All Minor Cities containing 1 or 2 troops lose 1 troop. DIE MECHANIKER selected fourth placement, fifth turn, one coin and 10 troops. The player that controls the territory will lose 1 troop from that territory at the end of his turn. Then, remove all troops and DEMOLISH any HQ in the fallout territory. If successful, this would allow MECHANIKER forces to sweep through Scharff America (taking the KHAN HQ as they went) down into South Africa (where the SAHARAN REPUBLIC base was ripe for the taking). DESTROY this card. Fly into battle as you and your friends take on the roles of super-powered heroes in a world of villainous evil! The only two factions in contention were BALKANIA and KHAN INDUSTRIES. Unpopular: You lose 1 extra troop when expanding into empty cities. Convincing: You gain one extra troop in Mercenary territories. By now, it appeared, the remnants of DIE MECHANIKER realized that this engagement was all but lost to them. All but wiped out, the vestiges of DIE MECHANIKER rallied a small force in Central Africa, where they began the uphill battle of trying to take the continent with notably reduced forces. . Risk Legacy is different 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. FALLOUT radiated from the remains of the once great city of Winterfell, but fortunately for the rest of the world, the island of Greenland was far enough away from mainland Europe or North America to have any effect on their troops. Well-armed: Add 1 to all of your attack dice when attacking an HQ. Opposite to Devolution. BALKANIA then conquered all of Australia, claiming DIE MECHANIKERs base for their own, suffering only minor casualties. Emboldened by rebel victory in Fuckyouville, RESISTANCE movements sprung up in the worlds minor cities, wiping out BALKANIAs presence in New Rlyeh, KHANs presence in Oz and Squidtown, and THE REPUBLICs presence in Greendale. Many classifications have been established to classified the mutants regarding to their power-set and mastery. There's another Evolve event with a different choice: once both choices have been made we scratch off the corresponding power on the Mutant's faction card. *: The rules of engagement state that players may switch factions from engagement to engagement. 15. Trying something different, THE ENCLAVE conquered the lions share of Europe, but devoted its remaining troops to attempt to take Winterfell, Greenland from MECHANIKER. Now for the Fraction powers. This time they placed their three new regiments in Wordtown, Russia to shore up their Asian border. With no nearby resources that could be easily plundered, the SAHARAN REPUBLIC was content to shore up their borders in Europe. A series of unfortunate encounters along the way depleted THE ENCLAVEs forces just enough to prevent them breaking into Scandinavia. THE ENCLAVE took advantage of their first victory in a major engagement to establish the Major City Coolsville in Scandinavia. Place 2 troops in every HQ you control. Whether it's meant to be a sudden spur of the moment do it right now kind of thing or if your meant to take your time and try to strategize a bit more. These patrols are slow moving, and the mutants will walk at the same speed as the slower moving mutants. IMPERIAL BALKANIA established a headquarters in Innsmouth, Indonesia. And as it turned out, two battalions was all MECHANIKER needed. Mutant and Creepy Mutant Patrols - Possibly the most dangerous patrol to come across. NEW FACTION: Mutants Private Mission: Controlling all bio-hazard territories and the fallout territory earn you 1 red star. BALKANIA quashed rebel forces in Boomtown, before conquering Yakutsk in pursuit of resources. In a 4-player game, the draft order would be Player 1, Player 2, Player 3, Player 4, Player 4, Player 3, Player 2, Player 1, repeating this sequence until each player hasa faction and a draft card of each color. Interference: Activate as a player draws a resource card. During one of BALKANIAs early assaults on Coolsville, ENCLAVE forces were bolstered by nuclear missiles by not one but two different factions, KHAN INDUSTRIES and the SAHARAN REPUBLIC. BALKANIA simply reclaimed the Middle East from KHAN INDUSTRIES, and posted their growing Asian force there for the time being. As you play you rip up cards, attach stickers, and update the rule book. If you control this territory at the end of your turn, you add one troop to it.. To the victor went the spoils of 4 gold coins worth of resources. This manifested in the recruitment of five additional regiments in Wordtown. We feel that it has been a long time coming, and are excited to see where this new direction takes you [img: grave.jpg]. Play goes in order of the turn order cards (you may wish to change seats so that play moves clockwise).. Players control countries or regions on a map of the world, and through simple combat (with players rolling dice to determine who loses units in each . The nuclear disaster on their North American border left THE ENCLAVE in dire straits. Then, you spend your turn attacking other player's territories in hopes of expanding your control. BALKANIA then seized the opportunity to turn the tables on their