Risk Legacy represents a, if not new, then at least rare concept for board games: campaigning. At its core, the game plays similarly to the normal one, especially at the beginning risk with a few changes. Players control countries or regions on a world map and attempt to push all opponents off the board through simple battles (players roll dice to determine who loses units in each battle) or a certain number of "red stars", also known as victory points (VPs), to control.
The special thing about Risk Legacy is that it changes over time depending on how the game ends and what decisions the players make. In each game, players choose one of five factions; each faction has uniquely shaped pieces and, more importantly, different rules. At the start of the first game, each of these factions is given the opportunity to break a small rule, such as: E.g. the ability to move troops at any time during the turn and not just at the end.
The special thing about this game is that when choosing powers, players have to choose one of the two powers of their faction, put the sticker of that power on their faction card and then destroy the card that says the other rule - and by destroy they mean that Rules What They Say: "When a card is DESTROYED, it is permanently removed from play. Tear it up. Throw it in the trash." This concept runs like a common thread through the game. Some things you do in a game will only have a temporary effect on the game, while others will have a permanent effect. These changes include, for example: Such as increasing a country's resources (for recruiting troops instead of the older "match three symbols" recruiting), adding bonuses or penalties to dice rolls to defend countries, or adding permanent troop bonuses for continents that can affect all players.
The rulebook itself is designed to change throughout the game, with blank blocks on the pages to allow for rule additions or changes. Entire sections of the rules will only come into effect later in the game. The game box contains various sealed packages and compartments, each containing a written condition for opening. The rulebook notes that these contain rule additions, additional faction powers, and other things that should not be discussed here to avoid spoilers.
Although the cards are torn apart as the game progresses, there are enough cards added by the sealed packs that the game doesn't suffer. It's not a "throwaway" game, just an adapted game. The game can still change after the 15 games, and even if it stops changing, you still have a unique copy of Risk .
The first games last around 30-90 minutes, including a short explanation of the rules and setup.
Contents
- 1 game rule book,
- 12 coin stickers for the first game,
- 5 stickers for big cities
- 5 stickers for fixings
- Stickers for continent markers +1 and -1,
- 4 scar removal stickers
- 35 coin stickers
- 9 small town stickers
- 1 map board
- 1 resource/event/mission board
- 5 faction cards
- 1 Headquarters “Star” plastic piece, one for each of the 5 factions
- 18 large 3 unit pieces
- 18 for each of the 5 factions
- 36 small 1-unit pieces
- 36 for each of the 5 factions
- 16 Red Star tokens
- 17 rocket tokens
- 42 area maps
- 10 coin cards
- 5 faction starting power cards
- 3 Ammo Shortage Scar Cards
- 3 bunker scar cards
- 4 sealed packs on the lid of the box
- 2 sealed pockets in the insert
- 1 sealed pack on the bottom of the box
- 3 black attack dice
- 2 red defense dice