Customer Reviews

108
4.8 out of 5 stars
RISK: StarCraft Collector's Edition
Format: ToyChange
Price:$31.99 + Free shipping with Amazon Prime
Your rating(Clear)Rate this item


There was a problem filtering reviews right now. Please try again later.

51 of 54 people found the following review helpful
on October 1, 2012
Format: ToyVerified Purchase
This review is biased. I've played Starcraft and more recently Starcraft 2 for the past 8 years, so when I heard this game would be released in the summer (turns out they delayed it to the fall) I had constantly monitored its progress. Therefore, even if the game was flawed, I would still whole heartily enjoy it. There are numerous changes to this Risk version when compared to other ones, but there are comparisons with Risk: Halo Wars.

Compared with the standard Risk, here are the changes:
1. Hero unit per faction, 6 in total, that add +1, -1 to dice rolls.
2. Mineral fields that boost the value of territories.
3. One Command center per faction that needs to be held in order to win (for Command room mode).
4. Achievements and Rewards (similar to Mission cards), where a player earns certain achievements along with random rewards accompanying them when objectives are completed, including conquering a planet, holding mineral fields, etc. Rewards add special bonuses that last indefinitely, such as being able to use an extra attack die, 4 max instead of 3.
5. Faction cards, one deck per race, have stars and abilities on them that allow for the choice of gaining reinforcements based on the total amount of stars, or using special abilities. Overall, each race has abilities that are identical in effect, but other stand out, for example Zerg can tunnel under a territory, Terran can transfer their base to another territory on the map, and Protoss are able to destroy units on a planet.
6. The map is similar in layout to standard Risk, except Asia and North America have switched places, now represented by Char and Aiur.
7. On the faction cards and the map itself, many references are made towards the PC, and once nintendo 64 game.
8. Four modes, basic training: introduces the new rules; command room: earn 3 achievements and control command center to win; total domination: classic risk, with mineral fields; team play: command room with 2v2 or 3v3.
9. Units are now worth 1 and 3, for instance a marine is worth 1 unit and a tank is worth 3. The units of each race are detailed remarkably well, along with the Heroes.

The game becomes several levels more complex than standard Total domination due to all of the additional factors involved, which is quite overwhelming during the first game when the effects of the new conditions are learned. The main advantage is that the ratio of luck and strategic skill shifts over to skill, since players who use their abilities right and aim for certain territories will have an edge over those who blindly attack and roll lucky 6's.

If you have a special connection with Starcraft and enjoy Risk, along with desiring an even more strategic game, this one is worth the money.
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
16 of 18 people found the following review helpful
on October 24, 2012
Format: ToyVerified Purchase
Pros
+Hundreds of StarCraft pieces representing two types of the Terran, Protoss and Zerg ground units. Like most Risk games, these game pieces represent 1 and 3 armies respectively.
+Territory cards have the option to be used for unique attack or defense abilities instead of just cashing them in for more units like in standard Risk.
+Large, StarCraft-themed map board

Cons
-No pieces representing "flying" spacecraft units. Unlike the two versions of the "Risk: Star Wars" board games where cards could be exchanged for supporting spacecraft like X-Wings, Star Destroyers, etc. there are no supporting spacecraft in this game. This is a disappointment since the StarCraft computer game has a plethora of signature spacecraft units to choose from. Where are the Protoss Carriers? Terran Battlecruisers? Zerg Mutalisks? As it is, this remains a "ground forces" game despite the "space theme" of the source material.
-The Hero pieces look different but all play the same: Add 1 to die rolls when attacking or defending. It would have been nice if more of a StarCraft theme had been applied here to distinguish the difference between the SC races. For example, it would have made it more interesting to play as a certain race if the Heroes were more varied like so: Terran Heroes add +1 to their attack die rolls, Protoss heroes add +1 to their defensive die rolls, Zerg subtract -1 from an enemy's defensive die roll, etc. Even more strange, if killed, these Heroes reincarnate during your next reinforcement phase. This seems to somewhat cheapen the Heroes as you can be as reckless as you want with them and they will be back on your next turn if they "die". The only penalty being that you cannot use your Hero for defense until your next turn.

Minor defects
-My map had problems laying flat. The middle of the board kept sticking up and the cardboard tore in the middle once I gently pushed it flat. Seeing as how this is made of heavy cardboard I was surprised at this quality control problem.

