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RISK: Legacy

Port City Expansion Pack


This expansion pack is designed to help further evolve your world beyond the original
limits of the game. Contents include 4 new Missions, 8 new Events, and 3 new scars. In
addition to that, a new city type is introduced, 3 more Minor Cities become available, 4
more scar cancellations, and a new mechanism altogether that allows your cities to
grow and shrink in size.

This Expansion does contain spoilers for 30 Troops and a Missile and 3 Missiles in one
battle.

As of 7-30-12 most content in this package has been play tested, however I would
appreciate any feedback you have regarding elements of this expansion and ways to to
tweak or improve the way it works.

FAQ

Q: When I draw a card at the beginning of my turn because of the Port City special
ability, should the resource cards on the side board be rotated then, or at the end of my
turn?
A: At the end of your turn. If two cards have been drawn at the end of the turn, the only
card that allows an event to take place is the card that ends up in the first card spot.

Q: My play group consist of 4-5 regular participants, and we never play with 3 or fewer
people. We have already used all the other scars in the game. How can we get the 3
scars in this expansion into the game, if we never have 3 or fewer people participating?
A: I considered making a rules amendment just for this very reason, but decided the
best solution would be to allow people to come up with their own house rules for getting
the scars into the game. My recommendation is this: Add them to the draft, along with 1
or 2 tokens, depending on your group size. Follow the draft rules and treat the tokens
as scars of no value whatsoever. Or you could simply roll to decide who gets to have
them.

Q: Why do you keep changing the contents of this expansion pack?


A: This has been an evolving idea of mine for about two months now. The first version
was not play tested until after I had already posted it, so some changes were made
then. I added more changes and content as I was able to make it, and now this, I
THINK, is the gold master edition, barring any unseen problems with how these
elements work in the game.
OPEN WHEN THE
THIRD RUIN
MARK IS PLACED
Have a population of 8+

Have a population of 8+

Have a population of 8+
and at least 4 resource

and at least 4 resource

and at least 4 resource


Player may place city on any unpopulated

Player may place city on any unpopulated

Player may place city on any unpopulated


territory he controls. Destroy this card.

territory he controls. Destroy this card.

territory he controls. Destroy this card.


Colonization:

Colonization:

Colonization:
cards.

cards.

cards.
MISSION

MISSION

MISSION
AGENTS OF CHAOS AGENTS OF CHAOS
and all territories connected
Control all Port Cities

to them by sea.
Blockade

If no faction other than Khan If no faction other than Saharan


Industries has a continent Republic has a continent bonus,
bonus, Khan Industries collects Saharan Republic collects one
one red star token. red star token.
MISSION

DISCARD this card DISCARD this card

AGENTS OF CHAOS AGENTS OF CHAOS AGENTS OF CHAOS

If no faction other than Imperial If no faction other than Die If no faction other than Enclave
Balkania has a continent bonus, Mechaniker has a continent of the Bear has a continent
Imperial Balkania collects one bonus, Die Mechaniker collects bonus, Enclave of the Bear
red star token. one red star token. collects one red star token.

DISCARD this card DISCARD this card DISCARD this card


Place the Alien Resistance reference sticker onto
ALIEN RESISTANCE the gameboard now.

You may play this card at the start of any players turn. Place the stickers from the
evolution cards onto the rulebook
Place this Alien Resistance scar on
any unscarred territory. in the matching boxes.
Take the event cards and shuffle
them into the event deck.
When defending against or
attacking the Aliens, add 1 to Finally, shuffle the new mission
both your dice. This effect is cards into the mission deck.
reversed if controlled by the
Aliens.

ALIEN RESISTANCE Over time, cities rise and fall. The


You may play this card at the start of any players turn.
cities of your world are no different.
Place this Alien Resistance scar on Some will reach new heights of
any unscarred territory.
FORTUNE

power and influence, while others


DISCARD this card

will dwindle into obscurity.


OR
REVERSAL OF

When defending against or


maneuver.

attacking the Aliens, add 1 to A new city type is now available, as


both your dice. This effect is well as ways to increase and
in any one city he controls,

reversed if controlled by the


He may make an immediate
The faction with the smallest
population may place 5 troops

decrease populations.
Aliens.

ALIEN RESISTANCE
You may play this card at the start of any players turn.

Place this Alien Resistance scar on


FORTUNE
FORTUNE

any unscarred territory.

DISCARD this card


DISCARD this card

OR
OR

REVERSAL OF
REVERSAL OF

When defending against or


maneuver.
maneuver.

attacking the Aliens, add 1 to


both your dice. This effect is
reversed if controlled by the
in any one city he controls,
in any one city he controls,

He may make an immediate


He may make an immediate

The faction with the smallest


The faction with the smallest

population may place 5 troops


population may place 5 troops

Aliens.
END OF GAME (WON)

END OF GAME (WON)


END OF GAME (HELD ON
WITH 3 RED STARS)

PRINTING SUGGESTION

I first printed this expansion on the thickest card stock I could find at Office
Depot, but I was unhappy with the look of the cards and wanted them to
appear more glossy. What I did next, which of course was far more
expensive, was print them on photo paper and then glue the two sides
together with a glue stick. The result is very nice. Thicker than what the
cards should be, but with a very similar look and feel.
spot on page 14
Place in the empty

EVOLUTION CARD

spot on page 15 spot on page 14


Place in the empty Place in the empty

EVOLUTION CARD EVOLUTION CARD

PRINTING SUGGESTION

I printed the stickers page on 3M adhesive label paper, then cut the stickers
out and glue sticked them into their positions. NOTE: I glued the the non
adhesive back of the paper onto the cards, so that later, when it was
time, the adhesive part could be pulled off still. The envelope can be
printed on regular copy paper.
The defender or attacker adds
1 to both dice, as long as they
are defending against or
attacking the Aliens.

Port City: A Port City allows anyone who


controls it at the beginning of their turn to draw
any face up territory card that is connected to
the city by sea, or draw the territory card where
the Port City is located. This does not count
against any card the player may be eligible to
draw at the end of their turn. A player may only
draw one card at the beginning of their turn,
regardless of how many Port Citys they control.

Name and found a Port City: Take one of the


City Population Stickers: At the end of a
four Port City marks and place it in any territory
game, players who held on with 3 Red Stars
that has a connection to one or more territories
may place a City Population Sticker on any city
by sea. You may place a Port City on top of an
they controlled. Populations can only be altered
existing Minor City. A Port City is NOT a legal
by 1, so a 3 population sticker can not be
starting territory.
placed on a city with a population of 1, and a 1
population sticker can not be placed on a city
Port City: A port city may not be adjacent by with a population of 3.
land or sea to another Port City.