Uploaded March 2026 | Updated September 2026, 3 weeks ago
Legacy board games changed the hobby forever, and it all began with Risk Legacy in 2012. In this video, we explore how the legacy game genre was created, the design philosophy behind it, and why it broke several long-standing assumptions about how board games should work. From permanently changing game components to unfolding narratives that span multiple sessions, legacy games introduced a completely new way to experience tabletop gaming.
Learn how designer Rob Daviau helped launch the legacy movement and how games like Pandemic Legacy, Charterstone, and Seafall expanded the concept. Here we check out the five “board game covenants” that legacy games challenge, why these innovations shocked players at first, and what the future of legacy games might look like for the hobby. If you're interested in board game design, tabletop history, or modern board game innovation, this deep dive into the legacy game phenomenon will give you valuable insight into one of the most important trends in modern gaming.
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#risklegacy @hasbroUS #BoardGames
#RiskLegacy
#PandemicLegacy
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Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. 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 battle) they try to eliminate all opponents from the game board or control a certain number of "red stars", otherwise known as victory points (VPs).
What's different is that Risk Legacy' changes over time based on the outcome of each game and the various choices made by players. In each game, players choose one of five factions; each faction has uniquely shaped pieces, and more importantly, different rules. At the start of the first game, each of these factions gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end.
What makes this game unique is that when powers are chosen, players must choose one of their faction's two powers, affix that power's sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: "If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash." This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older "match three symbols" style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players.
The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection.
The winner of each of the first 15 games receives a "major bonus," such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country.
It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique.
Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.
Legacy board games changed the hobby forever, and it all began with Risk Legacy in 2012. In this video, we explore how the legacy game genre was created, the design philosophy behind it, and why it broke several long-standing assumptions about how board games should work. From permanently changing game components to unfolding narratives that span multiple sessions, legacy games introduced a completely new way to experience tabletop gaming.
Learn how designer Rob Daviau helped launch the legacy movement and how games like Pandemic Legacy, Charterstone, and Seafall expanded the concept. Here we check out the five “board game covenants” that legacy games challenge, why these innovations shocked players at first, and what the future of legacy games might look like for the hobby. If you're interested in board game design, tabletop history, or modern board game innovation, this deep dive into the legacy game phenomenon will give you valuable insight into one of the most important trends in modern gaming.
To support our channel directly, please become a member and get access to bonus content: youtube.com/channel/UCRarNme4iUanPLflogg-Ntg/join
__________________________________________________________
TWITTER: twitter.com/intent/user?screen_name=LegendaryTacti1
EMAIL: legendarytactics2020@gmail.com
WEBSITE: legendarytactics.ca
INSTAGRAM: instagram.com/legendarytactics
DISCORD: discord.com/invite/Kquf34pVQd
__________________________________________________________
#risklegacy @hasbroUS #BoardGames
#RiskLegacy
#PandemicLegacy
#TabletopGaming
#BoardGameDesign
Risk Legacy represents what is if not a new, at least a rare concept to boardgaming: campaigning. At its core, the game, particularly at first, plays much like regular Risk with a few changes. 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 battle) they try to eliminate all opponents from the game board or control a certain number of "red stars", otherwise known as victory points (VPs).
What's different is that Risk Legacy' changes over time based on the outcome of each game and the various choices made by players. In each game, players choose one of five factions; each faction has uniquely shaped pieces, and more importantly, different rules. At the start of the first game, each of these factions gains the ability to break one minor rule, such as the ability to move troops at any time during your turn, as opposed to only at the end.
What makes this game unique is that when powers are chosen, players must choose one of their faction's two powers, affix that power's sticker to their faction card, then destroy the card that has the other rule on it – and by destroy, the rules mean what they say: "If a card is DESTROYED, it is removed from the game permanently. Rip it up. Throw it in the trash." This key concept permeates through the game. Some things you do in a game will affect it temporarily, while others will affect it permanently. These changes may include boosting the resources of a country (for recruiting troops in lieu of the older "match three symbols" style of recruiting), adding bonuses or penalties to defending die rolls to countries, or adding permanent continent troop bonuses that may affect all players.
The rule book itself is also designed to change as the game continues, with blocks of blank space on the pages to allow for rules additions or changes. Entire sections of rules will not take effect until later in the game. The game box contains different sealed packages and compartments, each with a written condition for opening. The rule book indicates that these contain the rule additions, additional faction powers, and other things that should not be discussed here for spoiler protection.
The winner of each of the first 15 games receives a "major bonus," such as founding a major city (which only he will be allowed to start on in future games), deleting a permanent modifier from the board, destroying a country card (preventing it from providing any resources towards purchasing troops in future games), changing a continent troop bonus, or naming a continent, which gives that player a troop bonus in future games. Players who did not win but were not eliminated are allowed to make minor changes to the world, such as founding a minor city or adding resources to a country.
It should be noted that although cards are ripped up over the course of the game, there are so many cards added via the sealed packages, that the game does not suffer. Nor is this a "disposable" game, merely a customized one. The game can continue to change beyond the 15 game campaign, and even when it finally does stop changing, you still have a copy of Risk that is completely unique.
Initial games take approximately 30-90 minutes to play, which includes a brief rules explanation and setup.
![PANZERBLITZ - Historical Review: Avalon Hill’s Classic Wargame Breakdown
This video reviews Panzer Blitz, the classic Avalon Hill tactical wargame, and evaluates its order of battle (OB) system, gameplay balance, and historical accuracy. It discusses the so-called “Panzer Bush syndrome” and how it affects the game’s overall realism and design quality.
The analysis also compares Panzer Blitz to its improved successor systems found in Panzer Leader and Arab-Israeli Wars, showing how the design evolved over time. While Panzer Blitz was innovative and influential in the development of hex-and-counter wargaming, this review explains why it now shows its age compared to later titles in the system.
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#panzerblitz #PanzerBlitz #AvalonHill #Wargaming #BoardGames #HexAndCounter
PanzerBlitz is a groundbreaking board-wargame of armored warfare on the Eastern Front in World War II.
The game is tactical scale (company/platoon sized units) with geomorphic map boards. The 352 counters were 5/8-inch and very striking for their time.
250 meters per hex, 6 minutes per turn.
Avalon Hill Complexity Rating: 6
[From the box back]
...from the other side of the ridge comes the clanking thunder and the ominous dust-cloud that heralds the arrival of an onrushing wave of deadly steel: German armored columns on the attack.
...Russian tank commanders slam shut the hatches of their dreaded T-34s...gun crews prime their weapons and infantrymen hug the earth...
...and there-topping the rise!...a glint of dawn reflecting off the muzzle of the first German tanks...
PanzerBlitz is about to begin!
The game of PanzerBlitz enables you to re-create the drama and furious action of tactical-level armored warfare. Battle-simulations take place on a realistic mapboard which reproduces about twenty square miles of typical Russian terrain. The playing pieces are accurate symbolization of the platoon and company sized units which fought on the Eastern Front in World War II. More than a dozen different “scenarios” are given, each of which allows you to re-create a completely new game-situation in which to exercise your skill as an armor tactician. Prior military knowledge or experience, however, is not needed to play PanzerBlitz-just common sense, clear thinking and a competitive spirit. PANZERBLITZ - Historical Review: Avalon Hill’s Classic Wargame Breakdown](https://i.ytimg.com/vi/qmPjFtBruis/mqdefault.jpg)









