Contents
- 1 Risk Legacy Game Rules
- 1.1 Components
- 1.2 Game Elements
- 1.3 How to Play the Game
- 1.4 Getting Started
- 1.5 Expansion and Attack (if I want to)
- 1.6 Missiles: Firing Up Your Strategy
- 1.7 Maneuver Troops (Optional)
- 1.8 End of Turn
- 1.9 Now, let’s talk about something else: other types of cards or marks. Here’s the deal:
- 1.10 Game Over!
- 1.10.1 If You’re the Winner
- 1.10.1.1 Create a City and Watch it Thrive (Population: 2).
- 1.10.1.2 If you want to cancel a Scar (when a Scar is destroyed), here’s what you do:
- 1.10.1.3 But wait, there’s more! You can also change a continent bonus by either adding or subtracting 1 from that continent for all eternity.
- 1.10.1.4 Now, let’s move on to fortification marks. They are super important when it comes to defending a city. When you place a fortification mark on a city, you get a +1 bonus to your defense. It’s like a little boost that helps you protect your turf. And guess what? You can even stack another +1 mark on top of that, making your defense even stronger. So remember to make good use of those fortification marks!
- 1.10.1.5 Bye Bye, Territory Card (Card Go Boom).
- 1.10.1.6 Time to Level Up (+1 Resource)
- 1.10.2 Ready for the Big Finish?
- 1.10.3 Important Terms to Know
Risk Legacy Game Rules
Welcome to the thrilling world of Risk Legacy! This unique game is not your ordinary board game. It’s a game that evolves as you play, where the choices you make have lasting consequences that shape the world you’re playing in. So, let’s dive into the rules and get ready for an epic adventure!
First things first, let’s talk about setting up the game. You’ll need a group of 3 to 5 players to really make the most out of Risk Legacy. Each player will choose a faction to play as, each with their own unique abilities and starting territories. Once you have your factions, place your starting units in the designated territories and get ready to conquer the world!
Now, let’s talk about the objective. The goal of Risk Legacy is to conquer all the territories on the board and emerge as the ultimate ruler. It’s not an easy task, but with strategy and luck on your side, it’s definitely achievable. The game will end when one player manages to achieve this feat, or if there are no more available territories to conquer.
But what makes Risk Legacy truly special is its legacy aspect. As you play the game, you’ll be making permanent changes to the board and the game components. This means that the choices you make during one game will have long-lasting effects on future games. It’s a game that tells a story and evolves as you play, creating a unique and personalized experience for every group of players.
In Risk Legacy, you’ll also encounter special cards called surprise cards. These cards can be played at any time during the game and can have both positive and negative effects. They add an extra layer of unpredictability to the game and can turn the tide of battle in an instant.
Furthermore, events and milestones will occur throughout the game, influencing the course of the game and unlocking new abilities and components. These events and milestones are triggered by specific conditions and add even more depth and excitement to the game.
One important thing to keep in mind is that the game is designed to be played multiple times with the same group of players. It’s a campaign-style game where the story unfolds over multiple sessions. Each game builds upon the previous one, creating a continuous narrative and evolving game state.
Now that you have a basic understanding of the rules, it’s time to embark on your Risk Legacy adventure. Gather your friends, choose your factions, and get ready for a game like no other. Remember, every choice you make will have consequences, so choose wisely and conquer the world!

In the year 2128, something amazing happened. After many years of global conflict, a group of smart scientists and engineers made a groundbreaking discovery: they figured out how to make brand new Earths.
Instead of fighting over limited resources and causing more destruction, people could go to these new Earths. These Earths were like fresh, untouched lands just waiting for us to explore. People were so excited about this idea that they left for the first new Earth, hoping to start a peaceful new life.
But it didn’t take long for the problems to start. Just two months after arriving, people started fighting again. Turns out, they couldn’t let go of their old grudges and disagreements.
As more Earths were discovered and colonized, more wars followed. It’s like we couldn’t help but bring our old problems with us to these new places.
And now, here you are. You have one of these new Earths, waiting for you to make it your own. There are no cities yet, no wars, and even the continents don’t have names. It’s a blank canvas for you to create your own story.
Components
- Gameboard
- 5 Dice
- 175 Cards
- Army Cards
- 275 Military Units
- Parts Sheet
- Instructions
Risk Legacy is like no other game
Imagine a game where the decisions you make in one game impact future games, where your actions have consequences, and where you shape the history of your own world. That’s exactly what Risk Legacy offers.
We’re not just asking you to play the game; we’re asking you to write on it, place stickers on it, and even discard parts of it. That’s how the game is meant to be played. By the end, your game board will have been through a war- your war.
No two games will ever be alike. Each game will have its own unique history, strengths and weaknesses, and legendary heroes. It’s a game unlike anything you’ve experienced before.
When I first started playing the games in this world, they were pretty simple. Not too challenging, but still fun. Little did I know, the decisions I made in those games would have a lasting impact on future ones. It’s like a ripple effect.
You’ve probably noticed that there are some sealed envelopes and compartments. They hold secrets that will be revealed as we play more games. I know it’s tempting to open them all right away, but trust me, it’s more exciting to wait for the perfect moment.
Believe me, it’ll be worth the wait. And you’ll see that some sections of the rulebook are blank. New rules will be introduced as we progress through the games in this world.
Meet Your Factions
The Die Mechaniker

Hey there! Let me tell you about the Die Mechaniker. They are a tough bunch, heavily armored and ready to take on whatever comes their way.
Enclave of the Bear

Imagine a group of humans, but not just any humans. These are beings who have been altered, changed at their very core, becoming something more savage and primal. They are the Enclave of the Bear, and their ferocity strikes fear into the hearts of their enemies.
Now, let me introduce you to the Imperial Balkania.
“What is the Imperial Balkania?” you might ask. Well, it’s a name that evokes mystery and intrigue, a domain filled with secrets waiting to be unraveled. It’s a place where power and authority reside, where a complex web of alliances and rivalries shape the destiny of nations.
Within the Imperial Balkania, you will find a landscape that stretches from majestic mountains to vibrant cities, from ancient ruins to modern metropolises. This land is a tapestry woven with the threads of history and tradition, a testament to the resilience and tenacity of its people.
But it’s not just the physical surroundings that make the Imperial Balkania intriguing. It’s the people themselves, with their rich cultural heritage and their unwavering devotion to their homeland. They are a proud and passionate people, fierce defenders of their traditions and way of life. From the moment you set foot in the Imperial Balkania, you will be swept up in the energy and dynamism that permeates every corner of this extraordinary land.
So, if you’re ready to embark on an adventure like no other, to immerse yourself in a world that is at once familiar and utterly alien, then the Imperial Balkania awaits. Are you ready to uncover its mysteries and unlock its secrets?