Final Comments
I would have appreciated the Risk: StarCraft Collector's Edition set a lot more if USAopoly had wholeheartedly embraced the StarCraft theme. As it is, the set feels like little more than a visual swap-out. If you already own Risk or one of the many variants, know that the main differences you are buying here are: 1) The planetary space map, 2) The special abilities listed on the territory cards and 3) The Hero pieces. Everything else is simply a variant of on standard Risk: The Nexus/Temple/CommandCenter "base" pieces replace the Risk capitals and the mineral fields replace the Risk city tokens. Even the gold/silver achievements and their respective bonuses are the same as the 2008 revised Risk edition.

Perhaps something extra like: Vespene Gas bonus territory markers, supporting StarCraft spacecraft pieces or even something simple like StarCraft-themed dice instead of the standard red/black would have give this reviewer something to get excited about.

Customization Suggestion
Try this out, to give your game a tiny bit more of a StarCraft feel (note: these were adapted from Risk rules implemented in Risk: Legacy):

Zerg Players: "At the start of your turn, add one army to each HQ (any race) that you control." Representing the Zerg's low-tech but prolific "win by numbers" from out-of-the-hatchery mentality.

Terran Players:
"You can make your 1 troop maneuver at any point during your turn (instead of at the end)." Representing the Terran siege tank drop and overall "lift-off" and adaptability of the Terrans.

Protoss Players:
"The defender subtracts 1 from his lower defense die in the first territory you attack during your turn." Representing the Protoss energy shields, which are great in the beginning but you're in real trouble when they are gone you have to fall back on pitiful Protoss armor/health (unfortunately there's no micro-ing units in Risk!).

As mentioned above, you can also add the following rule:
Terran Heroes add +1 to their attack die rolls, Protoss heroes add +1 to their defensive die rolls, Zerg subtract -1 from an enemy's defensive die roll.
1111 commentsWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
5 of 5 people found the following review helpful
on August 16, 2013
Format: ToyVerified Purchase
The gameboard is the exact same as a regular risk board except its flipped around so asia would be on the left side and america on the right and all continents are now planets. The game adds much more to the regular game. There are like 4 gamemodes to play which is basic training, command room, total domination, and teamplay.
You have things like bases that give you am extra troop. There is a hero unit for each army so it adds +1 to your attack dice or defense roll. There are the cards you earn. They can be saved for more bonus troops or they have abilities on them that can sway a fight in your direction or prevent you from getting annihilated. There are only 2 units for each race so you have the unit that represents 1 or the one that represents 3. There are also achievements that will give you rewards for great feats in the game such as controlling the entire planet of char(asia in the regular game). This all sounds like alot but you can also just play regular risk but with a cool looking gameboard and army pieces. This is the best version of risk Ive ever owned and played and thats coming from a guy who has owned all versions of regular risk and other variations like star wars risk
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
6 of 8 people found the following review helpful
on October 27, 2012
Format: ToyVerified Purchase
The added achievements system, hero units, mineral fields, and special effects risk cards gives players a multidimensional approach to the game.

In my experience with the normal Risk series, a few players would horde cards to get the most possible reinforcements and camp whole continents to rack up troops before embarking on large-scaled battles with the big powers, while most others foolishly skirmish over unsaavy territories. Therefore, the multitude of players who are taking risks fail in their wars of attrition while the few who play it safe reap the benefits of their mutual destruction. This is risk-reward structure is counter-intuitive to the name of the game.

Starcraft Risk enhances the rewards of taking risks. Whereas regular Risk offers just one temporal reward for holding continents, Starcraft Risk offers more permanence through the achievements system.

Positioning becomes even more key to the game. The hero units deter and motivate invasions.

The game board quickly evolves with the emergence of more dice modifiers. And the best part is that players get to toy with the surprise factor by activating their risk cards for added advantages or counter-advantages in combat.

Adjacent attacks and maneuvers can become boring and betray the reality of real-life strategy. The risk cards also grant players with the ability to occasionally bypass these Risk norms.

And more!

Bottom line: if you don't quite understand these added elements, then you should try to experience them on your own table-top at least once.

The only setback: some game pieces arrived partly chipped or broken.
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
2 of 2 people found the following review helpful
on September 6, 2013
Format: ToyVerified Purchase
Game came in prestine condition. I love the classic Risk game, and this is a nice twist to the original. The rewards recieved and the way the hero helps makes the game more challenging and fun. A must for any StarCraft fan. Even if you've never played StarCraft before, it's OK. Anyone who has played the original Risk game will enjoy this version.
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
1 of 1 people found the following review helpful
on January 28, 2014
Format: ToyVerified Purchase
This RISK: Starcraft Edition board game lives up to the challenging strategy of it's older brother. But then again... it's called RISK: Starcraft Edition. WHAT DID YOU EXPECT?!

