Tuesday 28 February 2012

Riskier Business - Spoiler free zone

10. Risk: Legacy

by Rob Daviau and Chris Dupuis

Players: 3 - 5
Ages: 13+
Time: 60+ minutes
Type of game: Family / War
Reccomended?: Yeh

Risk: Legacy is somewhat controversial.

After all, here is a game that you destroy over time. You will rip up cards, not remove them and put them in the box. You will write on your board with a regular pen not with a wipe clean pen. You will stick stickers on your board and onto cards that will change the way the game plays. Forever.

Except... This is actually a game that you build over time. Eventually, after 15 games or so, you will have a unique game that provides you with a visual reminder of the skirmishes that have come before. It may not be the most balanced game in the world but you'll take that into account when playing. After all, standard Risk isn't balanced because the world isn't balanced and neither will your new world be.

Playing regular Risk gives you an idea of what to expect here.
The board and the starting rules remain pretty much the same. There's a variance in claiming a card if you successfully conquer a country that adds a little more strategy and should get the game moving faster but, aside from that, so far so similar.
Beyond that base the game very quickly shows some new aspects.

The box

Hidden between the (slightly nerdy) future war cover is a carefully thought out thing of beauty.


The box is sealed with a sticker you must break in order to open it. Not only guaranteeing that nobody has "built" your world before but also reminding you of the permanence of what you are about to start.

Opening like a briefcase, you're greeted by some sealed packages and a sealed board that, again, reminds you that this game is a war. A war that you will fight and, win or lose, you will accept the consequences of your actions.

Sign and be damned!

Beneath the board lie the 5 armies and 2 extra sealed compartments ready to spread fresh havoc in the future.


Hidden beneath the components tray lies the sneakiest component I've ever seen. Do I want to open it? Yes! Will I open it? Maybe...

Armies

Gone are the cubes and beads of old school Risk. Here we have 5 different armies. Not only do they look different (which shall I have? The ones riding the bears or the ED209 knock-offs?) but they also play differently. Again, how they play comes down to you.


At the beginning of the 1st game you select an army. You also get a card with 2 distinct power stickers on it. You choose one, stick it to your armies card and throw the other one away. That's it. Gone from the game. Forever. As the game progresses more powers may become available to you making your army pretty unique.
Although you choose an army in that 1st game it doesn't mean you have to use them forever. You can chop and change depending on what's available and how tasty the powers on offer are.

Resources



Instead of receiving a random resource card upon conquering a country you can get one if you conquer a country whose card is showing on the resource board. These cards can range in value from 1 to 6 and, providing you have enough, be turned in at the beginning of your turn for more troops. If none of the countries you conquered are on the resource board you get a measly little 1 resource card.

Throughout the game you can add resource stickers to your favourite country cards to make them even more valuable. Beware! If you make it too valuable somebody may decide to destroy it at the end of the game because of the unfair advantage it gives you.



Scars



At the beginning of each game, each player gets a random scar that they can stick to a country on the board should they wish to. At the beginning of the game you will have either a bunker, for better defence, or an ammo shortage to weaken defence. These can sway they tide of battle but, as you only get one each game, need to placed carefully to ensure maximum impact.

The board holds handy reminders of what the scars do and has places for future scars that, presumably, are included in the extra packages.



Rules



Event the rule booklet doesn't escape customisation. As you progress through the game you will find stickers to place in the rule booklet that change or add to the established rules.

Win (or live through) a game and you get the chance to add or remove something in the game. This could be as simple as adding a resource sticker to your favourite country...

...or as founding and naming your very own city in your favourite country.

Envelopes

We've opened one envelope so far due to my Risk rubbishness. I'm not telling you what was inside but at least it gave me something to read while the game finished.

I'm 1 game in so far with Risk Legacy with (at least) 6 hidden elements yet to come into play. The shape of the game is yet to be decided and I can't wait to see what it will finally be.

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