I am here to talk to you about an incredible group of individuals known as the Imperial Balkanians. They are a special kind of humans who are highly skilled and dedicated to their cause. Their mission is to share their unique perspective with the rest of the world, including this new planet we have discovered.
Now, let me introduce you to Khan Industries. They are at the forefront of this movement and play a crucial role in supporting the Imperial Balkanians in their quest. Khan Industries is a powerhouse, driven by innovation and a relentless pursuit of excellence. Their dedication to their craft is unparalleled, and they continuously push boundaries to achieve their goals.
Let me tell you, these individuals are not your average humans. They possess an extraordinary level of discipline and are meticulously trained to execute their tasks flawlessly. They have honed their skills over time, mastering techniques that most would consider impossible. Their commitment to their work is inspiring and admirable.
The Imperial Balkanians have a clear mission – to spread their vision to this new planet. They firmly believe in the importance of their cause and are dedicated to making a difference. They are driven by the desire to create a better world, one where their ideas and values can thrive.
Choosing the right people for such an important task is crucial. The Imperial Balkanians understand this, and they have carefully handpicked individuals who share their passion and dedication. These individuals go through rigorous training and preparation, ensuring they are ready to face any challenge that comes their way.
When it comes to Khan Industries, they are the backbone of this mission. Their innovative ideas and cutting-edge technology empower the Imperial Balkanians to accomplish their goals. Khan Industries provides the necessary tools and resources to bring the vision to life.
As a result of their collective efforts, the Imperial Balkanians and Khan Industries have become a formidable force. They work together seamlessly, complementing each other’s strengths and weaknesses. Their synergy is unparalleled, and it is what sets them apart from others.
In conclusion, the Imperial Balkanians and Khan Industries are pioneers in their field. They are driven by a shared vision and an unwavering determination to make a difference. Their dedication and commitment to their cause are truly commendable. So, if you’re looking for a group of individuals who will stop at nothing to achieve their goals, then you’ll love what the Imperial Balkanians and Khan Industries have to offer.

So, get this. Khan Industries? It’s this big company, right? They’ve got tons of people working for them, and they’ve got loads of weapons. But here’s the thing: their people may be plentiful, but they’re not really trained. And their motto? “People and guns are cheap to make.” Yeah, really.
The Saharan Republic
Game Elements
Gameboard
Now, let me tell you about the game they’ve got going on. It’s played on a game board that’s all divided up into 42 territories. And get this – troops go and claim these territories. Some territories will have lots of troops, others won’t have any. It’s all up in the air.

When it comes to territories, they can be connected either by a border or by a sea-line. It’s interesting to think about how these connections affect the way territories interact with each other. For example, when two territories are connected, they can attack each other. It doesn’t matter if they’re connected by a border or a sea-line – an attack is an attack.

Did you know that the world is divided into six continents? Yeah, that’s right! These continents are made up of different territories, and each territory is colored to show which continent it belongs to. Pretty cool, huh?
Now, here’s where it gets interesting. If you manage to capture an entire continent at the start of your turn, you’ll be rewarded with some bonus troops. Talk about a sweet deal! Imagine having that advantage over your opponents.
So, as you embark on your conquest for world domination, keep an eye out for these continents. They could be the key to your victory. Good luck out there!

Let me tell you about the top of the board – it’s really important. It’s where you can see what some of the marks can do. At the beginning of the game, you only have two scars – Bunker and Ammo Shortage – and one fortification mark. The rest of the spaces on the board are empty, but they’ll get filled in as you open envelopes. It’s kind of like a surprise – you never know what you’ll find!

When you’re playing the game, you’ll notice that each territory has a specific shape that indicates where you should place your marks. The lower half of the territory is for scars, while the upper half is for cities. It’s important to carefully position your marks on the designated symbols to avoid any mistakes.
By placing your scars and cities on the correct symbols, you prevent any overlaps or mishaps. You don’t want to accidentally place two scars in the same territory or cover up a name. It’s also crucial to avoid placing a sticker over a fold in the board, as this could cause problems later on.

So here’s the deal, folks – let me break down the final part for you. We’ve got something called the victor’s section. Basically, it’s the spot where the winners of the first 15 games on this board get to put their John Hancock. And you know what? They don’t just get bragging rights. Oh no, they also snag themselves a pretty sweet reward that’ll shake up the game. Talk about a cherry on top!
Let’s Talk Faction Cards
Now, let’s dive into these Faction cards, ’cause they’re pretty neat. Each army comes with its very own Faction card, which is kinda like their ID. And get this – it evolves as you play more games. Flip the card over, and you’ll see where that Faction started in a game (if it was there) and what went down – did it triumph, hold its own, or bite the dust. It’s like a nifty little history lesson right on a piece of cardboard.
Plastic Pieces
Hey there! Let’s talk about plastic and why it’s such a big deal. You see, plastic is everywhere these days. From the cups we drink out of to the toys we play with, plastic is all around us. But have you ever stopped to think about what happens to all of those plastic pieces once we’re done using them? That’s where things get interesting.
Plastic is known for being durable and long-lasting, but it’s also important to remember that it doesn’t just disappear when we’re finished with it. Nope, plastic can stick around for a very long time, sometimes even hundreds of years! And that’s where the problem comes in.
When plastic ends up in our environment, it can have some pretty serious consequences. You see, plastic doesn’t break down the same way that natural materials do. Instead, it slowly breaks apart into smaller and smaller pieces. These tiny plastic pieces, called microplastics, can be really harmful to plants, animals, and even us humans.
Imagine this: you’re at the beach, enjoying a sunny day, when you suddenly spot a plastic bottle floating in the water. You might think, “No big deal, it’s just one bottle.” But here’s the thing – that one bottle can eventually break down into hundreds, maybe even thousands, of tiny plastic pieces. And those pieces can end up in the stomachs of sea turtles, birds, and other marine animals, causing them all sorts of problems.
But here’s the good news – there are things we can do to help reduce the amount of plastic in our environment. For starters, we can try to use less plastic in our everyday lives. Instead of using disposable plastic cups, we can use reusable ones. And when we’re done with our plastic bottles, we can make sure to recycle them so they can be turned into something new.
It might not seem like a big deal, but every little bit helps. By making small changes in our daily habits, we can make a big difference in the world around us. So the next time you reach for a plastic piece, take a moment to think about where it might end up and choose a more eco-friendly option instead. Together, we can protect our planet and keep it beautiful for future generations to enjoy.