Here's the outline: You and 2-8 players fight in the Koprulu Sector for ownership of various planets, straight from the Starcraft; Wings of Liberty campaign. The 'infantry', 'cavalry' and 'artillery' pieces get an upgrade, and depending on the race you choose, you'll either be moving a Terran Marine of 1 unit value, Protoss stalkers for 5, or the fearsome Zerg Hydralisk for 10, to use examples. Mineral pieces get placed around the board in different regions, giving perks to the holder of said region. There are cards pertaining to unit upgrades, and each race has it's own 'hero' piece, which on a good dice roll can lead to some macro-game devastation.

If that wasn't enough for you, there are several game modes, the directions of which are listed in a big manual that comes in box. Cardboard tabs representing rank badges and achievements are awarded to players who beat the game in particular ways.

I've literally never seen a board game with as many features to keep track of, so if you're up for the challenge: start sending out your SCV's to scout for this game next time it goes on sale!
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
2 of 3 people found the following review helpful
on January 15, 2013
Format: ToyVerified Purchase
Review by Adrian Essigmann

This game is amazing! It takes the basic game of Risk and improves it in several key ways! (Before I tell you how, let me just say that I do not like every version of Risk I have played. When I was a kid we owned Castle Risk, which looked like it was going to be fun until you played it...and then you realized it wasn't. Although I like classic Risk, I didn't care for more modern updates to it and have often ignored the extra stuff, playing the game classic style). 1. They only have a one unit, a three unit, and a hero unit! This is brilliant! Sometimes classic Risk became a rolling fest at three in the morning as someone got an absurd amount of armies and they attacked your absurd amount of armies in Australia. 2. Risk cards rock! Not only do they have the potential of gaining you more armies like classic Risk, but they have an optional power up on each card. Some of these power ups can be quite brutal and can save a person from total destruction. As a powerful player is about to attack, they eye weak players nervously if they have a Risk card or two. For example. A guy cashes in his Risk cards for armies and dumps them on the Risk version of South America with the intention of blowing through the Risk version of Africa. But his opponent plays a Risk card that makes one territory immune from attack that turn. So the guy can't attack, because he's too weak everywhere else! No Risk Card for that person this turn! Another time I was coming across the board from the StarCraft Risk version of Asia, went through Africa and moved on South America to wipe a players last stronghold out. He played a Risk Card called teleport which allowed him to switch the armies of two of his squares. Suddenly instead of a three I was facing twelve with a hero unit! Then he played a card that allowed him to add as many armies as he rolled to the area under attack. He rolled a five. Now I was facing seventeen armies...a large number for Star Craft Risk. It saved him and broke my bid for total domination. 3. Hero units are great! They add one to your highest attack or defense roll meaning that the all powerful defensive Six roll can now be beaten! If they die they merely respawn on your next turn, but they are out of action until then. These things are a small addition, but they add a lot of depth to the game. 4. Movement phase. Star Craft Risk let's you move troops from only one territory to another per turn. Now it does allow you to shuttle those troops from the tip of Asia all the way to the bottom of Africa, if you have troops connecting between the two, but only one move makes a huge difference! Hero units get stuck far away from the action. An opponent can blast through weak areas much more easily. This really makes a difference!
I highly recommend this game!!!!!!!!!!!!!!!!!!!!!!!
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
on June 25, 2014
Format: ToyVerified Purchase
i love Risk and i love Star Craft and it gives me the best of both worlds i highly recommend for fans.
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
on March 19, 2014
Format: ToyVerified Purchase
Risk is an all time classic board game and having it mixed with the best RTS of all time makes for a great game for any risk player or Blizzard lover.
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse
Format: ToyVerified Purchase
I bought this for the whole family because we like games. We play it very often and it is easy and a lot of fun.
0CommentWas this review helpful to you?YesNoSending feedback...
Thank you for your feedback.
Sorry, we failed to record your vote. Please try again
Report abuse

Questions? Get fast answers from reviewers

Please make sure that you've entered a valid question. You can edit your question or post anyway.
Please enter a question.
See all 5 answered questions

     
 
Customers who viewed this also viewed


Risk 2210 A.D.
Risk 2210 A.D. by Wizards of the Coast
$44.99
 
     

Send us feedback

How can we make Amazon Customer Reviews better for you?
Let us know here.

Your Recently Viewed Items and Featured Recommendations 
 

After viewing product detail pages, look here to find an easy way to navigate back to pages you are interested in.