RISK LEGACY is a game where, well, these things that...um....well, you see, there's this system that..
You know what?
You know what?
I'm going to let one of the designers, Rob Daviau, tell you.
He'll do a lot better than me.
"The design started with an attempt to make a game decision matter, to up the ante, to maybe make you sweat a bit before you do something. We all make plenty of decisions every day. Many are meaningless. Some stay with us forever. We all have the girl (or boy) who got away, the job we should or shouldn’t have taken, the night out that ended badly, the girl (or boy) we should’ve let get away. We can move on from these or try to atone or learn from them or even enjoy who we are because of them, but there’s one thing we can’t do: we can’t take them back. There are no do overs in life. Some decisions just make you who you are.
We wanted to push that boundary to have lasting effects. Now you really create the experience.
It is one thing to play a card in a game to gain an advantage. It is entirely different to play a card and then rip it up, banning it from the game forever (I know that none of you will actually rip it up). Or to mark a territory that will change its destiny from here on out. It’s a different decision process. How important is that card now? Will it be more important in a future game? Will you have it then? Is this the time? Is it worth it?
What is hard is to put that first sticker on the board and realize that it’ll be there forever.
Risk itself is a game where nothing happens by accident. You don’t accidentally take over South America from your friend. You don’t accidentally drive your brother from the game. It involves choices. And few people approach a Risk game without having the preamble of discussing past betrayals, of alliances broken, of tactics favored by the victorious (some may call them lucky and curse the dice).
WHAT IF I BREAK MY WORLD?
We hope you won’t. We tried to. The decisions you make are, for the most part, a series of micro decisions, that add up to some big influence on the feel and history of your game.
But there are certainly decisions that will tilt it in one person’s favor. It would be a mistake to sit down for game 7 of this game and think that all the players are on equal footing. There will be imbalance. If one person has gotten early control over the game system, it is up to the other players to band together to equalize things. These games are about a series of asymmetrical challenges.
If every time you played Risk with your friend and your brother, you and your brother chose to fight, your friend would win. This game will be no different but, in addition, this world will grow to reflect this, giving your friend more and more power. Will you break your habit of fighting your brother to overthrow the now-entrenched friend (put in power by your own inability to change your habits) or will this world's history record that a tyrant ruled the land because of two brothers unable, or unwilling, to find peace when the world demanded they do so?
So be patient. History is lengthy. There will likely be moments that will make you think, “well now it’s all out of whack”. But wait to open up the sealed parts of the game. They add quite a few twists and turns that will pull the game back on track.
We wanted your experience in your world to be as dynamic and unbelievable and fascinating as real world history. History never plods along at a predictable pace. It surprises us at all times.
WHAT IS UP WITH THE SEALED STUFF?
Not much has been made of them. They are the other new twist on the game. This is actually a game with spoilers. Actual things that will make you think on your feet.
We’re going to ask reviewers not to talk about the hidden contents. I guess I’m asking all of you to be careful with this as well. Some are small things. Some bigger. Will the game work if you know everything that is going to happen? Yes. You can certainly go back and watch The Sixth Sense again. But that first time you saw it? That was special.
So if you are a person that really likes game with complete information? Read the spoilers.
Those of you who like your games a little bit more white knuckled and adventuresome? Avoid spoilers.
ISN’T THIS JUST RISK WITH STICKERS?
Hope not. But note that the first few games are fast and light. This is on purpose. You are setting the stage and creating the early history of your world. The focus of those games is getting used to changing things. We wanted all the attention on that, not on new rules. But, by the end of the evolution? There will be a LOT going on. Lot more strategy and rules and decision making."
Thanks, man. I'll take it from here.
So basically what he's saying is Risk: Legacy forces players to do things which disrupt the standard formula, things which completely upend the conventions of board gaming. You will tear up cards and throw them away, you will scar the land with permanent handicaps, and you will deface the board with a Sharpie many times. What it creates is a living world with a dynamic map, factions with evolving powers and goals, and players with persistent clout and rivalries to match. The result is a tense game, as quick as it is brutal, with a complex set of victory conditions that reward thoughtful play.
The first notable departure from vanilla Risk comes in the way the game is won. Instead of conquering the entire world players must capture four Red Star tokens.
Each player starts with a headquarters (HQ) which is worth a token, so controlling your own HQ and another player’s counts as half the points required to win the game. Additionally you can buy tokens by trading in Resource Cards, earned through conquering a territory on your turn. Other ways to earn tokens are unlocked as the game progresses, and this process of discovery is at the heart of the second difference in this version.
And no more choosing between different colored plastic bits. The new markers are a heavily armored group of space marine wannabes, while Imperial Balkania seems to field troops crossed between English Redcoats and Emperor Palpatine’s personal guard. The sultry Saharan Republic’s vaguely Mediteranean troops ride around in dune buggies, the Enclave of the Bear on giant bears, and Khan Industry’s Starship Troopers alongside broad, wirey mechs.
So if you loved RISK and have friends that do, this is an awesome way to get back into it and NOT just for one night.
And remember...all together now...EVERYTHING IS 10% OFF AT MERLYN'S, ALL THE TIME!