The plastic figures are used to represent troops and headquarters (HQs).
There are two types of troops: single figures represent one troop, while vehicle/mounted figures represent three troops.
When you have three single troops or one 3-troop piece in a territory, it doesn’t matter which option you choose – both represent three troops.
The HQ is another plastic piece. Each HQ is equivalent to one red star. To win the game, you need four red stars, so it’s a good strategy to hold onto your HQ and try to capture other players’ HQs.
Sideboard
This is where you keep the different types of cards in the game. The sideboard helps you organize and manage your cards. Place the sideboard to one side of the gameboard.
A Tale of Two Colors
Imagine having two sets of dice, each with their own unique color. These dice have a special purpose and are instrumental in the game. There are three black dice and two red dice, each having a specific role to play.
The black dice are your trusty companions when it’s time to attack. They are your frontline soldiers, ready to take on any challenge. When you roll these dice, they carry all your hopes and dreams of victory. With each toss, they determine your fate and how well you’ll be able to overcome your adversaries.
On the other hand, the red dice are your defenders. These dice are like the valiant knights of a kingdom, standing tall in the face of danger. When your opponent launches an attack, you call upon these dice to determine your defense. As you roll them, you hold your breath, praying for their strength to repel the assault and protect what’s rightfully yours.
These two colors, black and red, hold the key to your triumph. Each one serves a specific purpose and carries its weight in the battles that lie ahead.
So, next time you sit down to play, take a moment to appreciate the significance of these two colors. They may seem like simple dice, but they are the embodiment of your strategies, your hopes, and your ability to prevail. Embrace them, for they are your allies in the quest for victory!

Red Stars
These are special marks that let me keep track of the Red Stars I earn in the game.
Missiles
For each game I win in this world, I earn one missile.
Cards
Resources/Resource Cards: The game has two types of cards that can give me resources: Territory cards and Coin cards. They both have Coin symbols that represent resources.
Territory Cards: Each Territory card has the name of a territory and one Coin symbol when the game starts. As I play more games, Territory cards will earn more resources (Coins), but only up to a maximum of 6.
Coin Cards: You’ll find 10 Resource cards with only the Coin symbol. These are called Coin cards. They have their own pile on the board and will never gain more than one resource (Coin) on them.
Scar Cards: Sometimes, players will receive a Scar card before certain games. These unique cards allow you to permanently change a territory on the board or a Faction card. You’ll also have Starting Power Cards which will give your Faction one special power to start with.
There are other cards that you’ll discover as you progress through the game and open the sealed components.
Sealed Components
Make sure not to open these until you’ve earned the right to do so!

How to Play the Game
I’m really excited to tell you about this awesome game I found! It’s called “Red Stars,” and it’s super fun. The whole point of the game is to be the first person to collect four Red Stars, and when you do, you win! But wait, there’s more! If you manage to eliminate all the other players, you win too. Talk about a double victory!
Now, let me tell you how you can collect those Red Stars. There are a few different ways. First, you can earn them by completing specific tasks. These tasks could be anything from solving a puzzle to answering a riddle, so it’s always a challenge. Another way to get Red Stars is by trading with other players. You’ll have to be savvy and strategic to make some good deals and come out on top. Finally, you can find Red Stars hidden throughout the game. You’ll have to explore, search, and maybe even get a little adventurous to uncover these hidden treasures.
So, are you ready to play and collect those Red Stars? I know I am! It’s a fast-paced, thrilling game that will keep you on the edge of your seat. And the best part is, anyone can play! Whether you’re a beginner or an expert, Red Stars is a game that everyone can enjoy. So gather your friends, set up the game board, and get ready for an epic adventure. It’s time to become the ultimate Red Stars champion!

- If I haven’t won a game on this board yet, I start with one Red Star token.
- Every Headquarters I control counts as a Red Star. Taking over other players’ HQs is one way for me to get more Red Stars (note: I don’t collect a Red Star from the pile, every HQ counts as a Red Star).
- I can buy Red Star tokens at the start of my turn by turning in 4 Resource cards (no matter how many coins are on those cards).
- As I play the game more, there will be other ways for me to get Red Stars. I’ll learn about them when the time comes.
The total number of Red Stars I currently have is the sum of the Red Stars I control on the board and the Red Star tokens I have in front of me.
When playing the game, keep in mind that Red Stars on the board, as well as HQs and other things later in the game, can change hands multiple times. However, Red Star tokens themselves never change hands.
Getting Started
Before your first game
Before you start your first game, you’ll need to customize your world and the factions involved. There’s no right or wrong way to do this – you can take your time to think it through or make random choices. It’s up to you whether you do it alone or make it a group decision.
Customizing the Factions
Each Faction has two possible starting powers. Grab the First Game Power cards and select a starting power for each Faction. Peel off the sticker from the card and place it in the green space on the corresponding Faction card.
So, here’s the deal. When you’re playing this game, all the factions have their own special powers, right? Well, you gotta choose one power for each faction, and then get rid of the rest. Those other powers won’t even come into play in your version of the game. If you’re not sure which powers to pick, just flip a coin for each faction’s starting power. That’ll make things fair.
Now, let’s talk about the resource deck.
See, each territory card starts off with one coin on it. That coin represents a resource. But here’s the thing: you’ve got some extra coins that you can use to spruce up your game. Take a look at the sticker sheet that says “BEFORE YOUR FIRST GAME.” There are 12 additional coins on there that you can place on your territory cards. Cool, right?
Hey there! Let’s talk about how to customize your game of Territory Cards to create a unique and exciting experience.
First things first, grab the 12 Coin stickers from the card and stick them onto the Territory cards. But here’s the catch: you can’t go beyond 3 resources for a territory before the first game. After that, it’s okay to slowly increase a territory’s resources up to a maximum of 6.
Keep in mind: If you make a territory start with 3 resources right off the bat, it’ll become a highly coveted spot. On the other hand, if you spread out the resources and keep all territories at 1 or 2 resources, the game will be more evenly balanced.
Similarly, if you increase the value of territories in one continent, that continent will become a prime target. But if you distribute the resources more evenly across the board, every spot will be worth fighting for.
Remember, there’s no right or wrong way to go about this. Your choices will shape the flavor of the game. If you can’t decide, simply shuffle the Territory deck and place one coin on the first 12 cards drawn randomly from the top.
Sticker Cards
When I play games of Risk Legacy, I collect special cards with stickers on them, much like Scars. These sticker cards are unique and add an extra layer of excitement to the game. But here’s the catch – once a sticker card runs out of stickers, it’s gone forever, DESTROYED in the heat of battle.
Setup before every game

