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Risk Legacy box art

Risk Legacy

Game ID: GID0266767
Game Info
Year
2011
Players
3-5
Age
13+
Playtime
60 min
Collection
Ratings
Expansions & Family
Mechanic profile
Percentile rank vs. all games
Vibe profile
How this game feels to play
Description

This description is spoiler free, containing nothing outside the initial rulebook for the game. Details on why this is important in the description.

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.

It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique.

Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.

Description

This description is spoiler free, containing nothing outside the initial rulebook for the game. Details on why this is important in the description.

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.

It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique.

Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 58
This page: 8
Sentiment: pos 7 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 51–58 of 58
Video PtaVAujtRhU Board Game Hangover Top List at 1:08 sentiment: positive
video_pk 5280 · mention_pk 93073
Board Game Hangover - Risk Legacy video thumbnail
Click to watch at 1:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Compact version of Queen's Gambit
  • Accessible gameplay
  • Multiple simultaneous battles
Cons
none
Thematic elements
  • Galactic Battle Recreation
  • Return of the Jedi finale
Comparison games
none
Mechanics (from transcript analysis)
  • Card-based actions — Play one card to perform actions across multiple battle scenes
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Star Wars Rebellion is Star Wars in a box.
  • This is the best Star Wars game.
References (from this video)
No references stored for this video.
Video TDZmbj-uF84 The Discriminating Gamer Top List at 1:21 sentiment: positive
video_pk 5275 · mention_pk 81378
The Discriminating Gamer - Risk Legacy video thumbnail
Click to watch at 1:21 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Tremendous fun
  • Really good game
  • Different from standard Risk
Cons
none
Thematic elements
  • War/battles
  • Star Wars universe
Comparison games
  • Risk
  • Dune version of Risk
Mechanics (from transcript analysis)
  • Card-based gameplay — Players play cards each round with top and bottom options to choose from
  • Multiple board sections — Board contains three different battle zones: Luke vs Darth Vader, Han Solo and Princess Leia vs Shield Generator, and space battle
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • I'd have to change my name.
  • Wings for the Baron was an outstanding game.
  • I was kicking myself.
  • It's tremendous fun. This is really a good game.
  • Forbidden Stars is a game that's out of print. For many, it's a grail game.
  • I loved the artwork. I loved the the gameplay, the mechanics, those tokens.
  • Churchill from GMT Games had one of the most interesting balancing systems I ever had.
  • Cthulhu Wars is a fantastic fantastic kind of light war game area control game.
  • The board game is super fun.
  • I love love love Star Wars Armada. Love the theme. Love the game play.
  • Armada was much more strategic and there was more things you could do.
References (from this video)
No references stored for this video.
Video YfJTMNf8WAk Rolls in the Family Top List at 0:37 sentiment: positive
video_pk 5084 · mention_pk 15086
Rolls in the Family - Risk Legacy video thumbnail
Click to watch at 0:37 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative legacy system with lasting impact
  • Memorable campaign moments
  • Faster, focused campaigns compared to base Risk
Cons
  • Requires long-term commitment
  • Spoilers and potential group drift
  • Can be expensive and heavy to maintain across sessions
Thematic elements
  • World domination with evolving, permanent changes across campaigns
  • Global map spanning continents during a modern-era style confrontation
  • Campaign-driven with evolving rules, stickers, and permanent deck alterations
Comparison games
  • Risk
Mechanics (from transcript analysis)
  • Area Control — Players vie for control of territories and bases across a world map.
  • area_control — Players vie for control of territories and bases across a world map.
  • faction_abilities — Factions with unique abilities that shape strategic options.
  • Legacy Game — Permanent changes to rules, map, and components from game to game.
  • legacy_campaign — Permanent changes to rules, map, and components from game to game.
  • permanent_components — Stickers, new rules, and altered decks permanently modify gameplay.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • this is the game that actually introduced The Legacy concept
  • it's layered on top of what's already a better version of risk
  • the primary action selection mechanism on your turns you have this pyramid that has different actions
  • two-player only game where you and your opponent are actually playing out the historical event of the Cold War
