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Risk 2210 A.D.

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Price: $40.99 & FREE Shipping. Details
Only 6 left in stock.
Sold by Quidsi Retail LLC and Fulfilled by Amazon. Gift-wrap available.
  • For 2-5 players
  • Takes up to 4 hours to play
  • