Bon, on peut critiquer et cracher sur Risk pour montrer que l’on est des gens d’un niveau de culture ludique supérieur, il n’empêche que le concept est cool et que ce serait intéressant de voir ce qu’il donnerait appliqué à d’autres jeux.
Mais pour un mec maniaque comme moi, déchirer une carte ça ne passe pas…
en même temps il te suffit de remettre la carte dans la boite et de ne plus la joindre aux paquets…
si tu veux une traduction, demande à Docky, il me semble qu’il parle couramment allemand
ça a l’air d’une vrai expérience ludique en tout cas ! ça m’intrigue. Merci pour cette info Hadoken_
en effet j’aime assez le principe aussi
un jeu et une histoire en même temps, plutôt fun !
a voir avec les 1ers retours ^^
Kaar dit:+ de 20ans que je n'ai pas touché à Risk ^^ Le matos à bien changé.
Ouaip, bientôt 25 !

Mat dit:en même temps il te suffit de remettre la carte dans la boite et de ne plus la joindre aux paquets....
Quand je dit que je suis maniaque, je veux dire que si la règle dit de déchirer la carte et que je la remet dans la boite, ça ne va pas non plus.
Le principe de la remise à zéro impossible du jeu ne me plaît pas beaucoup.
Un jeu avec une histoire, comme idée, c’est plutôt amusant…mais où est l’intérêt une fois que l’ensemble ne peut plus évoluer ???
Et n’y a-t-il pas un risque qu’une des factions en présence devienne totalement impossible à jouer suite à plusieurs évolutions défavorables ???
Enfin bon, wait & see…
swat dit:Le principe de la remise à zéro impossible du jeu ne me plaît pas beaucoup.![]()
Un jeu avec une histoire, comme idée, c'est plutôt amusant....mais où est l'intérêt une fois que l'ensemble ne peut plus évoluer ???
L'interet c'est que tu as faconné ton jeu.Après tu joues sur TA version du jeu.
La mise a zero n'a pas forcement d'interet en soi puisque tu perdrais ce que tu as construit,fait evoluer au fil des parties.
Pour une nouvelle experience,faut racheter une nouvelle boite

un gars sur le boardgamegeek s’est lancé dans une traduction approximative (avec babel fish) des règles,et cela permet d’avoir une idée:
Avant toute chose:
-on est dans un risk plutot classique,les differentes figurines representent 1 ou 3 unités.On est plus proche peut être des dernières versions,avec une base centrale,et des productions d’unité.De plus les factions sont différenciés par des capacités spéciales.
-la traduction ne parle pas des effets des stickers ni des capacités des factions ou ce genre de chose.
Elle est de plus approximative.
->Il apparait que le jeu se joue en 15 parties.A chaque partie le gagnant signe le plateau de jeu et peut créer une nouvelle ville et la nommer,fortifier une ville,etc,bref modifier le plateau.
Au bout des 15 parties,celui qui a le plus de signature sur le plateau peut nommer la planète.
On note également que des enveloppes/paquets sont ouverts en cours de partie lors que certains événements se produisent,rajoutant sans doute du nouveau matériel et des nouvelles règles.Il est evidemment conseillé de ne les ouvrir qu’au moment ou on a le droit de le faire (un p’tit coté pochette surprise bien sympa ).
Bref j’aime bien l’idée,et si il y a un Risk Classique auquel j’aimerai jouer cela risque d’etre celui la.Et puis les figurines pourront servir ailleurs (hey des barbares qui chevauchent des animaux !).
Le seul soucis,c’est qu’il vaut mieux jouer avec les mêmes joueurs les parties successives.Le trip doit être interessant.
Une grosse campagne en somme,qui modifie l’environnement de jeu de facon définitive.
Donc la trad en anglais:
Page 2
With the [Legacy] edition you experience a new kind of risk: What you do in play affects all future plays of the game. Your games’ actions have consequences, creating the history of your world. You’ll write on the board, mark things, and apply stickers, even throwing away some parts [yeah, right-ed.] Really! Your game will have gone through a war itself–your war! The game experience will be unique, with its own history and weaknesses and strengths [of factions?] and heroes. The first plays in this world will be relatively simple and transparent, without special victory conditions, but what you do during it effects all following plays.