  • it's highly asymmetrical and by that I mean the different factions literally play completely differently
References (from this video)
No references stored for this video.
Video q4V1Cb6u024 Unnamed Board Game Channel Other at 1:04
video_pk 4737 · mention_pk 92775
Unnamed Board Game Channel - Risk Legacy video thumbnail
Click to watch at 1:04 · YouTube ↗
Pros
none
Cons
none
Thematic elements
none
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We're hoping to change that.
  • We really do appreciate every viewer that we have.
  • We're going to try to be more active across all those fronts as well.
References (from this video)
No references stored for this video.
Video jHyQ8Zn7ac8 Board Game Replay Playthrough at 0:00 sentiment: positive
video_pk 3917 · mention_pk 11466
Board Game Replay - Risk Legacy video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative legacy mechanics that permanently alter the map and setup, creating unique experiences per game.
  • Core Risk feel with added strategic depth from cards, stickers, and evolving rules.
  • High replayability and escalating tension as new packets unlock rules and components.
  • Dynamic player interaction and diplomacy enhanced by evolving board state.
Cons
  • Steep learning curve due to multiple interacting systems and permanents.
  • Irreversible changes may deter players who dislike spoilers or unpredictable outcomes.
  • First game length can be longer than standard Risk because of additional setup and rules.
  • Balance can be delicate early on with new packets and evolving powers.
Thematic elements
  • Legacy campaign with permanent changes, personal progression, and evolving strategy over multiple sessions.
  • Global map with evolving territories; stickers and envelopes permanently alter the board and future plays.
  • Campaign-driven, evolving game state where past games affect future ones.
Comparison games
  • Risk
  • Pandemic Legacy
Mechanics (from transcript analysis)
  • Area Control — Players claim territories and continents to gain reinforcement capabilities and points toward victory.
  • combat resolution — Dice-based battles with attacker up to three dice and defender up to two; defenses win ties; casualties remove units; no space can be left unoccupied after an attack.
  • Combat: Dice — Dice-based battles with attacker up to three dice and defender up to two; defenses win ties; casualties remove units; no space can be left unoccupied after an attack.
  • Deployed City/Population Growth — Founding settlements, population advantages, and spawn points influence reinforcements and competitive dynamics.
  • Diplomacy and Social Dynamics — Player interactions, negotiation, and diplomacy influence strategic decisions and alliance formation during play.
  • Hidden Victory Points — Victory is tracked by stars; four stars win the game, with stars earned from territories, card trades, and starting setup.
  • Legacy Game — Permanent map changes (stickers, markers) and reshaped components shape each subsequent game; envelopes and packets unlock new rules and components.
  • Legacy/Perma-Changes — Permanent map changes (stickers, markers) and reshaped components shape each subsequent game; envelopes and packets unlock new rules and components.
  • Negotiation — Player interactions, negotiation, and diplomacy influence strategic decisions and alliance formation during play.
  • Resource Cards and Money — Resource cards provide money used to recruit troops or trade in for points; some cards offer special values or effects.
  • Resource Management — Resource cards provide money used to recruit troops or trade in for points; some cards offer special values or effects.
  • Scar Cards — Scar cards introduce permanent board changes or bonuses; they are earned early, placed permanently, and can alter balance.
  • Stars and Victory Conditions — Victory is tracked by stars; four stars win the game, with stars earned from territories, card trades, and starting setup.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • Risk Legacy is a pretty unique game with a legacy style and permanent map changes.
  • The core of the game is around those first 15 games.
  • Permanent changes to the map, writing names on continents with permanent markers, and tearing up cards.
  • You begin the game with 1 star toward victory, and the map changes with every campaign.
  • Every copy of Risk Legacy will play differently because of the stickers and envelopes.
References (from this video)
No references stored for this video.
Video CWKA-GsW-eo Board Game Replay Discussion at 50:05 sentiment: positive
video_pk 2925 · mention_pk 8550
Board Game Replay - Risk Legacy video thumbnail
Click to watch at 50:05 · YouTube ↗
Overall sentiment (raw)
mixed_to_positive
Pros
  • Campaign progression and evolving story
  • Replayability through legacy mechanics
Cons
  • Long, heavy sessions; can be intimidating for new players
Thematic elements
  • Legacy campaign with permanent changes
  • Global conquest with evolving rules
  • Campaign-driven risk management
Comparison games
  • Risk
  • Lords of Vegas
  • Game of Thrones
Mechanics (from transcript analysis)
