• Army Cards • over 275 Military Units • Parts Sheet
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IT’S YOUR WORLD. IT’S YOUR WAR. IT’S YOUR LEGACY.
We’re doing something different with Risk Legacy. This is a game where the choices you make in one game
end up affecting future games, where actions have consequences, where you shape the history of your world.
We’re going to ask you to write on your game, to mark it, put stickers on it, and even to throw away parts of it.
In fact, that’s how the game works. What you’ll end up with is a game that has been through a war- your war.
No two games will be close to the same. Each will have its own history, its own weaknesses and strengths, and
its own heroes.
The early games you play in this world will be somewhat simple and straightforward (for a Risk game). But the
choices you make in those games will echo throughout future ones. As you get further into the wars, more and
more richness will come into play.
You’ve probably already noticed that there are a number of envelopes and compartments that
are sealed off. They’ll get opened and their secrets will be revealed as you play the games. We
know that you could rip them all open right away, but you’ll enjoy it more if you wait for the
right moment. It’ll be worth it. You’ll also see that many sections of the rulebook are blank.
New rules will come into play as games progress on this world.
So what’s new here? Lots of things. If you’ve played Risk before, you’ll see that most
of what’s inside is a Risk game at its core. Combat is the same, for the most part.
Getting troops largely remains untouched. But you should still look through
the rules before you begin your rst battle.
thiS Is nEW.
This is a glossary of terms and how they are used.
LEGACY KEY TERMS
Marks: Marks are stickers that go onto faction cards as well
as territories on the game board. A territory is MARKED when
it has any sticker on it. Otherwise it is considered UNMARKED.
City: A city is a mark. It has a population number on it and it
can be named. There are 3 types of cities: Minor Cities, Major
Cities, and the World Capital. A territory can only have ONE city
on it at any given time. You cannot cover an existing city with
another unless otherwise noted.
Powers: A power is a mark. Powers modify Faction cards.
A Faction card can only have ONE power of each type (color).
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Don’t worry about memorizing this right now, it’s only here for your reference as you play.
Scar: A scar is a mark. Most scars modify a territory. One scar
will go onto faction cards. A territory can only have ONE Scar on
it at any given time. A Faction card can only have one Scar (it
will be yellow). You cannot cover an existing Scar with another
one unless otherwise noted.
Natural: When text refers to a natural die roll, it is referring
to the number you rolled on your die before any modications
were applied.
Controlled/Uncontrolled: You control a territory when
you have one or more troops in it. You do not control a territory
if your HQ is the only piece in it.
IT’S
YOUR
WORLD.
YOUR FACTIONS
In 2128, after years of global warfare, theoretical physicists
joined together with astronomers, engineers, and particle
physicists to announce a breathtaking breakthrough: the
ability to create new Earths.
Instead of warring over ever-scarcer resources and everdiminishing supplies, factions and populations could transport
to a verdant Earth, untouched by humans.
With great fanfare, the colonists departed for the rst earth
clone created, ready to leave war behind.
It took two months for the rst battle to take place.
It turns out that factions weren’t so ready to share, to give up
past grudges, or to forgive trespasses.
As future Earths were colonized, future wars followed.
You have one of these Earths. It is waiting for your story,
your wars. As of now there are no cities, no wars, even the
continents are unnamed.
But all that will change.
The wars will come.
They always do.
Die Mechaniker
Heavily armored and highly
defensive, Die Mechaniker rely
on surviving what their enemies
throw at them.
Enclave of the Bear
Savage and primal, the Enclave
of the Bear are genetically altered
humans who terrify their enemies
with their ferocity.
Imperial Balkania
Pure humans who are organized
and diligently trained. The Imperial
Balkanians want to spread their
world vision to this new planet.
Khan Industries
Well-armed but not well-trained,
Khan Industries is overpopulated
with members from all genetic
backgrounds. Their motto: people
and guns are cheap to make.
Occupied/Unoccupied: A territory is OCCUPIED when any
plastic piece is in it (troop or HQ) it is UNOCCUPIED when there
are no plastic pieces in it.