The more deeply you enter into wars, the more complex the play feels. Have you already noticed the many sealed packages and envelopes contained in the game? They are gradually opened and integrated into the gameplay. Naturally, you could do it now and break them all open already, but by doing so you rob yourself of the tension, so keep your impatience in check. Also, some sections of the rule book are empty, even still. Because during further playing new rules will be inserted into the game. What is here thus different? A lot! If you already played risk, notice that much corresponds to the classical game rules. Attacking follows almost the usual rules, exactly the same as recruiting your units [recruiting is the same as prior editions, I think it means]. But carefully read the rule book anyway.
page 3
In the year 2128-after world wars for many years-a group of physicists, astronomers, and engineers developed an innovative technology: They can create new worlds. Instead of scarcity leading to wars over resources, people and factions can be transported to young earths, which no humans have yet to exploit. Rejoicing, the first colonists started a new earth and left war itself behind. Hardly two months later cam the first fighting. The factions are not ready [for something?] New worlds were settled and new wars developed. One of these worlds belongs to them. It waits for your history, for your wars. But for the moment there are neither cities nor arguments-even the continents have still no names. But that will change. The wars come. They always come.
Factions:
Mechanical Ones
Enclave of the Bear
Imperial Balkanier
Khan Industry
Sahara Republic
bottom pages 2 & 3
Game play terms for reference
Sticker: Stuck on faction group maps or areas. An area with Sticker is [Stickered] and an area without is [Not Stickered].
City: A city comes from stickers. It shows the population value and may be christened [by victors].
There are 3 kinds of cities: Towns, large cities, and the world capital. Any area may have up to one city.
Advantage: An advantage comes in the form of a sticker and can change a faction. A faction may only have one advantage of each color.
Deficiency: A deficiency comes in the form of a sticker. Most change a territory [Ambiguous sentence dealing with placement omitted] An area can only have one deficiency each. Only Yellow deficiency stickers may be applied to land area groups. A city or deficiency may only be pasted over [on?] when allowed. [See end for details of later gaining cities or removing deficiencies]
Normal Roll: Base result of a dice roll before modifiers.
Controlled: Area is controlled if at least one of your units is there. You don’t control an area with just your headquarters.
Occupied/freely: Area is occupied as soon as a play figure stands on it (unit or HQ). If no figure stands on it, the area is free.
Place/destroy (map): To place something is to [?] the delivery pile. To destroy something, tear it up or throw it away (honest!) Afterwords you cross the area name off, so everyone knows that there is no more area in this location of the map. [Wow! Permanent territory removal]
Remove/lose (units): removing units or your headquarters just means put it back in the box, basically.
Population: Ranked by the level of city on the sticker; town: 1 City: 2, World capital: 5
Your teams population is the sum of all the cities you control.
Page 4:Play accessories
The game board: The board is divided into 42 territories, onto which are placed units. A territory may have a unit or not.
Bit about adjacent areas may connect by borders or a sea route
Territories are grouped by continents, color coded and worth bonus units for complete control [as in basic]
At the top edge of the board, the abilities of some stickers are shown. The play begins with two deficiencies (shelters and lack of ammunition) and the appropriate stickers available. The empty fields on the board are filled later, if the envelopes are opened. [good luck resisting those spoilers when they are posted -ed]
There is a symbol on each territory showing where to place the stickers; above it for cities, below for deficiencies, so you don’t put two of one or the other, or place a sticker on the board creases.
And then there is the victory field, where the first 15 winners sign the board. The winners get a reward changing the gameplay yet again. [See end]
Box, bottom page 4
Each army has its own faction board/card, which develops itself gradually. The back shows where the faction began play if it was involved in this game, whether it won, stopped, or was eliminated.
Page 5, Figures (5 colored units are shown in each picture; safe assumption 5 players max)
There are troop units and headquarters. Single figure =1, vehicle/rider =3, interchangable. Each faction HQ is worth one Red Star [Victory point]. 4 VP’s are needed to win, so protect yours.
Nebenplan [or Small, card board, as I’ll call it] is put into play next to the game board. It holds the cards. Each time a player wins per play, it [they?] receives a rocket.
Resources: There are two kinds of resource cards: Territory and Money cards. Both show coins, representing resources.