About Player Setup
Hey there! Let’s talk about how you get started in the game. When a game begins, you have two options for your starting position:

If you haven’t already put your name in the “I win” part of the board, you get a Red Star token.
But if you have put your name there, then you should take a Missile token for each time your name shows up on that part of the board.

Scars
I’ve always wondered about scars. You know, those marks on your skin that seem to tell a story of their own. They can remind us of a past injury, a moment of bravery or even a moment of vulnerability. Scars are like little pieces of our history etched onto our bodies.
Have you ever thought about the stories behind someone’s scars? Each one has its own unique tale to tell. Some may be from a childhood mishap, like falling off a bike or climbing a tree. Others may come from more serious accidents, like a sport injury or a surgical procedure. And then there are those scars that are a result of a battle fought, whether it be against an illness or in a war.
Scars can be physical, but they can also be emotional. They remind us of our strength, resilience, and ability to heal. They can be a symbol of survival and growth.
But scars aren’t just reminders of the past; they can also shape our future. Some people choose to embrace their scars as part of their identity, viewing them as badges of honor. Others may feel self-conscious about their scars, wanting to hide them or cover them up. It’s a personal choice.
Scars can be seen as a visible record of our life’s journey. They are a reminder of all the moments we have experienced, the challenges we have faced, and the lessons we have learned along the way. They show that we are imperfect beings, and that’s okay.
So, the next time you see someone with a scar, take a moment to think about the story behind it. Ask yourself what that scar might mean to them. And remember, we all have scars – some are just more visible than others. But it’s those scars that make us who we are, and they should be celebrated. They are proof that we have lived, loved, and survived.

Let’s begin the game by shuffling the Scar cards and dealing one to each player. If there aren’t enough cards for everyone, no one will get a Scar card this time.
Don’t worry if there aren’t enough scars to go around in some games. More Scar cards will enter the game as you open sealed components.
Before we start playing
Before choosing your Faction, it’s important to know where you can start on the board.
A legal starting territory is one of the following:
- An empty territory without any scars or cities.
- An empty territory that contains a Major City you established in a previous game, even if it has a scar on it.
Note: At the beginning of the game, you cannot place your HQ next to another faction’s HQ.
Once all the troops and headquarters have been placed on the board, it’s time for players to add a personal touch. Take out your faction card for the current game and write your name and starting territory on the back. Don’t worry if you can’t remember the game number. Just refer to the signed victors section on the board.
Now, let’s address the factions that won’t be participating in this game. On the back of their cards (under player), mark an “X” to show that they’re sitting this one out. Once that’s done, put them back in the game box.