  • Area Control — Risk-style territory control with dice combat.
  • area-control — Risk-style territory control with dice combat.
  • legacy campaign — Permanent changes across campaigns; evolving map and rules.
  • Legacy Game — Permanent changes across campaigns; evolving map and rules.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • it's definitely a well-designed game
  • this game feeds you money every turn
  • I would totally mix all this in because it's just more items
  • the thematic element of this game like it's pretty damn cruel
References (from this video)
No references stored for this video.
Video Lpg10-uuJMk Actualol Interview at 1:23 sentiment: positive
video_pk 2675 · mention_pk 7872
Actualol - Risk Legacy video thumbnail
Click to watch at 1:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Innovative approach to replayability with lasting impact.
Cons
  • Long play sessions; commitment required for full experience.
Thematic elements
  • Legacy-driven progression where decisions persist across sessions.
  • World-conquest in a Risk-like framework with evolving rules and permanent changes.
  • Campaign-driven with evolving storylines and evolving boards.
Comparison games
none
Mechanics (from transcript analysis)
  • Area Control — Players vie for global domination across a changing map.
  • Legacy Game — Permanent changes to the game components and rules based on outcomes.
  • legacy mechanics — Permanent changes to the game components and rules based on outcomes.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • never socializing outside the hobby
  • this isn't about him anymore this is about one day waking up to a world where board gamers are accepted by society
  • remember just don't be yourself tell him how fun it is to play as a 17th century farmer in agricola
  • let's play star wars rebellion with him
  • for Risk Legacy
  • remember that guy we invited round to play Game of Thrones after five hours he started crying
  • i play a lot of warhammer
References (from this video)
No references stored for this video.
Video eP_mPsaajcM Board Game Replay Playthrough at 0:00 sentiment: positive
video_pk 460 · mention_pk 1350
Board Game Replay - Risk Legacy video thumbnail
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • High-tension, dynamic swing opportunities from missiles and packet rewards
  • Campaign feel with evolving rules and faction powers adds replayability
  • City/Scar management adds strategic depth and map control decisions
Cons
  • Complex rule set; can be confusing for new players
  • Downtime and bookkeeping due to scars/cards; balance can be choppy early game
  • Memorization burden for legacy rules and edge cases in later turns
Thematic elements
  • Conquest and campaign-driven progression with faction power asymmetries
  • Global Risk map with evolving campaigns; permanent changes across sessions
  • Campaign-first, with evolving rules and artifacts shaping play over time
Comparison games
none
Mechanics (from transcript analysis)
  • Cities and scoring — Cities contribute to reinforcements, spawn points, and scoring; major cities offer stronger fortification potential; points primarily come from bases and claimed cities
  • Combat: Dice — Combat resolution uses dice; attacker chooses how many dice to roll; defender’s highest die can be modified by special rules; multiple dice can be rolled per attack
  • Dice-based combat — Combat resolution uses dice; attacker chooses how many dice to roll; defender’s highest die can be modified by special rules; multiple dice can be rolled per attack
  • HQ placement and spawning — Starting HQ placement with fixed unit counts; spawning calculations include territories, population, and scar modifiers; special abilities tied to factions influence spawning
  • Movement and maneuver — At the end of movement/attack phases you can rearrange units (maneuver). Only available once per turn for most powers, but can be used to reposition forces
  • Nuke missile and packet rewards — Missile tokens provide combat bonuses and can trigger a packet reward; opening packets introduces permanent changes and power shifts
  • Population and coin resources — Population bonuses, territory bonuses, and coin/resource cards influence reinforcements and available actions; cards can be traded for additional troops
  • Scar cards and city tokens — Permanent scars and city tokens alter starting positions and spawning; scars affect future turns and can be placed on territories; some cities are tied to scar effects
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • today's game of Risk Legacy is brought to you by a really old brown dog New Hampshire
  • this makes me want to watch Mad Max again
  • bear people do have a 100% win rate as right now as of this moment they're invincible
  • the entire goal of this game is to reveal the card that says if you spawn 30 troops and have a nuke missile then you open this packet that's all I want to do
References (from this video)
No references stored for this video.
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