Territory: On each card is the name of a territory. Also, it shows a coin. The more cards [sets?] you play, the more resources the cards get, up to 6.
Coin: On 10 cards is only shown a money symbol. Those are Money cards. It is played separately from the other cards and doesn’t increment the rewards.
Deficiency: Before some plays, players receive deficiency cards. So territories and faction cards are always changing.
Starting Advantage: By these cards, everyone receives faction advantages at the start of play. More cards come into play later, if you open the sealed packages.
A sticker is glued on before the first play.
Open the envelopes only if you have earned the right.
Page 6
The goal of the game is to collect four red stars or eliminate all other players.
Before the first game: Before the first game you furnish your worlds and factions. There is no right or wrong; it can be done strategically or simply by whim. This can be done alone or as a group.
Preparing Factions: For each faction there are two possible starting advantages. Take the cards with the starting advantages and select one for each faction. Take the sticker off the sheet and stick them on the green fields of the faction sheets. If each faction has a starting advantage, destroy the remaining staring advantages (they won’t ever be used). If you cannot decide, flip a coin. [not included-ed]
Preparing resources: At the beginning each territory has a coin, thus resources. Before the first play, find the 12 additional money stickers and distribute them on the territory cards. Before the first play a territory card may normally have 3 coins maximum. After the first play a territory card may have up to 6. Note: An area which has 3 resources at the beginning becomes strongly contested. If all territory cards have 1 or 2, it is more even. If a whole continent has more than others, everything is concentrated there. Distribute resources so you have several interesting places [So don’t put all the coins in Australia!] There are no wrong choices but your distribution of resources has influence on how the play feels. You can do it randomly.
Page 7
Preparing players: Each player begins play with 1 red star token, or if you haven’t signed the winner’s list yet, take an extra red star token [!!] If you have signed the winners list, take a rocket for each victory. On page 11 you see more about rockets. Insert Rule supplement A here [It’s in a sealed envelope:very interesting.]
Deficiency Cards: Mix the Deficiency cards and give each player 1. There should not be any more given out this game. That can happen if envelopes are opened later, letting them come into play gradually.
Before the start of the Game
Before you choose your faction, look where you can start on the board. These are your permitted starting areas: A free area without stickers, or a free area with a large city &/or a deficiency that you created in an earlier play. Note: At the beginning of the game, you may not place your HQ next to that of another player.
[Area of text to be altered by future sticker:] Lay out the faction cards. The first player chooses his faction and takes their units, HQ, and cards. Take 8 units and your HQ and place them in a permitted starting area. [end area of text to be altered]
[area of text to be altered by future sticker] players continue to choose clockwise after the first player. [end area of alterable text]
As soon as all starting units and HQs stand on the board, the players write their name and starting area on the back of their faction card. If no one is using a particular faction, cross out that play on that card. So you know later. Put away unused faction cards.
[altered with sticker:] the first player to choose is also the first player to play [end] [Don’t assume you have to stick with this faction for later plays, but it seems likely you might get a bonus with a previously used faction).
Page 8
The goal
You win immediately if you collect 4 red stars or eliminate all other players. One wins red stars as follows: Begin with one if you haven’t yet signed the winners list on this board. Each HQ which you control gives you one. Conqueror a player’s HQ. Exchange 4 resource cards for one (each cards counts as 1, do not total their coin value). More may come later.
Turn Overview
Each player’s turn has 5 steps. Then the next player clockwise has a turn. Turn steps: 1. Start of Turn, 2. Recruit, 3. Advance and Attack (optional), 4. Move Troops (optional), 5. End of turn. If several players each want to play a rocket or deficiency at the same time, the first to announce it goes first. If that is not clear, then priority is given to the current player, then defender, then other players clockwise.
Start of turn: Either exchange4 resource cards for 1 red star, or play deficiency cards, on your turn or another players, as applicable.
Recruiting: If there is a permitted starting area for you, you may “pull into the war”. Set half you starting units to a permitted starting area. They don’t also receive a HQ. ['m a bit hazy on this]
Page 9
Elimination: If there are no permitted starting areas, you are eliminated from play, even if for you a permitted starting area results later. Mark ‘eliminated’ for this play on your faction card, then sit back and plan your revenge.
