad Wrote:Now I know what Hell looks like. It's downtown. =o

After I die I'm going to be driving downtown Columbus for the rest of eternity with an ever lasting sense of confusion. I mean christ, even New York and DC are easier to navigate!

why God invented GPS devices.

http://reviews.cnet.com/car-gps-systems/

Autonavigation software is getting better all the time.
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Ashe Wrote:Sure is, but if you can control it, it gives you the most armies per turn.

The key word is if. When I try to get it at the start I usually can't hold it very long and have to retread down to Australia. I find that it's best to wait mid-to-end game to try to get Asia. :p
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Australia tends to be the strongest for the waiting game, given that you only have to sit all your armies in India and you also keep Asia from getting controlled. Of course, I really like taking NA as well. Not a fan of Europe or Asia.

Speaking of likes: Risk 2210. By far my favorite incarnation. Really wanting to give Godstorm a try sometime too.
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I've never heard of either, but I really liked the board game I used to own of Risk. I never won, really. I always dominated until two dicks teamed up on me. >_>
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LotR Risk is the best risk version there is.
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When in doubt: It was sarcasm.
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Rod Hardwood Wrote:why God invented GPS devices.

http://reviews.cnet.com/car-gps-systems/

Autonavigation software is getting better all the time.

Well they don't really advertise how hard it is to navigate and drive at the same time.

EDIT: Meaning I have one.
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Fighting to the bitter end is an advantage when your opponent does not wish to perish.
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Karin Osaki Wrote:I've never heard of either, but I really liked the board game I used to own of Risk. I never won, really. I always dominated until two dicks teamed up on me. >_>

Give 2210 a try sometime. Its considered the best Risk to be created after the original by a large number of reviews. I agree, although I disagree with the large hatred most have for Castle Risk (I loved that version, but most people hated it for some reason; I guess because taking the Ottoman Empire was the best positioning possible and maybe that reduced viable strats.) Thing about 2210 is its made more for 4-5 people, but it has a 5 turn limit on it. People still get eliminated, but it reduces the enormous amount of time built around two countries sitting there staring at each other (Australia massing armies and glaring at an Asia player just sitting camping India right back.) It opens other strategies as well to allow for wins that don't involve capturing the entire world.

Plus you can go take over the moon.

And if some bitch is camping the moon and trying to pull off the (viable) strat of the Lunar Invasion (where they sit up there all game plugging the entrances, then dig through Lunar cards for the one that lets them come down and invade a random ground location, meaning you can drop in in the middle of someone's undefended areas; was hilarious when my friend tried this and landed in Australia of all places, which - due to the Devestated Lands feature, which is awesome - could only be entered by way of a Naval Commander, so he got stuck), you can dig through cards and start nuking random places on the moon, if you are willing to take your attention off the other ground and naval zones.

It sounds complicated, but its insane fun, and a lot of strategy involved, more than normal Risk. Had a lot of tournaments go on for it.

Rem-13 Wrote:LotR Risk is the best risk version there is.

I've heard lots of complaints about that version; namely that the cards are often more annoying than strategical.
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Ashe Wrote:Give 2210 a try sometime. Its considered the best Risk to be created after the original by a large number of reviews. I agree, although I disagree with the large hatred most have for Castle Risk (I loved that version, but most people hated it for some reason; I guess because taking the Ottoman Empire was the best positioning possible and maybe that reduced viable strats.) Thing about 2210 is its made more for 4-5 people, but it has a 5 turn limit on it. People still get eliminated, but it reduces the enormous amount of time built around two countries sitting there staring at each other (Australia massing armies and glaring at an Asia player just sitting camping India right back.) It opens other strategies as well to allow for wins that don't involve capturing the entire world.

Plus you can go take over the moon.

And if some bitch is camping the moon and trying to pull off the (viable) strat of the Lunar Invasion (where they sit up there all game plugging the entrances, then dig through Lunar cards for the one that lets them come down and invade a random ground location, meaning you can drop in in the middle of someone's undefended areas; was hilarious when my friend tried this and landed in Australia of all places, which - due to the Devestated Lands feature, which is awesome - could only be entered by way of a Naval Commander, so he got stuck), you can dig through cards and start nuking random places on the moon, if you are willing to take your attention off the other ground and naval zones.

It sounds complicated, but its insane fun, and a lot of strategy involved, more than normal Risk. Had a lot of tournaments go on for it.



I've heard lots of complaints about that version; namely that the cards are often more annoying than strategical.

I'll have to make sure to try it out. It sounds pretty fun.
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