Risk Legacy: Bonus Cards
Risk Legacy: Bonus Cards Rulebook
Table of Contents
Table of Contents
Envelope
Open when the third scar is placed on the game board.
Introduction Card (ESS1)
War attracts all sorts, some of whom are very handy. Enclosed are five mercenaries, specialists who will work for whatever faction needs their services.
Include these cards in the draft at the start of the game, following all draft rules. Undrafted mercenaries are returned to the box.
Mercenary Cards
NOMAD (ESS2) — 3 Players
You cannot start in a territory containing a Major City, even if you founded it. All other unoccupied territories, regardless of any marks, are legal starting territories for you.
RADAR SPECIALIST (ESS3) — 3 Players
Missiles cannot be used in any combat you are involved in during this game.
SENTINEL (ESS4) — 3 Players
Every HQ you control is treated as FORTIFIED as long as you have 8+ troops in the territory containing the HQ.
AMBASSADOR (ESS5) — 4 Players
All unoccupied territories that contain Major Cities are legal starting territories for you, even if you didn't found them.
BOMB SPECIALIST (ESS6) — 5 Players
You may choose to DEMOLISH your starting HQ when you lose control of it.