Hasbro A53010000 Risk Legacy
Hasbro A53010000 Risk Legacy
$517.99 Add to cart

Hasbro A53010000 Risk Legacy

$517.99

  • Play your game. Write your history.
  • Unlock new rules and watch events unfold as you play more games. No two games will EVER be the same
  • You won’t forget past betrayals and neither will the game
  • 3-5 Players
  • Ages 13 +

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Warning: Not suitable for children under 36 months
Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. Players control countries or regions on a map of the world, and through simple combat (with players rolling dice to determine who loses units in each battle) they try to eliminate all opponents from the game board or control a certain number of “red stars”, otherwise known as victory points (VPs). What’s different is that Risk Legacy’ changes over time based on the outcome of each game and the various choices made by players. 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 gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end. What makes this game unique is that when powers are chosen, players must choose one of their faction’s two powers, affix that power’s sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: “If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash.” This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older “match three symbols” style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players. The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection. The winner of each of the first 15 games receives a “major bonus,” such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country. Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.
1 x Rule Book1 x Sticker Sheet12 x First-Game Coins5 x Major Cities5 x Fortifications +1 and -1 Continent Marks 4 x Scar Removal Stickers
35 x Coins 9 x Minor Cities1 x Map Board1 x Resource / Event / Mission Board
5 x Faction Cards1 x Plastic Faction Units (5 Factions), each with: 1 x Headquarters “Star” 18 x Large 3-unit pieces 36 x Small 1-unit pieces 16 x Red Star Tokens17 x Missile Tokens
42 x Territory Cards
10 x Coin Cards 5 x Faction Starting Power Cards 3 x Ammo Shortage Scar Cards3 x Bunker Scar Cards 4 x Sealed Packs on box lid 2 x Sealed Pockets in insert1 x Sealed Pack on box bottom 3 x Black Attack Dice
2 x Red Defense Dice

Additional information

Weight 1.735 kg

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