The Story Behind Risk Legacy and Modern Board Games @LegendaryTactics
The Story Behind Risk Legacy and Modern Board Games  @LegendaryTactics
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.

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.
The Story Behind Risk Legacy and Modern Board GamesPANZERBLITZ - Historical Review: Avalon Hill’s Classic Wargame BreakdownBREAKAWAY FOOTBALL: Designer InterviewDont Miss The VAULT TRIALS Release 😱ALPHA CLASH #shorts #tcgCOSMOLANCER in Focus: Example of PlayTrials of Maya - KSHAR Champion PreviewTHE DRUIDS OF EDORA On The Table!  #summergamingallplay Games at GENCON 2026MR. PRESIDENT Early Access - First Look at GameplayHeroscape Age of Annihilation Wave 5 – Best Heroes and SquadsFOOTBALL STRATEGY Board Game | Vintage Sports Game SpotlightIntroducing SANIBEL: A Fresh Take on Strategic Board Gaming
Legendary Tactics |

The Story Behind Risk Legacy and Modern Board Games

SHARE TO X SHARE TO REDDIT SHARE TO FACEBOOK WALLPAPER