When it’s time to start the game, the player who came in first gets to take the first turn. After that, we’ll take turns going around the table in a clockwise direction. Pretty simple, right?
Here’s an important rule that we’ll add to our game. This new rule, let’s call it Rule D, will be included and will replace the rules that are currently there. So, get ready for some exciting changes!
When it’s my turn to play, I’ll go through the following steps in order. Once I’m done, the player to my left will take their turn, and we’ll keep going clockwise until someone either collects their fourth Red Star or eliminates all the other players.
First, let’s start with the beginning of my turn.
Next, I have two options: I can either join the war or recruit troops.
After that, I have the choice to expand and attack. This step is optional, so if I don’t want to do it, I can move on to the next step.
In the maneuver troops step, I also have the option to carry out some strategic movements. But, just like before, this step is optional.
Finally, we reach the end of my turn.
Now, I should mention something about timing. There may be times when multiple players want to play a scar card or a missile at the same time. In that case, priority goes to the person who declared first. If it’s unclear who declared first, then priority goes to the current player, then to the defender if there’s a combat happening, and finally, clockwise from the current player.
That’s how the game play works! Let’s move on to the next section.
At the beginning of my turn, I have two decisions to make.
First, I can choose to exchange four Resource cards for one Red Star token. It doesn’t matter how many resources are on the cards; I just need to have four. If I want, I can buy more than one Red Star during the same turn, as long as I have enough cards to do so. The cards I use to purchase Red Stars are placed in the discard pile on the sideboard, while Coin cards are returned to the Coin card pile.
If I manage to buy my fourth Red Star, I win the game right away!
Second, I can play certain Scar cards at the start of my turn, or even during someone else’s turn if I want. These cards have special effects that can be used at this time.
Now, let’s move on to the next step: joining the war or recruiting troops.
As a player in this game, there are two options for what I must do during this part of my turn. If I don’t control any territory, then I have to Join the War. This happens when all of my troops have been knocked out since my last turn. But if I control at least one territory, then I have to Recruit Troops.
I can’t do both of these steps, so I have to choose one. If I decide to Join the War, I can only do so if there is a legal starting territory available for me to use. In that case, I take half of my starting troops and place them in a legal starting territory. It’s important to note that I don’t get another HQ when I Join the War.
However, if there are no legal starting territories available, then I am eliminated from the game. This is the case even if a legal starting territory opens up later. So it’s important to act quickly and make sure I have a place to start when I Join the War.
Once you’ve been eliminated, it’s time to reveal your faction card and mark the Eliminated column for this game. Sit back, root against the person who got you out, and start plotting your revenge for the next game. Revenge is a dish best served cold, after all.
Building Your Army
Now let’s talk about how you can recruit troops to strengthen your army. The number of troops you get depends on a few factors:
- The total number of territories you control, plus your population, divided by 3.
- Any continent bonus(es) you may have earned.
- Troops gained from turning in cards.
Territories and Population (Cities)
First, you need to calculate the number of territories you control and the population in those territories. Add them together, and then divide the total by 3 (rounding down). If the number is less than 3, round it up to 3. The resulting number is how many troops you can add to your army. To make things easier, there’s a handy chart on the board to help you out.
In the game of Risk Legacy, as I continue to play and explore, new cities will emerge. These cities can be classified into three categories: Minor Cities with a population of 1, Major Cities with a population of 2, and the illustrious World Capital with a population of 5.
When determining the size of my population, I need to consider all the cities under my control. For example, if I possess 1 Major City and 2 Minor Cities, my total population would be 4 (2+1+1). It’s crucial to take this population into account when calculating the number of troops I can recruit.
Continent Bonus(es)
Beyond population, there is another factor that influences my recruitment capabilities: the control of continents. To control a continent, I must have dominion over all of its territories. The continent chart displays the number of troops I can add to my forces. These troops must be placed in front of me.
Keep in mind that in order to truly control a continent, I must have command over every single territory within it. For instance, if I possess only 3 out of the 4 territories in South America, and the last one remains unoccupied, I cannot claim control over the continent.
Note: If you win a previous game and name a continent, you receive one extra troop for controlling it (see: End of Game).
Exchanging Cards for Troops
Resource cards, such as Territory or Coin cards, have different resources on them. If you have 2 or more Resource cards, you can exchange them for troops. You can exchange between 2 to 10 Resource icons. Look at the chart on the board to see how many troops you will get for each set of cards. Add the troops to your pile.
The territories listed on the cards are not important when exchanging cards for troops. You don’t receive any change when exchanging Resource cards.
When you exchange Territory cards for troops, they go into the discard pile on the sideboard. Coin cards are returned face up to the Coin card pile.
Placing Troops on the Board
Once I gather my troops, I need to decide where to place them. There are a couple of options here. I can put all of my troops into one territory, or I can spread them out across multiple territories that I control. The choice is mine.
If I don’t have enough of my own colored troops, I can use a substitution. By replacing three single troop tokens with a single 3-troop token, I can make up the difference.
If I still need more troops, there are a few options. I can borrow troops from a faction that isn’t being played, or I can use any other pieces that everyone understands represent troops. The key is to make sure all players are on the same page.
Expansion and Attack (if I want to)
At this stage, I have the option to expand into unoccupied territories or attack adjacent enemy territories. This is my chance to gain control of new territories.
Like in regular Risk, I have the freedom to expand and attack as much as I want, as long as I have enough troops to back up my actions.
Conquering New Territories
Conquering a new territory is pretty straightforward – you just need to move at least one of your troops from a neighboring territory into the unoccupied territory. By doing this, you become the new ruler of that territory.
Conquering Cities
Conquering a territory that has a city (be it a Minor, Major, or World Capital) is a bit more challenging. When your troops march into one of these territories, you’ll face resistance from the entrenched defenders.
Here’s the thing: when you conquer a city, you have to sacrifice some of your troops. The number of troops you lose equals the population living in that city. If you don’t have enough troops left to maintain control of the territory, you won’t be able to conquer it.
Note: When you move your troops into a city that also has enemy troops, it’s not just expanding – it’s attacking. And attacking works just like any other attack, so you won’t lose any additional troops when you move into a city after taking it from another player.
Attacking your Enemies
If you want to take control of a territory that has enemy troops, you need to attack it instead of expanding into it.
How to Attack
- First, choose one of your territories that has at least 2 troops. Leave 1 of those troops behind to guard the territory, while the rest of the troops are available to attack the enemy territory.
- Decide how many troops you want to send in for battle. You can choose to send in 1, 2, or 3 troops. Remember, your attacking territory can have more than 3 troops, but only 3 troops can attack at a time.
- The defender gets to choose if they want 1 or 2 troops to defend.
- Both the attacker and defender roll dice based on the number of troops in the battle. The attacker can roll 1, 2, or 3 dice, while the defender can roll 1 or 2 dice.
- Once the dice are rolled, both sides arrange their dice in descending order. The highest die from each side is compared. The higher number wins, and the losing side loses a troop from the territory. If there’s a tie, the defender wins.
- The second highest dice are compared in the same way. The losing side loses another troop.
Let’s imagine Enclave of the Bear in East Africa is launching an attack on Die Mechaniker in Egypt. Enclave sends their maximum of three troops, while Die Mechaniker defends with the maximum of two.
Have you ever wondered how the outcome of a game is determined? Well, let me break it down for you. Each player rolls a set of dice, and the highest number on the dice determines the winner. In this game, the highest attack die is a 5, and the highest defense die is also a 5. So it’s a tie, right? Wrong! The defender actually wins ties, so Enclave prevails and Die Mechaniker loses an attacker.
But what about the second highest dice? It’s an attacker’s 4 versus a defender’s 3. This time, the attacker comes out on top, and Die Mechaniker loses a defender.
So you see, in this game, the outcome is not always what you might expect. It’s all about the luck of the dice and the strategic choices you make. So next time you play, keep these rules in mind and see if you can come out as the ultimate winner!

When it’s time for the Enclave of the Bear to attack, they can only send two attackers because one of them needs to stay behind. On the other side, the defender is allowed to defend until there’s no one left to defend. Each player rolls two dice and compares their results. In this scenario, both the attacker’s dice show higher numbers than the defender’s dice, which means that Die Mechaniker loses the two remaining defenders.
Now I have to move my two attacking troops into the empty territory. If I had more troops in East Africa to move in, I could do it right now. But I can’t move in with my last troop because I would be leaving that territory defenseless.
If there isn’t a die to compare mine to, which means I rolled 1 or 2 more dice than my opponent, then I don’t need to pay attention to that die or dice.

Changing the Outcome of Dice Rolls
Did you know that certain marks on the game board or special powers on faction cards can alter the value of your die rolls? It’s true!
When it comes to combat, it’s important to understand the rules for modifying dice rolls. These rules apply to all situations where a die result can be changed.
On the game board, you’ll find reference stickers that explain the effects of different marks. These marks can have a big impact on your dice rolls, so it’s crucial to pay attention and remember their effects.
Faction cards also have special powers that can modify your die rolls. These powers are unique to each faction and can be a game-changer in combat. Make sure to read your faction card carefully to understand how these powers work.
Understanding how to modify die rolls is a key strategy in the game. By mastering this skill, you’ll be able to adapt to different situations and increase your chances of success in combat!