would-be attackers, attacking DIE MECHANIKER and wiping them off the map. Reply . A high spot on most peoples' lists, it's hard to deny the use of telepathy can have in everyday life. Much like many mutants, the most powerful of Emma Frost's abilities are telepathic in nature. THE ENCLAVE then pushed through Asia towards China. The SAHARAN REPUBLIC enriched the resources in Egypt. From Northern Europe, MECHANIKER forces retook their HQ in Scandinavia, and narrowly succeeded in eliminating KHAN from the engagement. Seeing that IMPERIAL BALKANIA was low on starting troops, and that not pre-emptively attacking BALKANIA had cost him dearly in the previous engagement, Philosopher King Reha of DIE MECHANIKER rushed BALKANIAN-held Australia. KHAN discovered a treasure trove of untapped resources in Venezuela, increasing its value. But here was the rub: this benefactor wanted to make sure be backed the right horse. 8@=57:?49[ H9:49 92D >@=E65 :?E@ :ED DF>>6C A=F>286] u6>2=6D C6>2:? View Previous As the only faction to have emerged victories from two major engagements thus far, IMPERIAL BALKANIA was the faction to beat. Once DIE MECHANIKER began their fateful trek to South Africa, BALKANIA launched its one remaining nuke to stymie their progress. MECHANIKER reaped the benefit of its total domination of Europe, recruiting an impressive 9 regiments to their side. Whomever has the largest population EITHER receives 3 troops that can be placed into one or more city territories he controls OR he may choose a new mission from the mission deck to replace the current one (discard the current mission and reshuffle the mission deck). Some mutants are lucky and get a set of wings or hypnotic beauty. And KHAN INDUSTRIES enriched the resources in Squidtown, Argentina. This earned BALKANIA good will in the mercenary community. Each area has an icon underneath; when you've scratched both, reveal the Mutant power with that pair of symbols. The Legacy concept, making permanent changes to the board as you play a series of games. But MECHANIKER carried the day, claiming its first victory. Players may still use Missiles in combat. The SAHARAN REPUBLIC took advantage of this swift victory by renaming their homeland of Africa: henceforth it would be referred to only as Batman. BALKANIA expended the considerable resources it had amassed to recruit 17 battalions of troops in one of the Australian territories that had not fallen to THE REPUBLICs invasion. [Non-form note] since the contents of this book play centrally to your orginizations mission statement, we feel that we must correct your assumption that this missive is rare. Don't even set up your factions with their starting power or add coins to the territory cards as you would before setup. Then, a Control the People event occurred, the latest in an embarrassment of riches being thrust upon IMPERIAL BALKANIA, which translated into 5 additional regiments in the city of Innsmouth. The risks you take in this game are not like those in any other cooperative board game. Wolverine - animal-keen senses, lack of aging, and the power to self-heal from any injury. Seriously, his name is Goldballs. KHAN INDUSTRIES fired a nuke in hopes of preventing THE ENCLAVE from claiming the China HQ, but this too proved to be not enough to stop the onslaught. The prisoner then produced a world map that bore little resemblance to the world we know today. Objective: Control 7+ islands (territories only connected to other territories by sea-line). The trait for a power or set of powers that is gained from drugs. SPOILER WARNING: During this engagement, we opened one of the new rules packets. MUTANTS RISE UP! Risk is a fairly simple game. KHAN once again invaded DIE MECHANIKER-held North Africa to pilfer precious resources. Imagine Risk: taking over countries, conquering players with your armies, ruling the world.. . As Grand Moff Scharff predicted, KHANs demoralizing, utter defeat in the third engagement strengthened his peoples resolve to come back with renewed vigor in future engagements. Taking and holding Australia was their only chance for a victory this engagement. The MUTANTS conquered Western Europe, merely to plunder resources. With the minor cities of Oz, Peru and Squidtown, Argentina in Scharff America, KHAN elected to spread the resource boon out rather than take the continent in one fell swoop. ref In your communique, you mentioned Armies/Missionaries/Bringers of Light that you were sending to spread your word. KHAN industries promptly conquered Squidtown, Argentina, and the rest of South America with it. With Maisie Williams, Anya Taylor-Joy, Charlie Heaton, Alice Braga. Whenever you attack, you roll 1, 2, or 3 dice to represent the units participating in that battle. Being able to read others minds to either help them, support . MECHANIKER recruited enough troops to re-conquer all of Europe save the heavily-fortified Wordtown, then maneuvered the bulk of their forces to their HQ in Scandinavia: MECHANIKER wasnt giving up its base without a fight. There are also new scar cards to be used in future games. Whomever has the largest population may either fortify one of his cities (if there are still fortification marks left) OR may select up to two cities he controls. By the time we finished, we were filled with a sense of accomplishment and amazement. Again, we wish to convey our [Eagerness] to resolve this matter swiftly having reviewed our previous encounters, we do believe that swiftly is the correct word. The BALKANIAN invasion force remained at their newly-conquered HQ, and BALKANIA maneuvered most of its troops in the Middle East back to Southeast Asia to protect their homeland from further incursion. The warring factions mission, should they choose to accept it, was to mount a successful AMPHIBIOUS ONSLAUGHT, conquering 4+ territories over sea lines in a single turn. But BALKANIA saw THE ENCLAVEs misfortune as an opportunity. DIE MECHANIKER enriched the resources in Mongolia. They began their assault by tearing through the undefended Batman to take the base in South Africa. This was a world of Risk that was, and will always be, unique to us. The SAHARAN REPUBLIC then devoted their troops to whittling down BALKANIAN forces in Southeast Asia. The SAHARAN REPUBLIC then expended what resources they had to rally a few extra battalions, and maneuvered their troops to invade BALKANIAN-held territories in the Asia. By this time, they are starting to develop a Homeland. KHAN also lost a regiment in Oz, Peru, but had enough troops stationed there to maintain order, at least for the moment. I would say that drawing a new sea-line into the FZ is just fine, however. And after claiming the resources that Coolsville had to offer, BALKANIA found itself in possession of more resources than any faction had held at one time in any of the major engagements. In Risk Legacy, when are the "come-back" powers active? MECHANIKER rejoined the war in Irkutsk and threw what forces it could at BALKANIA, tenuously retaking their base in China. The better to be wiped out. Wary of their neighbors, but not yet ready to initiate hostilities, the SAHARAN REPUBLIC was content to hold fast, only using their influx of new regiments to shore up their borders. KHAN INDUSTRIES distinguished themselves as the first faction to overcome the entrenched resistance in Greendale, Madagascar, thereby laying claim to all of Africa. Place 2 troops in every HQ you control. And THE ENCLAVEs Coolsville, Scandinavia was a prime target: Not only did it currently contain an HQ and a mercenary camp, it was also the single most valuable piece of real estate on the globe, with resources ripe for the taking. In a communique with the commander of DIE MECHANIKER, one of the rulers of the SAHARAN REPUBLIC is alleged to have said: Its gonna be your Scandigravia. His quip was met with more amusement than even he anticipated. Each turn, you are adding troops based on how many territories you controls. And lastly, the MUTANTS enriched the resources of Greendale, Madagascar. Roll 1 die for each territory connect to the fallout territory by land and remove that many troops from it. And Greenlands territory card was to be destroyed as well. The SAHARAN REPUBLIC conquered all of Africa. BALKANIA clearly had designs on MECHANIKERs base in Scandinavia. This page contains answers to questions commonly asked in the Risk Legacy forums. At the start of the 8th major engagement, KHAN INDUSTRIES selected first placement, first turn, 1 coin and 6 troops. while futuristic armored soldiers formed ranks to mow down mutants and alien invaders. . The fallout territory does not affect the mutants negatively. Any one of them would make worthy members of the X-Men if the team needed backup. In the majority of cases, a mutant's powers are activated by a flood of hormones such as adrenaline or dopamine; that's why powers tend to flare to life at moments of crisis. Viewed 1k times 1 I have opened the packet with "come-back" powers and assigned a new (blue) ability to one of the factions. The MUTANTS set up camp in Central Africa. Then, BALKANIA forces fought their way north to Boomtown, Kamchatka. when you're not the mutants. KHAN began by enacting the CEO Scharff standard, taking all of South America save Squid Town, Argentina, plus Central America. Balkanian-led expeditions to that area of the Pacific have not yet borne fruit, but our newly nuclear-capable nation now has the means and the will to shake the very planet to its core, thrusting the buried tomb of our Great Old Ones out of the crushing depths once and for all, before the stars align for great Cthulhus return. If no human faction has a continent bonus, the mutant faction collects one red star token. Snapshot of The Other Side End of Game 4, 6/17/12, TO: The Great Nation of Imperial Balkania, CC: PK Reha, Die Mechaniker, Chieftess Jennicide, et all, Enclave of the Bear, LHESUO Saharan Republic, RE: Previous Communication (Response 38549, Lost and Found Services). These cards are drafted by players before each game to determine each players starting troops, starting coin cards, turn order, faction, and the order of choosing starting location. The SAHARAN REPUBLIC fired off its one nuke to stymie the assault, ultimately to no avail. 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