Recruiting Troops: Calculate your recruited troops as follows: (Number of your territories + population )divided by 3. Bonus for continents, units for exchanged cards
After recruiting you place your troops in territories you control. [bit I’m not sure about omitted, seems like a hint]
Page10
Attacking is mostly the same; if you move into a free area with a city, you lose units equal to the population rank of that city [bit of asymmetrical warfare–ed] Doesn’t apply if you took the city through attacking another player
Page 11
Changing Rolls
Stickers on the board, rockets, and the faction advantages can change the dice values. You see the effect of the sticker on the board. The following rules are for all dice changes in combat: 1. No matter whether a roll is increased or reduced, it may never be higher than a 6 or lower than a 1. 2. If several dice show the same number, only 1 is changes by a [particular] deficiency, a rocket, or a faction bonus.
Attachments: Attachments are energy fields that protect a city against attack. In order to advance into a free area with a shielded city, one needs 2 extra units. With a defense over his city, the defender increases his two dice by +1. If the aggressor attacks with 3 units, the attachment is weakened. Mark a cross on the field of the attachment. As soon as all 10 fields are marked out, this city is no longer protected. The attachment can be replaced [?]
Page 12
[No changes to entering defeated areas. Another area waiting for a sticker later.]
Moving units
From one to another you control that is joined by controlled units. Some advantages may affect this.
Gaining Cards
If you conquered a territory you may take one and only one card, barring special abilities. The small card board shows you what to take–if a territory cards shows a territory of yours, you have to take it (your choice if more than one). Otherwise, take a money card.
If all the money cards are used up, give the player with the most territories at the moment a Red Star
Page 13
The first play, ignore rules for event and mission cards. They come into play on later play-throughs.
At the end of your turn, an event card comes up depending on [I think] the number of card sets played.
Disadvantages through events have priority over faction advantages
At the beginning of play you put mission cards on the appropriate spot of the small card board. The mission will get any player that fulfills it 1 or 2 stars. Limit 1 mission accomplishment per player.
[LOTS of places for optional revealed rules here]
Page 14
End of play
4 Red stars wins immediately
All players mark their status on the faction cards., winner signs the board in the first 15 plays.
You may also write in a slogan or comment
Winner can do one of the following:
1. Baptize continent:Continents start out without names. As winners you may christen the a continent as desired, giving +! reinforcement only for the winner. Initial the continent
2. Create and Christen a large city:Put one of the city stickers in a territory. Name it. You may use this as a starting city. Initial it.
3. Destroy a deficiency: stick one of 4 white stickers over one of the deficiencies on the board. The area now has no more deficiency, but in the next plays one can be re-added. Can’t destroy a city.
4. Give a continent bonus a permanent +1 or -1. Each can only be changed once
5. Shield a city
6. Destroy a territory (there may be a special requirement to this, unclear)
Page 15
If you were neither eliminated nor victorious you were ‘stopped’ You may do one of the following:
1. Create and christen a town (there are 9 of these cities)
2. Rig territory Choose one of the territories you controlled at the end of the game and put a resource sticker on it [probably one of the territories you are allowed to start in] Remember, limit of 6
If there are no city or coin stickers, no reward for you.
Evolution terminates
After the 15th win, the player with their name on the board the most christens the planet.
It seems like they can increase a dice roll once per continent
New packages are opened:
Package 1: When the 9th town is added (so after game 3 to 5 depending on number of players)
Package 2: First time a faction is eliminated
Package 3: The second time any given player signs as winner.
Package 4: Something about the stickers being on the board. All or them or the first, can’t tell
Envelope 1: If 3 rockets are used in one combat. Before resolving the combat. [Not til game three; note you can play rockets as a third party]
Envelope 2: If a player is adding 30+ units and has a rocket.
ETA: This doesn’t cover what ever special rules are described on stickers, cards, or the board itself, of course.
Etant plus jeune, j’adorai le RISK! Et puis lorsque je l’ai redécouvert il y a 5/6 ans, j’ai bien aimé… mais aujourd’hui, avec tous les wargames que j’ai pratiqué depuis, je dois bien avouer que le RISK classique n’est pas un bon jeu! Désolé mais vraiment le système de combat est beaucoup trop aléatoire. Je n’ai rien contre mais pas pour un jeu qui peut réellement durée plusieurs heures!