Discard/Destroy (a card): If a card is DISCARDED, it is
placed into its discard pile. If a card is DESTROYED, it is removed
from the game permanently. Rip it up. Throw it in the trash.
(Tough to do, we know.) If you destroy a territory card, write a
small “x” near that territory’s name on the game board to show
that it doesn’t have a card anymore.
The Saharan Republic
Savvy warriors who ght with old
equipment and guerilla-like tactics.
The Saharan Republic exists to be
mobile and hard to nd.
Demolish (a HQ): If your HQ is DEMOLISHED, put it back
in the box. It is out of this game, but it can come back in
future games.
Population: A city’s population is the number noted on the
image. A Minor City is 1, a Major City is 2, and the World Capital
is 5. Your population is the sum of all the cities you control.
Remove/Lose (troops): If you REMOVE or lose a troop
from the board, it goes back into your troop pile.
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A LOOK AT THE COMPONENTS
GAMEBOARD
The game board is divided into 42 territories. Troops will go in
these territories. Sometimes there will be many troops in a
territory; sometimes none.
Territories are connected either by a border or by a sea-line.
Territories that are connected can attack each other. There is
no difference between attacking over a sea line or across land.
Territories are grouped together into six different continents.
The territories are marked in different colors to show which
continent they belong to. If you control a whole continent at the
start of your turn, you’ll get bonus troops.
Each territory has a shape showing you where to place marks in
that territory. Scars connect to the lower half and cities connect
to the upper half. By placing them on the symbols, you make
sure that you don’t accidentally put two scars in the same
territory or cover up a name or put a sticker over a fold in the
board, etc.
The top of the board denes the abilities of some of the marks.
The game starts with two scars (Bunker and Ammo Shortage)
and the fortication mark available. The blank spaces on the
board will get lled in as you open envelopes.
FACTION CARDS
Each army comes with its own
Faction card that will evolve as you
play more games. The back of the
card shows where each Faction
started a game (if it was in that
game) and whether it won, held on,
or was eliminated.
The nal thing to note is the victor’s section. The winners of the
rst 15 games on this board will get to sign this section and will
receive a game-altering reward for winning.
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PLASTIC PIECES
1-troop pieces
3-troop pieces
HQ pieces
The plastic gures represent
troops and HQs. There are two
different types of troops: the
single gure represents one
troop; the vehicle/mounted gure
represents three troops. It makes
no difference if you put three
single troops or one 3-troop
piece in a territory - either option
represents three troops.
The last plastic piece is a
faction’s HQ. Each HQ is worth
one red star (you need 4 red
stars to win the game so it is
good to hold onto your HQ and to
take other players’).
CARDS
RESOURCES/RESOURCE CARDS: There are two
types of resource cards in the game: Territory
cards and Coin cards. They both have Coin
symbols on them that represent resources.
TERRITORY CARDS: Each Territory card has a
name of a territory on it and one Coin symbol on it
at the start of the game. As you play more games,
Territory cards will get more resources (Coins), up
to a maximum of 6.
COIN CARDS: There are 10 Resource cards that only
have the Coin symbol on them. These are Coin cards.
Coin cards form a separate pile on the board and
are never upgraded to have more than one resource
(Coin) on them.
SIDEBOARD
This is the sideboard where you will place the different types of
cards in the game. The sideboard helps you manage the cards.
Place the sideboard to one side of the gameboard.
DICE
You have dice in two different colors. The 3 black dice are used
when attacking. The 2 red dice are used when defending.
Defence dice =Attack dice =
SCAR CARDS: Players will receive a Scar
card before some games. These will allow
the player to permanently alter a territory on
the board or a Faction card.
STARTING POWER CARDS: These cards are
used to give the Factions one starting power.
Other cards will come into play as you open the sealed components.
STICKER SHEET
These marks are used before
your rst game and at the end
of the rst 15 games you play in
this world.
SEALED COMPONENTS
Don’t open these until you’ve earned the right to!
RED STARS
These are used to keep track of Red Stars that
players have earned in the game.
MISSILES
Players receive one missile for every game
they have won in this world.
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