- Whether you’re increasing or decreasing a die roll, you can’t go higher than 6 or lower than 1. It’s like the limits are set in stone!
- Now, imagine this: You roll a pair of dice and get two of the same number. But, here’s the catch—only one of them can be modified by things like Scar, Faction Power, or Missile. Yeah, it’s kind of unfair, but rules are rules! So, let’s say you’re defending a territory with a bunker, and you roll two 5s. Well, tough luck! Only one of them can switch to a 6 because of the bunker. It’s like the bunker has a mind of its own!
Fortifications
Imagine a force field that shields a city, protecting it from enemy attacks. That’s what fortifications are all about! If a territory has a fortified city and it’s unoccupied, it’s going to cost you an extra two troops if you want to conquer it. So be prepared!
When I’m defending a territory and I have a Fortified city, I get a little boost. I can add 1 to both of my dice when I’m rolling to defend. It’s like having an extra layer of protection.
Now, let’s say I’m going up against an attacker with 3 troops. Each time they attack, the fortification starts to wear down. We mark one of the boxes around the Fortification after each attack with 3 troops. Once all 10 boxes are marked, the city is no longer fortified. It’s like the fortification has become too weak to be effective.
But don’t worry, even if my Fortified city loses its fortification, I can always put a new one in place. The old fortification might have been partially depleted or fully depleted, but I can start fresh with a new mark. I just have to remember that any remaining uses on the old fortification are wasted.

Missiles: Firing Up Your Strategy
Imagine a world of epic battles, where players like you hold the power of missiles. Let me tell you more about these game-changing tokens and how they can make a difference in your quest for victory.
Here’s the deal: anybody, yes, even those who are not directly involved in the fight, can discard one or more Missile tokens right after the dice is rolled but before any troops are removed. And when you do, you get to tweak the odds in your favor.
For every Missile you let go, you can transform one die in the combat roll into an unstoppable 6. That’s right, a guaranteed success! And the more Missiles you’re willing to part with, the more dice you can turn in your favor.
Now, here’s the twist: you don’t need to show all your cards at once. You can drop your Missiles in any order you like. So, if you see someone else sparking their strategy with a Missile, you can respond by launching one of your own. It’s like a game of tactical poker!
But what happens when everyone wants to bring firepower to the table at once? Well, there’s a pecking order. First, the current player gets to fire away, then it goes to the defender, and finally, it circles around clockwise, giving each player a fair shot.
So, get ready to elevate your gameplay with these explosive Missiles. Just remember, timing is everything. Choose wisely when to unleash them and watch how they reshape your destiny on the battlefield. It’s time to take control and launch your way to victory!
So here’s the situation: I’m in the middle of my attack on Siberia, but Khan Industries is on the verge of losing two of its troops to Die Mechaniker.

In my quest for victory, I was desperate. It was a high-stakes moment, a crucial play! So I, a player representing Khan Industries, made a daring move. I unleashed a powerful Missile! This extraordinary action transformed one of my attack dice into a mighty 6. Can you believe it? It changed the outcome of the battle entirely.
The results were astounding. Each side suffered a single casualty. A spectacular turn of events, wouldn’t you agree? Victory was no longer a mere wish; it became a tangible possibility, within reach. That daring decision turned the tide in my favor.
So here’s the deal: Imperial Balkania, they’re not even in the fight, but they totally want the defender to come out on top. So, what do they do? They whip out a Missile and zap one of the defender’s dice, turning it into a solid six. And that, my friend, means Khan Industries is gonna lose both of their attacking troops. Bummer, right?

What to do when the defender has no more troops
When the defender has no more troops in the territory, I can move my attacking troops into that territory.
But here’s the interesting part – I can also bring in additional troops from the attacking territory if I want to!
So, even though I can only attack with a maximum of three troops, I can actually move more than that into the conquered territory. The only condition is that I should leave at least one troop behind. We can’t leave any territory abandoned, you know. All the troops must move into the new territory.
If the territory I conquered has an enemy HQ, I’ll leave the HQ there. This means that I now have control over that HQ and the valuable Red Star it’s worth. And guess what? If this gives me my fourth Red Star, then I win the game! How cool is that?
By the way, if I want to, I can keep attacking and conquering more territories. It all depends on how I strategize and what I think I’m capable of. How exciting!
What if the defender still has troops?
If you want to attack again, you can do so by either going back to the same territories or choosing new ones.
Taking Down Another Player
If you manage to defeat the last troop of another player, you knock them out of the game. As a reward, you get all of their resource cards. However, you don’t get their Scar card or Red Star/Missile tokens if they have any.
Whether or not this player can join the war again at the beginning of their next turn depends on the state of the board.

Maneuver Troops (Optional)
Now that we’ve finished our expansions and attacks, we have the option to maneuver our troops. This is something we don’t have to do if we don’t want to.
Usually, we can only perform one maneuver per turn, unless special powers change the rules.
So, how does maneuvering work? Simple! Just choose any number of troops from one of your territories and move them to another connected territory. Territories are connected if you control all the territories in between.
But there are some rules to keep in mind. You can’t pass through enemy territories or empty territories. And don’t forget, you always have to leave at least one troop behind in the territory where you started.
Remember, this isn’t an attack or an expansion. It’s just a way for you to move your troops around to protect your front line or to set yourself up for a better position next turn.
End of Turn
Scars
Did you know that there are certain elements in the game called Scars that trigger at the end of your turn? They have special powers that activate after any maneuvers, but before you collect a Resource or Mission card. If you want more information, you can look at the reference stickers on the game board. As you open more packs, additional Scars will become available.
Getting a card
If you successfully attack and conquer at least one territory on your turn, you have the chance to draw 1 Resource card. However, there’s a catch – you must have taken a territory from an opponent to be eligible for a Resource card.
Expanding into an unoccupied territory, even one with a city, doesn’t count towards drawing a card. Sometimes, certain powers might give you different ways to get a Resource card. Keep in mind that unless an event specifically tells you otherwise, you can only draw 1 card per turn.
Take a look at the Territory cards on the sideboard to see where you can draw your card from.


