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Stephen Rochelle
United States Huntsville Alabama
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I notice with some frequency that rules questions arise for Risk Legacy regarding how attacks work once you start adding in extra terminology and conditions, so I'm putting this post together as a catch-all explanation (spoiler-free, though generic enough to cover spoilery things) for the process, start to finish.
In Risk Legacy (as with conventional Risk), an Attack begins from a territory you Control with at least two troops that borders (either via land or Sea-Line) a territory Controlled by an opponent. The Attacker declares his attack from territory A to territory D.
The Attacker sets aside (figuratively) one troop who "stays behind" in territory A.
Effects "at the start of an attack" would be played now, per standard tiebreaking procedures.
The Attacker chooses and declares up to three other troops in territory A to Attack. He will roll one die per troop so chosen.
The Defender then chooses and declares up to two troops in territory D to Defend. He will roll one die per troop so chosen. No defending troops are set aside.
Effects "prior to an attack roll" would be played now, per standard tiebreaking procedures.
All Attacker and Defender dice are rolled. Attacker and Defender dice are sorted high to low.
All mandatory dice modifiers are applied (Scars, Fortifications, Powers, etc, that are "always on". Missiles are not "mandatory" and so do not enter in here). A single die is both "highest" and "lowest". Note that more than one modifier can apply to a single die, but a single die cannot be affected more than once by any single modifier. A single Defender die, then, gets +1 from a Fortification, but not +2. Any dice higher than 6 are reduced to 6, and any dice lower than 1 are raised to 1. Additionally, effects such as reducing Fortifications are applied.
Missiles would be played now, per standard tiebreaking rules.
Attacker and Defender dice are re-sorted high to low. Dice are paired highest-to-highest and second-to-second. Unpaired dice are ignored. The lower roll of each pair is a loser, with the Attacker losing ties. The Attacker and Defender remove troops from territories A and D based on those losses.
If the above causes the Defender to remove his last troop from Territory D, the Attack succeeds. The Attacker must move all surviving Attacking troops into territory D. He may further immediately move any number of additional troops from territory A into territory D, so long as the one "stays behind" troop is left in territory A. Troops from other territories may not be moved into territory D at this time. A successful Attack makes the active player eligible to draw a resource card later in his turn.
The Attack is complete.
Note that, functionally, "battles" are often composed of many Attacks, one after the other, even switching around which territory is attacking a single target. For rules purposes, though, an Attack is only ever the events surrounding a single roll, and so only ever between two territories.
Notes: Control: a territory is controlled if it contains at least one troop. A lone HQ does not constitute control. I assume, though do not know for certain, that moving into a territory with only an HQ would constitute "Expansion" rather than "Attack". Standard Tiebreaking Rules: when there is a race condition between several players wanting to play things at the same time, play priority goes to the first player to speak. If that is uncertain, ties are resolved in the order of Active/Attacking player, Defending player (if applicable), then Clockwise from the Active/Attacking player. Note that there's no notion of becoming ineligible: the Active player could wait to see what the other players do and then play his own stuff based on their actions (and they could further react, and so forth). This is particularly likely to occur when playing Missiles. Since there is no definite end to any of these processes, players should find a way to reach agreement that it's time to move on. Reducing Fortifications (and other "how many attackers/defenders" issues): This is strictly a function of how many troops a player has selected to Attack/Defend, not how many troops may be present in a territory. Thus, an Attacker can't have 30 troops in one territory but only attack a Fortification with one die at a time in an effort to reduce it with lower casualties.
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