Risk Legacy Game
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- The classic board game, redefined
- The first board game where choices and actions made in one game carry over into the next
- No two games are alike
- Locked off components can be revealed as players win multiple games
- Winning players get to name a continent or found a major city
- Includes gameboard, character tokens, and game cards
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CHOKING HAZARD -- Small parts. Not for children under 3 yrs.
Your every move will cement your legacy! The classic game of Risk is as addicting as ever with Risk Legacy! Write your own history! How will you shape your world? In Risk Legacy, every game you play will change every future game. A decision you make in Game 1 could come back to haunt you in Game 10. The risks you take in Risk Legacy are not like those in any other board game. You and the other players will shape how your world evolves: its history, its cities, even its factions and how they fight. Cards and stickers will come into play. Cards will go out of play forever. You don't forget past betrayals- and neither does the game. Unlock new rules and watch events unfold as you play more games. No two games will ever be the same. Play your game. Write your history. Hasbro Gaming and all related terms are trademarks of Hasbro.
From the Manufacturer
How will you shape your world? In Risk Legacy, every game you play will change every future game. A decision you make in Game 1 could come back to haunt you in Game 10. The risks you take in Risk Legacy are not like those in any other board game. You and the other players will shape how your world evolves: its history, its cities, even its factions and how they fight. Cards and stickers will come into play. Cards will go out of play forever. You don't forget past betrayals — and neither does the game. Unlock new rules and watch events unfold as you play more games. No two games will ever be the same. Play your game. Write your history.
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||15 x 30 x 1 in||15.75 x 1.97 x 10.51 in||10.63 x 2.95 x 14.57 in||10.63 x 2.95 x 14.57 in||8.6 x 12 x 1.7 in||11.61 x 3.19 x 11.61 in|
|Item Weight||3.85 lbs||2.87 lbs||4.59 lbs||4.5 lbs||2.3 lbs||2.87 lbs|
Top Customer Reviews
One of my friends gathered us together to play this game, explaining it's "like Risk" but with "permanent effects, so that the game changes forever every time you play". Succinct, yet accurate.
What this description doesn't capture (and what's impossible to understand until you actually play), is just *how* the board changes and how *mind-blowing* it is.
The default rules are very similar to vanilla Risk, with a few additions. The win conditions are relaxed (instead of capturing the entire board, you gather four red star tokens in various ways... games run 1-2 hours). In addition, there are five races to choose from with various perks (+1 to defense rolls, extra manueverability, etc).
To give an idea of how zany this game is: each race starts with two possible perks. You choose one for each race and literally throw the other in the trash. In the first five minutes you have made a permanent decision that permanently alters how your version of the game is played. Forever.
The key to the game's evolution is in two parts: game-to-game and via the envelopes. Every time a game ends, the winner and the hold-outs get to make a decision. The winner might name a continent, giving him a bonus when he controls it. He might found a major city, giving him recruitment bonuses in the territory. The hold-outs get to found minor cities, or make territories more valuable. This changes how diplomacy and expansion works in later games. There are also "scar cards", which players can use to permanently improve or weaken a territory, by placing a sticker on the board.
The second part is the sealed envelopes in the game box. Each has a condition, such as "Open when all nine major cities have been founded", or "Open when a player has won twice". Each envelope drastically, I mean *drastically*, evolves the game for future plays. These are where spoilers come in, and I won't detail any further. Let me just say that every time we've opened an envelope, there have been gasps and hysterical laughter at the realization of what they mean for the next game. I have been more impacted by some of the envelopes than I am by spoilers in some books/films I've read and seen.
Get a group of four friends, and make this a weekly ritual. The board is good for at least 15 evolutionary games before things stop changing, and this is something you just have to experience for yourself. Don't cheese games just to get to an envelope, either. The consequences are permanent and profound; play the game as you normally would and you'll appreciate the changes all the more.
We've played 9 games so far, and this is one of our best family memory-makers. The 4th who didn't like Risk, loves this game! We've opened our last pouch of new game rules, twists, board markers, etc. and realize what our main board will look like now and how our games #16 and up will play. And it's great! We've even talked about how purchasing it again and replaying would change the outcome, but the "big" surprises would be spoiled, and even so it would still be fun to replay it from the start.
We find it interesting to note how geography plays a huge role in troop build-up, deployment, conflicts, etc. and that the same real-world regions exhibit the same behaviors/outcomes. In fact, a lot of the game surprises have been inevitably played on similar real-world areas. Even though one surprise changed the geographical map.
I will state we have different game approaches and that makes it interesting for our group to play. For instance, I'm risk-adverse but strategic, our daughter's highly defensive but risks it all at key points (and generally it works well for her!), my husband's steady onslaught is effective and our son's aggressiveness works well for him, although he tends to focus on his advances and forgets to protect his rear, leaving him vulnerable to surprise invasions. We've all won and all been eliminated once, but alliances have played a huge role in our parity. And as a family, we have strived to keep any "strongest" player from overly dominating the game. But wouldn't any group of gamers work similarly to stop an over-dominant player? I think that's also why it's so important to keep with the same set of players while the game evolves the first 15 games.
We've tended towards favorites for our troop characters (oh yes, they're all different!) and HQ placements/areas of ops but then the game changes our strategy and our favorites no longer work for us, forcing us to change. So it remains interesting. But We're also looking forward to the 16th game, when the changes stop and then we can play around with the different characters and other choices to see how our games will play out with no more surprises. So we don't see this ending. It's fun! And what a great time the developers must have had with this. They did a good job.
UPDATE: We just realized on our 11th game that we've been playing using the traditional Risk rules in that the aggressors upon winning a battle may only advance as many men that we fought the battle with. I.e., if 2 fought, only 2 may advance into the captured territory. This game does not restrict the advance though. As many men starting in the beginning terrotory may advance into each successively won territory, leaving one behind of course. Thus, entire massive armies may march across an entire continent and move quickly. This significantly changes the balance of the game and the strategy. Rather than expand quickly and leaving our interior territories relatively undefended, we now must focus on strengthening our territories as we go, to guard against an attacking battalion. Much more realistic.