- If you have control over any of the territories on the cards, you have the option to choose one of the cards that displays a territory you control.
- If you don’t control any territories on the cards, you need to draw one of the face-up Coin cards.
- If there are no face-up Coin cards and you can’t draw any of the territories shown on the cards, then you won’t be able to draw a Resource card, even if you qualify for one.
If you draw one of the face-up Territory cards, you need to shift any Territory cards to the right that are to the left of the empty slot. Then, you flip over the top Territory card from the draw pile and place it into card slot 1.
If you get a Coin card, you have to get rid of the Territory card in the fourth card slot. Push the remaining three Territory cards to the side, and flip over the top card from the Territory draw pile to replace it in the first card slot.
If there are no more cards left in the Territory deck, you need to mix up the discarded Territory cards to create a new deck to draw from.
When all the coin cards are gone

Hey there! So, let’s talk about what happens when we run out of Coin cards in the game. This can happen at some point, you know? Now, the first time this happens, we gotta follow the instructions on the sideboard. According to those, we have to give a Red Star token to the player who controls the most territories. Pretty cool, right?
But, hey, if there’s a tie, things get a bit tricky. In that case, no player gets a Red Star. Yeah, it’s a bummer, I know. Now, if the deck of Coin cards runs out again in the same game, well, no second Red Star token is gonna be awarded. It’s a one-time thing, my friend.
Now, let’s talk about something else: other types of cards or marks. Here’s the deal:
As you keep playing more and more games of Risk Legacy, you’ll get to know different types of cards and marks that come into the game. It’s pretty exciting stuff!
But hey, for your first game (if that’s what you’re into), you can totally ignore the rules for Event and Mission Cards. Don’t worry, you’ll get to them later.
Let’s dive into Event Cards, shall we?
Alright, so what you need to know about Event Cards is this: they get shuffled together and placed in the card slot on the sideboard that’s specifically for them. After you take either a Territory or Coin card on your turn, something special happens if the newly revealed card in that slot has an EVEN number of resources. An event occurs, my friend!
When I play the game, I turn over the top card in the Event deck and do whatever it says on the card. It tells me where to put the card after I’ve done the action. If I don’t need the card anymore, I put it in the discard pile.
If we run out of cards in the Event deck while we’re playing, we don’t shuffle the discard pile to make a new deck. But, we can still bring in more Event cards during the game.
These new cards get mixed together with any cards left in the event deck. I don’t have to do anything special when I lay out the initial territory cards at the start of the game.
Hey there! Let’s talk about Event cards in the game. Keep in mind that some of these cards are related to the population or other status counts. Now, if there is a tie, or if a specific faction or player is knocked out or eliminated, the Event doesn’t happen. By the way, players have control over how many odd and even Territory cards are in the deck, so you can determine how often events will occur in the game.
Now, let’s discuss conflicting powers. Sometimes, Faction cards or ongoing effects from Event cards can have conflicting abilities. In these cases, the negative power always takes precedence and cancels out any additional abilities a Faction might have.
Let me give you an example. In the Saharan Republic, one of their special abilities allows them to move between territories even if they’re not connected. So, even if an Event card says that we can only move to neighboring territories, the Saharan’s ability will still work.
Objectives

When the game starts, we need to put a Mission card face up in the Mission card slot on the sideboard. This card will have a specific task that any player can try to complete in order to win one or two Red Star tokens.
After you take your turn, if you have managed to complete the mission that was face up, you can discard the Mission card and receive your reward of one or two Red Star tokens.
If the game is still ongoing, we need to put a new random mission card in the mission slot. Just remember, you can only complete one mission per turn, and you can’t draw a Resource card on the same turn that you complete a mission.
Note: If you want, instead of completing a mission, you can always choose to draw a Resource card if you’re allowed to.

Game Over!
Once someone has 4 Red Stars, or if all the other players are out, the game is done. Time to dish out rewards to the victor and those who managed to stay in the fight!
The first 15 games played on this board let both the winner and the factions still in play make changes. These changes will help shape the wars of the future.
For Everyone
Now’s the time to reveal your Faction cards. Take note of whether your Faction won, stayed in the game, or got knocked out.
If you don’t have any troops left on the board when the game ends, you’re out, even if you could’ve joined the War on your next turn.
If You’re the Winner
Put your name on the board and write down the date. Feel free to get creative with slogans, comments, mottos, or good ol’ trash talking.
So here’s the deal. Once the dust settles and the battles are won, there’s a little something called Territory Card Distribution. It’s kind of a big deal. Now, listen up, because I’m about to break it down for you in simple terms.
When it comes to Risk, owning territories is key. The more you have, the more reinforcements you get. And who doesn’t love reinforcements? They’re like your own personal army, ready to do your bidding.
Now, let’s talk about how you can get your hands on these reinforcements. After every successful turn, where you capture at least one territory, you get a Territory Card. It’s like a little reward for your efforts.
But here’s the kicker. Territory Cards have symbols on them – Infantry, Cavalry, and Artillery. And collecting sets of these symbols can earn you even more reinforcements. Are you following me?
So, after you earn a Territory Card, you can cash it in during your turn. How? By turning in sets of three cards that either match in symbols or have one of each symbol. Simple enough, right?
If you manage to cash in a set of cards, you not only get extra reinforcements, but you also get to do something pretty cool. You get to name a continent and place one additional reinforcement there. It’s like a little bonus, just for you.
Now, keep in mind, this bonus reinforcement is only for you. Your opponents don’t get the same luxury. It’s like having your own little personal boost while the others struggle to catch up.
So, there you have it. Territory Card Distribution – it can be a game-changer if you play your cards right. Remember, the more territories you conquer, the more reinforcements you get. And those reinforcements can mean the difference between victory and defeat. So, strategize, collect those cards, and dominate the game!

Did you know that there are six continents that don’t have official names? Well, now you do! You have the power to give them their identities. Let your imagination run wild and give each continent a unique name. And here’s the best part – when you control a continent that you named, you’ll get an extra troop in future games. How cool is that?
For example, let’s say you decide to name South America “Awesometonia”. On the game board, if someone controls Awesometonia, they will receive a bonus of 2 troops. But because you named it, you’ll get an additional +1 bonus, giving you a total of 3 troops. Pretty awesome, right? Don’t forget to mark your initials to show that you named it!
Create a City and Watch it Thrive (Population: 2).

