I LOVE Halo Risk, but if I were to point to one challenge of the game is they can end much to quickly. Seriously 3 - 5 rounds is the norm. This tweak gives players a few more strategic options while also giving the game more time to develop.
In this variation objectives must be held for an entire round for a player to claim that objective.
As normal, the first player to claim each achievement receives a reward token. They do not lose the reward token if they fail to hold the achievement for an entire turn. Once put into play the Reward token is no longer tied to any particular achievement, it is simply a 'Legendary' or 'Heroic' Reward.
If a player does not meet the criteria for the achievement for an entire turn, the achievement, but not the reward are returned to the achievement box. This happens at the moment the conditions required to hold the achievement are lost.
For example: If a player is the first to take the achievement 'control all of Mu' they take both the achievement marker and the reward. If on the next player then attacks a territory in Mu and takes it the original player must return the achievement marker, but not the reward token back to the game board.
At any point later in the game a player takes an objective a second time, they only get the achievement token, not the reward.
If a player completes an objective that has already been claimed, that player may choose to take a reward from the player currently controlling the achievement. If the achievement was a Legendary achievement they may take either a Legendary or Heroic reward. If it was a Heroic achievement they may only take a Heroic reward. The raid is in addition to normal card draw or achievement draw.
For example: Player 1 has earned the achievement 'control all of Mu', later in the game player 2 conquers all of Mu. Player 2 may raid one reward from player 1.