Saturday, December 20, 2014

Risk: Legacy - Setting the Stage for a New Age of Conflict

Risk: Legacy, a game in which every decision players make can alter the battlefield forever. There is no turning back. What happens can never be undone. And it will provide a game of Risk like no other.

When you are invited to permanently sign a board understanding that the events that take place are by your own doing and those of your comrades for this journey, you know it's a serious game. That the stories that will be born of Risk: Legacy will be stories to remember.
"We, the undersigned, take responsiblity for the wars that are about to start, the decisions we will make, and the history we will write. Everything that is going to happen is going to happen because of us."
~Andrew Malic
~Andrew Hoffman
~Stephen Jackson
~Vincent Malic

The wars started on the following date: 12/19/2014"

***
New Superpowers Arise
Setting up a game of Risk: Legacy is unlike any other form of Risk I have had the pleasure of encountering before. Once something is done, it is effectively set in stone and there is no reversing it. 

Each faction is given a permanent power from a set of two -- a pair of stickers in which one is placed on the faction card and the other disposed of, never to be used. The permanence of it all is equally as exciting as it is intimidating.

In true table-top gamer fashion, we all agreed that setting up the elements of the game randomly would make the first game truly interesting. With each related factions' pair of powers, we rolled a D6 to determine every permanent bonus.

The Saharan Republic: 
You can make your maneuver at any point during your turn.
When making your maneuver, you may maneuver between any two territories you control, even if they are not connected.
Imperial Balkania:
When recruiting troops, round up when dividing your territory and population by 3, not down.
You still draw a resource card at the end of a turn where you expanded into 4+ territories, even if you didn't conquer a territory.
Enclave of the Bear:
The defender subtracts 1 from his lower defense die in the first territory you attack during your turn.
If your attack roll is a natural three of a kind, and at least one defending troop is defeated, you conquer the territory. Remove all defending troops.
Die Mechaniker:
Your starting HQ is always treated as FORTIFIED when you defend it.
If your defense roll is two natural 6s, that territory cannot be attacked again for the rest of the turn.
Khan Industries:
At the start of your turn, place one troop in each territory that has an HQ you control.
When drawing a territory card, you may place one troop into that territory if you control it.

***
New Resources Discovered
The next stage of our set-up in Risk: Legacy was determining which twelve territories would be the most resourceful at the start of our New Age. Each territory starts with a resource value of one, but before the game starts twelve will be given an extra value increasing their worth.

Again, as before with our above factions, we decided this at random by each taking turns and pulling cards from the top of the shuffled deck.
Alaska
Scandinavia
Mongolia
Eastern Canada
Iceland
Argentina
Western Australia
Russia
Western Europe
Peru
Japan
Great Britain

***
The Lines Are Drawn, The War Begins
The Board has been set. Factions are decided, and a battle for the New Age begins.

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