Risk Legacy

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Risk Legacy is the first Legacy-style board game, designed by Rob Daviau and Chris Dupuis and published by Avalon Hill in 2011. Designed to be played as a campaign of 15 games, each session permanently alters the game board, rules, and components through stickers, written marks, and sealed packets that unlock new rules. Players control one of five factions, each with unique abilities, competing to earn Red Stars (victory points). Decisions made in one game carry forward to all future games.

Components

Setup

First Game Setup (additional steps):

Each Game Setup:

  1. Deal Scar cards (one per player, if available).
  2. Players select factions and choose a legal starting territory for their HQ (unoccupied, not adjacent to any other HQ).
  3. Place 8 starting troops plus HQ in that territory.
  4. Set up the sideboard: flip 4 territory cards and 1 mission card.

Turn Structure

Each turn has five phases:

  1. Start of Turn: Optionally purchase Red Stars (trade 4 resource cards for 1 star). Play any start-of-turn Scar cards.
  2. Recruit Troops: Calculate new troops: (territories + city population) / 3, minimum 3, plus continent bonuses, plus troops from traded-in card sets (2-10 resource icons per the conversion chart). Place all new troops on controlled territories.
  3. Expand & Attack (optional):
    • Expand into unoccupied territories (1+ troops).
    • Expand into unoccupied cities (lose troops equal to city population).
    • Attack enemy territories.
  4. Maneuver Troops (optional): Redistribute troops between connected controlled territories.
  5. End of Turn: Resolve end-of-turn effects. If you captured at least one territory, draw a territory card.

Actions

Combat:

Missiles: Any player may discard a Missile token at any time to change one die to an unmodifiable 6.

Scar Cards: Modify territories permanently (e.g., fortifications, ammo shortages, bunkers). Applied as stickers during the game.

Fortified Cities: Defender adds 1 to both defense dice. Costs 2 additional troops to expand into when unoccupied.

Founding Cities: Under certain conditions, players may found new cities on the board (permanent sticker placement).

Scoring / Victory Conditions

Immediate Win: First player to have 4 Red Stars (starting from game 1; this number may increase in later games).

Ways to Earn Red Stars:

Alternative Win: All other players eliminated.

Special Rules & Edge Cases

Player Reference

Faction Color
Imperial Balkania Blue
Enclave of the Bear Black
Khan Industries Green
Die Mechaniker Red
Saharan Republic Yellow

Win condition: 4 Red Stars (may increase over campaign) or eliminate all opponents.

Troop recruitment: (Territories + city population) / 3 + continent bonuses + card trade-in bonus.

Campaign: 15 games. Each game permanently changes the board and rules.