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  1.  
  2. The multiverse evolves. Each of the factions have found ways to recruit their brothers assigned to other worlds at the time, to the chagrin of commanders of those worlds. Look at your RISK legacy world number. Divide that number by 5. The remainder is the PULL number of your world. For example, world 3002 is a 2 world. and world 10345 is a 0 world. Mark this clearly on your board.
  3.  
  4. 5 new scars Alternate reality hole. Each has a number, 0 through 4.
  5. On your turn, if you own the location where this scar is, go to each other board of risk legacy being played in the same room that has this number and has opened this pack. Tell each person playing the same faction as you to immediately lose one troop of their choice. This can cause a faction to be knocked out, eliminated, or lose a territory if required. Gain one troop on this location for each faction who loses a troop.
  6.  
  7. Example: your board 3333 is in a room with board 10005 and 10000. On your board, Enclave of the bear ends his turn on reality hole scar 0. He informs both those boards' enclave player to immediately lose a troop of their choice, then adds 2 troops to that territory.
  8. Example: you are still in a room with board 10005 and 10000. On your board, Die Mechaniker ends his turn owning reality hole scar 0. board 10005 does not have a Die Mechaniker player, but 10000 does. He gives the bad news to his counterpart on world 10000, and gains one troop on that territory at the end of his turn.(this causes too much traffic between boards. Oops tried next idea instead)
  9.  
  10. A player may launch an attack through the reality hole with as many troops as he likes. for each attack, a die is rolled and 1 is subtracted. The territory with this number hole is attacked or expanded into. If these soldiers decide to retreat, they must role a die again to determine where they come out.
  11. Special cases:
  12. if the territory attacked is owned by the player, the gates may no longer be used to expand or attacked till the end of this player's turn, the player gains as many additional troops as were going into that attack, and all factions playing on board numbers that match the exit portal lose that number of troops.
  13. If the the portal rolled is not on the board, all players playing the faction on the board number of the portal used gain that many troops to place, immediately.
  14.  
  15. 2 new events, 4 cards:
  16. Reality storm(2) all players gain 2 troops on Alternate reality holes. factions matching the gained troops on the other boards that match the holes lose two troops
  17. Reality tear(1) All players lose 2 troops on alternate reality holes. Factions matching the lost troops on boards that match the hole they were on gain two troops to be placed immediately. If that faction is currently knocked out or not in play, place 2 troops at random on a legal join the war location.
  18.  
  19. New mission: 1 star Control access to this reality
  20. Own all reality hole scarred territories, minimum of 3 territories.
  21. Also, may destroy this card to change the Pull number of this board.
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