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Awards

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You Might Like

  • The asymmetry
  • New army recruitment rules
  • More strategic decision options

Might Not Like

  • It is still Risk and luck based.
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Risk Legacy Review

RISK LEGACY

So, you think you know Risk? Bored of the basic game? Well, how about you try the Legacy version? In a modern twist on the original game, Risk Legacy takes you on a journey. The game at its core is the same, but there are new additional mechanics and the game is designed for you to repeat wars over at least 15 games in a very distinct and tailor-made way.

The basics of the game

The basic premise it that there are multiple Earths. Humankind has expanded and colonised multiple planets and you play one of five different factions on one of these ‘Earths’. But as is the way with human nature, the factions involved aren’t willing to share and co-operate so war begins as factions compete to control the planet. You play the role of a distinct and asymmetrical faction and at the start of the first game you select one of two starting abilities. Each faction has this choice of two. They can be quite useful, but they don’t break the game. It is just part of the process to make this and any game a unique experience.

There are additional new rules and features. The game board is essentially the game; the world is divided into the same continents and owning all territories in one will grant you additional armies to deploy each turn.

There is a deck of territory cards. These cards have a coin symbol on them representing resources. There are bonus stickers to put on cards at the start to increase the value of the cards and therefore the territory. This will make the territory more appealing to conquer.

Each turn you get the opportunity to trade in four resource cards, if you have them, for a red star token. When you claim your fourth red star, you win the game immediately.

Otherwise, the turn is straightforward. If you have at least one territory, you may recruit. If not, you must re-join the war if there is a legal starting territory and if there isn’t you are eliminated. At the start of the game, players chose a starting territory and place a HQ there. Later in the game, players can re-join the war only in a territory that doesn’t have scars or cities, unless it’s a territory where you founded a major city in an earlier game.

So, you can already see that there are additional rules and features to create an asymmetry to the game and add levels on strategy beyond the basic elements of standard Risk.

Customisable

It is a key feature and selling point of Risk Legacy that each game is a custom-built experience. During the game, rules can be changed, affecting this and future games. There are also additional components and rules hidden in pouches, only to be opened after a specified event. I don’t know what is in these as I’ve not reached the stage they can be and I’m being good by not peeking.

I do like this, although it feels like once you’ve started the process the game can never reset back to the beginning if you playing by the strict rules as written, which means adding stickers to cards, the board and even the rulebook and even throwing cards away.

That said, you are buying an experience. A chance to play a game that can change over the course of multiple wars until you have created an experience based on the decisions made; your legacy. You could argue that it’s really a gimmick, but equally, it does breathe new life into the Risk game, creating a gameplay experience that is different and improved upon compared to the original.

The player’s turn

On a player’s turn, a player has the option to recruit troops based on the number of territories you control plus the population (based on cities that are founded) and then divided by three. In addition, the old-style bonus from controlling an entire continent is added and any bonus troops gained from trading in territory cards. The card trade is similar in principle to the original idea, except in Risk Legacy the number of resources on the cards you trade in determines the reward as long as it is at least two resources and up to ten. In return, the player receives two to thirty extra armies based on a sliding scale printed on the board.

This is essentially the same mechanic of old, you can trade in early to get valuable extra armies or save the cards until a later turn until you have accumulated more cards and trade in for a higher return; if you can afford to wait that is. What is new, is that your reward is based on what you trade is rather than getting a fixed amount based on what has previously been traded and it encourages players to target territories with more resources on their card.

Attacking

At the heart of the game, it is still risk. There are a few asymmetric rules for factions that help in attack or defence, but essentially it is the same old mechanic. It can be a little boring and certainly frustrating, but at least there is a little added depth and strategic choice. Targeting territories that can help control an entire continent is still a valid option, but with some territory cards having greater resource value and cities offering population, there is additional strategic choice.

If a player attacks and conquers at least one territory, held by an opponent, they are eligible to draw a card. There is a sideboard feature, a small board off the main one where the card deck sits. Cards are drawn and placed face up here and when drawing a card, a player can choose a territory card if it matches one that the player controls (encouraging players to target those featured on the cards) or a face up coin card (a card with just one resource on it). Once the coin cards run out for the first time, the player controlling the most territories wins a bonus red star. So, to win a resource card with a named territory featured, players must go after those territories, since the cards can then be converted into either more armies or red stars.

It's still risk though

Whichever way you look at this game, Risk Legacy is still Risk. That said, it is better than the basic game. It is still heavily dependent on luck, but then it is an easy game to play, despite the additional rules. There is a learning curve, but those old, familiar mechanics are still there to help.

Risk has always been a simple game, which is good as a gateway to attract new players into playing board games. But its simplicity and the boredom factor tend to put players off playing in the longer term as players seek more involved board games, with more depth and strategic decision making.

At least with Risk Legacy, there is some attempt to bring a more rewarding board game experience. I do think it still has a place a gateway game and this modern take on Risk is interesting and more fun. I think in the end that is simply its selling point. It has good new features, although it is relative, it is better than the original Risk, but it is still Risk.

I do like the new features though, from the asymmetry to the way resource cards a gained and since games can be relatively quick, playing out a campaign over 15 wars can be fun and I can see the appeal.

Zatu Score

Rating

  • Artwork
  • Complexity
  • Replayability
  • Player Interaction
  • Component Quality

You might like

  • The asymmetry
  • New army recruitment rules
  • More strategic decision options

Might not like

  • It is still Risk and luck based.

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