Risk 2210 A.D. Review

Risk 2210 A.D.
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My friends from home are not the partying type so every summer when I came home from college we needed a way to socialize and get together. We played Risk, Diplomacy, Axis & Allies, and every hot-seat computer game we could until we had exhausted all options. I happened to find Risk 2210 at a local gaming store and my friends and I have had something to do since. The rules are easily learned but also easily customizable to provide subtle changes to keep even the long time gamer coming back for more. We played one long rainy weekend at college and all 4 people who played that day have since bought the game. Rapidly addicting and always entertaining.
Changes from regular risk that are found in Risk 2210 include;
-Commanders which aid your armies in attacking, defending or providing delightful ploys to outfox your opponents
-The moon, providing not only 3 more continents but also expanding the roaring carnage to another board.
-Water territories which provide small continent bonuses as well as connecting creating access points to land continents (Australia isn't the fortress it once was)
-Command cards to outfox your opponents and provide unexpected changes to unleash a whirlwind of responses
-Space stations which provide defense to your land territories and access to the moon.
-Nuked territories, randomly chosen land territories that become impassable for the game.
-No risk cards to turn in
-Game is over after 5 rounds with turn order determined at the beginning of every round
The gameplay can change in every game. Some games are played with every player sandbagging while others are played with every player stretched to the limit. Oftentimes a nearly overrun player can reverse their fortunes and win in the last moments. Other games end up with the most powerful players annihilating themselves before the game has ended. One game the moon becomes the deathzone for players, another it is the staging area for the win and others it traps huge armies to end the game in totally obscurity.
The problems with this game are serious but easily addressable. The player going last on turn 5 usually wins the game. Although making the ending of the game not on turn 5 but a random turn after 5 usually prevents this and creates much more exciting gameplay. The command card frequency jam is by the far the most powerful card in the game. Simply making frequency jam stop 2 opponents command cards instead of all opponent command cards balances frequency jam with other command cards.
A worthy successor to risk. Anybody looking to suprise a gamer or to fill uneventful nights, this game is for you.


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Who will be the new world leader' The world is at war. As the leader of one of the warring factions, you control the destiny of your people. On and above earth you must marshal your forces, send forth your troops, hire the right commanders and crush your enemies. Build alliances if you dare, but also be wary of those who you call "friend". Spend your energy wisely. Enlist the right commanders with the right commands and you can gain the power you need to conquer the world and beyond. This is an advanced version of Risk from Avalon Hill which features more strategic play, extending the game theme 200 years into the future when the world's countries are at war. The game contains over 450 military pieces and five decks of Command Cards for tactical purposes. The game is for 2 to 5 players.

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