Risk Legacy
Specifikationer
Specifikationer
Risk Legacy introduces an unusual concept for board games: campaign play. At its core, the game plays like traditional Risk with a few modifications. Players control countries or regions on a world map, and through simple combat (where players roll dice to determine who loses units in each battle), they attempt to eliminate all opponents from the board or control a certain number of "red stars," also known as victory points (VPs).
What is unique about Risk Legacy is that the game changes over time based on the results of each game and the choices players make. Players choose one of five factions; each faction has uniquely sculpted pieces and, more importantly, different rules. At the start of the first game, each faction is given the ability to break one minor rule, such as moving troops at any time during your turn instead of only at the end.
What makes this game special is that once a faction power is chosen, players must select one of their two abilities, attach that ability to their faction card, and then destroy the card with the other rule—and when it comes to destroying, the rules mean exactly what they say: "If a card is DESTROYED, it is permanently removed from the game. Tear it up. Throw it in the trash." This key concept permeates the entire game. Some things you do in a game will affect it temporarily, while others will permanently affect the game. These changes can include increasing the resources in a country, adding bonuses or penalties to defense dice rolls in countries, or adding permanent continent bonuses that can affect all players.
The rulebook is also designed to change during the course of play, with blocks of blank space on its pages to allow for additions or alterations to the rules. Entire sections of the rules do not come into play until later in the game. The game box contains various sealed packages and compartments, each with a condition for opening. The rulebook indicates these contain rule changes, additional faction powers, and other items that should not be discussed here to avoid spoilers.
The winner of each of the first 15 games receives a "major bonus," such as founding a major city (which only they get to start in in future games), removing a permanent modification from the board, destroying a territory card (which prevents it from yielding resources for recruiting troops in future games), changing a continent bonus, or naming a continent, which grants that player a troop bonus in future games. Players who didn't win but weren't eliminated get to make minor changes to the world, such as founding a minor city or adding resources to a country.
The first few games take approximately 30-90 minutes to play, including a short rules explanation and setup.