Let me tell you a cool strategy for the game: take one of the five Major City marks and put it in a territory that doesn’t already have a city. Go ahead and give that city a name. In future games, that territory will have a Major City with a population of 2! And guess what? That territory now becomes your legal starting territory. You can even put your initials there to mark that you founded it!
If you want to cancel a Scar (when a Scar is destroyed), here’s what you do:

So here’s what you can do: grab one of the four ‘white’ stickers and cover up any Scars on the board. Once you do that, that territory will be as good as new, ready for a fresh Scar in future games. But just a heads up, you can’t use this nifty trick to cancel out a city.
But wait, there’s more! You can also change a continent bonus by either adding or subtracting 1 from that continent for all eternity.

Hey there! Let’s talk about the two continent marks in the game. We’ve got a +1 mark and a -1 mark. These little guys are pretty special because they can change a continent bonus on the board. Cool, right? When you place one of these marks next to a continent bonus, it’s like a permanent makeover for that bonus. But here’s the twist – each continent can only be changed once, either up or down. So choose wisely, my friend!
Now, let’s move on to fortification marks. They are super important when it comes to defending a city. When you place a fortification mark on a city, you get a +1 bonus to your defense. It’s like a little boost that helps you protect your turf. And guess what? You can even stack another +1 mark on top of that, making your defense even stronger. So remember to make good use of those fortification marks!

So, here’s what you do: grab one of those five Fortification marks and plop it down on the game board around any city you fancy. Yeah, you can even put it on a city that’s already got a Fortification. But listen up, if you’re covering a city that already had a Fortification, you don’t get to count the extra uses from the old one. They’re just not in play anymore, see?
Bye Bye, Territory Card (Card Go Boom).

Sometimes, things get out of control, and certain parts of the world become too powerful. But don’t worry, there’s a way to fix it. Just pick any Territory card and get rid of it. You can put a small “x” next to the territory’s name on the game board to show that it doesn’t have a card anymore.
Oh, and here’s something you should know. There are actually more than 15 reward cards in the game for the winners. This means that some of them might never come into play. Just something to keep in mind.
Now, let’s say you didn’t win, but you managed to hold on. Well, the world is changing, and so can your position. Starting with the winner and going in a clockwise direction, each player who held on gets to choose one of the following options. Pretty cool, huh?
But hey, if you got eliminated, sorry, you don’t get to choose anything. Tough luck.
Okay, now for the options. How about giving your Faction a cool name and founding a Minor City? That will increase your population by +1. Nice little boost, right?

Hey there! So, here’s what you gotta do: pick a territory that you had control over at the end of the game. Make sure it doesn’t already have a city in it. Then, grab one of those Minor City markers, you know, the ones we have nine of, and place it in that territory. Cool, right? Oh, and don’t forget to give your new city a name! In future games, that territory will have a Minor City with a population of 1. How awesome is that?
Time to Level Up (+1 Resource)

Hey there! Let’s talk about a cool feature in this game. Grab a territory you controlled at the end of the game and find the matching Territory card. Then, add a resource sticker to it. In the future, the value of this card will be worth one more. How awesome is that?!
By the way: Make sure not to go overboard with resources on a Territory card. You can’t have more than 6 resources on a card, including the starting resources and any Resource stickers. And remember, you can’t put a Resource sticker on a Coin card.
Ready for the Big Finish?
When you and your friends complete the 15th game and have chosen all the rewards, it’s time for something special. The player who signed the victor’s section of the board the most times gets to name the planet! Isn’t that exciting?
Take a moment to fill in the section on the board that says “The World Of” with the name of the planet you’ve created. But if there’s a tie, no worries! The tied players can have a roll-off. They get to add 1 to their die roll for each continent they’ve named. Can’t wait to see who comes up with the perfect name!
So, after 15 games, we reach a point where no more changes are made to the game. This is called Winning or Holding On. At this stage, we enter a whole new world that we create ourselves. The game becomes customizable and adaptable. However, certain elements like cards, new components, and Scars can still alter the world we’ve created.
Important Terms to Know
Here’s a glossary of some key terms and how they’re used:
Don’t worry about memorizing these terms right now; they’re here for reference as you play.
Marks: Marks are stickers that we put on faction cards and territories on the game board. When a territory has a sticker on it, it is considered MARKED. Otherwise, it is UNMARKED.
Let’s talk about cities: A city is like a special mark on a territory. It’s like a number that tells you how many people live there. And guess what? The city even has a name! But did you know that there are different types of cities? Yep, there are three types: Minor Cities, Major Cities, and the World Capital. Oh, and here’s an important rule – a territory can only have one city on it at a time. So, you can’t just cover up an existing city with another one, unless it says you can.
Now, let’s move on to powers: Powers are like marks too, but they have a special job. Powers actually change the Faction cards. And here’s the thing – a Faction card can only have one power of each color. So, you can’t have two powers that are the same color on the same Faction card. It’s all about balance, you know?
And let’s not forget about scars: Scars are marks as well. But these ones are a little different. Most scars have an effect on a territory. Oh, and one special scar goes on the Faction cards too. Just like cities, a territory can only have one Scar on it at a time. And a Faction card can only have one Scar too. It will be yellow, so you can’t miss it. And yep, you can’t cover up an existing Scar with another one, unless it says you can.
And what about natural rolls? Well, sometimes the game talks about a “natural” die roll. That just means the number you rolled on your die before any changes were made. It’s like the purest form of rolling the dice. Pretty cool, huh?
Controlled/Uncontrolled: When you have one or more troops in a territory, you control it. If your HQ is the only piece in a territory, you do not control it.
Occupied/Unoccupied: A territory is OCCUPIED when there is any plastic piece in it, such as a troop or HQ. It is UNOCCUPIED when there are no plastic pieces in it.
Discard/Destroy (a card): When a card is discarded, it is placed in its discard pile. If a card is DESTROYED, it is removed from the game forever. Tear it up. Throw it in the trash. (We know, it’s tough to do). If you destroy a territory card, mark a small “x” near the territory’s name on the game board to indicate that it no longer has a card.
Remove/Lose (troops): If you REMOVE or lose a troop from the board, it goes back into your troop pile.
Destroy HQ: If your Headquarters (HQ) is destroyed, you have to remove it from the game and place it back in the box. Don’t worry, though! You can still bring it back in future games.
City Population: Each city has a population value displayed on its image. A small city has a population of 1, a big city has a population of 2, and the World Capital has a population of 5. Your total population is the sum of all the cities you currently control.