La version Star War avait tenté de remédier à ce problème grace à des cartes action très bien pensée… mais la règle de “l’Ordre 66” fautait tout en l’air est donnait la victoire aux “méchants”!
Alors évidement, lorsque l’on voit le matériel de RISK LEgacy, que l’on voit l’idée des “pochettes surprise” et de la campagne, on se dit : “et pourquoi pas?”
En tout cas, j’attend de lire les premiers avis!
et puis une résolution de combat aussi basique, ça se remplace facilement ! (pourquoi pas avec la tour de shogun/wallenstein )
Un concept qui me fait sacrément de l’oeil!
En laissant de côté l’aspect limite scandaleux de la démarche commerciale (devoir racheter un jeu pour recommencer à zéro, et rejouabilité discutable après la 15ème partie), je trouve que le côté indélébile des décisions crée une émotion intéressante.
Le jeu aurait justement moins d’intérêt si on pouvait tout remettre à zéro.
artless dit:Un concept qui me fait sacrément de l'oeil!
En laissant de côté l'aspect limite scandaleux de la démarche commerciale (devoir racheter un jeu pour recommencer à zéro, et rejouabilité discutable après la 15ème partie), je trouve que le côté indélébile des décisions crée une émotion intéressante.
Le jeu aurait justement moins d'intérêt si on pouvait tout remettre à zéro.
Après les 15 parties tu joues avec une situation donnée.L'interet est aussi que les factions auront gagné des capitales/capacités spéciale au cours de la campagne.
Ceci dit le coté indélébilie est interessant,aussi parce que du coup la campagne possède un aspect strategique au long terme.
Hadoken_ dit:Après les 15 parties tu joues avec une situation donnée.L'interet est aussi que les factions auront gagné des capitales/capacités spéciale au cours de la campagne.
Même s'il est effectivement possible de jouer indéfiniment des parties après la 15ème, je pense que la lassitude viendra vite. L'histoire a atteint une conclusion, ou du moins un état qui lui interdit une suite.
A mes yeux, il ne restera plus d'intérêt au jeu après cette 15ème partie. Mais 15 parties d'un jeu, c'est déjà une bonne performance de nos jours.
artless dit:Hadoken_ dit:Après les 15 parties tu joues avec une situation donnée.L'interet est aussi que les factions auront gagné des capitales/capacités spéciale au cours de la campagne.
Même s'il est effectivement possible de jouer indéfiniment des parties après la 15ème, je pense que la lassitude viendra vite. L'histoire a atteint une conclusion, ou du moins un état qui lui interdit une suite.
A mes yeux, il ne restera plus d'intérêt au jeu après cette 15ème partie. Mais 15 parties d'un jeu, c'est déjà une bonne performance de nos jours.
et 15 parties d'un Risk,c'est beaucoup

Ceci dit j'aimerai bien tenter le truc.A voir si ca sort en francais (j'imagine que oui).
Ah et deux choses tiens:
-c'est le premier jeu de plateau ou on voudra eviter le "spoil" en partie du contenu (ne pas savoir ce qui attend les joueurs dans les enveloppes).

-Le temps de jeu est de 60 min il semblerait,et le fait que la condition de victoire est de 4 VP semble indiquer des parties assez rapides et dynamiques.
Je trouve l’idée absolument excellente!!!
J’imagine déjà la nostalgie en ressortant ce jeu 10 ans plus tard. Par contre, il faut clairement le voir comme une expérience de jeu plutôt que comme un jeu à part entière.
Et en plus demandez vous combien de jeux vous possédez qui ne seront jamais joués 15 fois .
(après le problème c’est que ça reste du risk)
Après j’imagine qu’avec des post-it et des protège-cartes il y a moyen de rendre l’expérience pérenne. Mais bon perso, j’irais jusqu’au bout du concepts.
j’espère vraiment qu’il va sortir en français.
Si le jeu marche suffisamment j’imagine qu’ils pourront faire des extensions qui introduisent des rebondissements pour après la 15eme partie…
Hadoken_ dit: ...Ceci dit j'aimerai bien tenter le truc.A voir si ca sort en francais (j'imagine que oui).
...
Attention toutes les versions de Risk n'ont pas été traduites en français.