Shipping policy
Boxed Items
$11.99 Flat Rate BC/Alberta. $175+ Free Shipping
$20 Flat Rate Rest of Canada. $250+ Free Shipping
Trading Cards (Envelopes)
$2.99 Canada Post Standard Mail
$7.00 Flat Rate Canada Post (Tracking Included).
$75+ Free Shipping
Important Information:
All Trading Cards are shipped with care in bubble envelopes.
Canada Post or UPS may be used for delivery, depending on the service selected.
Oversized orders or orders to remote areas may be subject to additional shipping fees. You will be contacted if this applies to your order.
Screen Free Games is not responsible for missing packages marked as delivered by the carrier.
Please double-check your shipping address before placing your order, as we are not responsible for incorrect addresses.
Please email us if you for any other questions or concerns info@screenfreegames.ca
In-Store Pickup Policy
Please Note:
Potential Wait Time: In-store pickup orders may take up to 3 business days to process
Inventory Discrepancies: Please be aware that in-store inventory may differ from what is shown online.
Order Confirmation: You will receive a confirmation email once your order is ready for pickup.
Please email us if you for any other questions or concerns
info@screenfreegames.ca
Contact Us
Have a question or want to chat about board games? We'd love to hear from you!
Our Stores:
Surrey, BC:
Address: 1711 152 Street, Surrey BC (Semiahmoo Shopping Center - Near the Food Court) Phone: 604-560-3385Abbotsford, BC:
Address: 182-32900 South Fraser Way, Abbotsford BC (Seven Oaks Shopping Centre - London Drugs Entrance) Phone: 604-744-1980General Inquiries:
info@screenfreegames.ca
Return Policy
Refund policy Any Purchases Made in November or December have an extended return time until December 31st We have a 7-day return and 30-day exchange Policy, which means you have 7 days after receiving your item to request a return or 30 days to request an exchange. To be eligible for a return or exchange, your item must be in the same condition that you received it, unopened, with tags, and in its original packaging. You’ll also need the receipt or proof of purchase. To start a return, you can contact us at info@screenfreegames.ca. Please note that returns will need to be sent to the following address: 134 - 1711 152nd Surrey BC Customer is responsible to pay for the return fee and only the game will be refunded, not the shipping cost that was paid to ship. Items sent back to us without first requesting a return will not be accepted. You can always contact us for any return question at info@screenfreegames.ca. All Magic and Pokemon products are final sale. Damages and issues Please inspect your order upon reception and contact us immediately if the item is defective, damaged or if you receive the wrong item, so that we can evaluate the issue and make it right. Exceptions / non-returnable items Unfortunately, we cannot accept returns on sale items or opened items Exchanges The fastest way to ensure you get what you want is to return the item you have, and once the return is accepted, make a separate purchase for the new item. Refunds We will notify you once we’ve received and inspected your return, and let you know if the refund was approved or not. If approved, you’ll be automatically refunded on your original payment method within 10 business days. Please remember it can take some time for your bank or credit card company to process and post the refund too. If more than 15 business days have passed since we’ve approved your return, please contact us at info@screenfreegames.ca.
Description
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.