by jonnyd76
It was months in the making. After hearing about RISK: Legacy from a local game shop (purchased on the spot), 5 of us decided to delve into the great world shaping that is. Along the way many more came along, and after 2 boards we had a solid 7 that wanted to REALLY see what kind of carnage could be had. So after a month of planning, we all sat down and had a BLAST!!! Here was the email invitation that went out:World conquerors,
The event I have been kicking around is happening THIS Sunday at 2pm, at Olaf's house. I'm including the extra event cards that will be printed out for this. I've verified with all of you and we should ALL be able to make this! There are going to be some house rules for the event, as well as basic rules changes:
- All 4 "DO NOT OPEN, EVER" packets are going to be in play, all players will have player specific ones (They are included in this for you to check out)
- The DNOE events that affect a world only affect the world the last territory victory happened on
- Win condition set to 5 stars instead of 4
- 2 boards, linked in 4 places: two links at the end of the world between Russia/Alaska and two portal pairs that will be drafted
- Both boards will each have a set of 4 territories to choose from in that world
- Events will be from a main event pile
- When drafting a faction, you get both faction cards and must choose which one to play
- Missiles numbers will be a combination of faction wins on card + player wins on boards
- There will be the appropriate number of extra draft cards to bring it to 7 players
- You may attack as many times as you want, but must start attacking/expanding in under 2 minutes
I envision this will be more than our usual 1 hour game, but don't expect it to go longer than 3. Food may be delivered pizza, so bring some cash to pitch in for this. And lastly:
THE WINNER GETS A BRAND NEW RISK LEGACY BOARD!!!
See you all there

With the initial ruleset in play, we all met on Dec 2nd. Some things were changed immediately:
- Two missions are available at all times
- One set of available territory cards is available - events that trigger using one of these affect both boards
- Missile distribution was (total wins over two boards)/3 + wins on faction card chosen
- 6 and 7 player draft cards were adopted from this thread:
http://boardgamegeek.com/thread/807643/making-cards-for-6-8-...
- Portals act like a bordered territory, not like a sea line
- Missions are for one board of territories only, don't need to complete on both boards to get the star.
Here is a pic of our draft table after the factions were gone (they were drafted immediately for some reason...):
Drafting the portals were interesting, portals were placed in placement order and before any armies were placed. The portals that were colored alike corresponded, and one of each color was on each board.
We also sat in order of turns to make things easier. Sorry for the crappy cell pics, but here is what the board started out like:
As turns went on, things got more and more complicated. Temporary alliances formed and dissolved. When one player started getting strong, others would gang up and "even things up".
POOORRRRTAAAAAAALLLLLLL COOOOOOOOMBAAAAAAT was a pretty awesome addition to this. It definitely made things FAR more interesting. Portals were used a LOT more than the links between the respective Alaska/Kamchakta territories. Battles raged on and on, and eventually the Alien player was wiped out. The person that did it? Tony, with the Mutants. He had already received the private mission star, and another for completing a rampaging wreck through North America (and the remaining Aliens - no base though). The next turn he turned in the Alien player's cards for another star, and there was nothing any of us could do to stop him from taking the purple base. He had initially chosen the Mutant card with "my 6's trump yours" evolution on it. And won the board. He confirmed what we all believed - the mutants are way to strong, and must be dealt with accordingly next time.
Total playtime: 3.5 hours
Things we learned from this:
- The 6 and 7 player mercenaries designed by Natewolfman (or at least in his thread) worked perfect.
- The game flowed very well and people were easily able to take smoke breaks etc, we never had to wait on someone to return to continue playing.
- We could have cut down by 30 minutes by sticking more to the 2 minute to attack rule, but we were having so much fun it didn't matter.
- The only mission completed was the one to conquer 9+ territories, by the winning player
- 5 Stars for 7 players was the perfect amount, with each person starting with their base star.
- All the D.N.O.E. cards when combined are a ROYAL PAIN!!! But, in the spirit of the game they make changes which are random and phenominal.
As for more ideas? I just hope others try this and report back in. I don't think we would recommend more than 5 on the standard board, but double board works pretty dang good!!!