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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This item Risk Legacy Game
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|Sold By||Amazon.com||Amazon.com||Chewys Toy Chest||Touchstone Toys||Amazon.com||Amazon.com|
|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||11.61 x 3.19 x 11.61 in||15.75 x 10.5 x 3 in||10.5 x 10.5 x 3.5 in|
|Item Weight||3.85 lbs||2.87 lbs||4.59 lbs||2.87 lbs||2.87 lbs||3.42 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.
1) It builds off of Risk's basic game play
You still battle for territory and strategic dominance of the map and still do battle with dice to who wins the fight.
2) Fixes some of the short falls of the base game
Some annoying or faulty setups from the original game included how to start off the game, choosing starting territories, exponential troop placements and poor mission objectives. All of these have been creatively addressed and invoke a fair and thought involved process.
3) Adds so much new content
Each faction gets special abilities to create new angles for attack, better gaming winning objectives including events occurring at random intervals and changes to the board itself to mix up the obvious and skewed advantages of being located in specific parts of the map.
One can only hope Hasbro apply this style of gaming to another one of their games that have become dull and repetitive (eg Monopoly).
The first, most striking thing to happen when we opened it was the script on the bottom of the game-board, along with a place to sign, acknowledging that everything that happens to this world is our fault and our responsibility, and that this can't be undone.
A few minor hitches: our group is 7 people large, and this game supports 5 maximum. We've solved this by the use of teams. We allowed the team to be fluid, and the only problem is that we may run out of missile tokens. However, we have some people who rotate in and out of games, so this may also not phase us.
However, this game is way beyond just Risk. We recently opened a pack that made half the group go "Woah, that was awesome" and the other half go "Holy crap, what have we just done?!"
It's been decided that we're going to blow this world to smithereens and then after our 15th game, buy another set and frame this gameworld. And then repeat the process.
On to the game itself rather than comparing it to classic risk. The stickers are the worst! You have to be VERY careful peeling the stickers so that you can be satisfied that you at least tried not to mangle them. The backing on the stickers separates from the graphics almost comically easy.
Great for adults who have a regular meet up, since you'll want the same cast of 5 characters at each game.
Terrible for children due to components that despite my best efforts needed to be stapled together after their destruction in the battle of peeling off stickers.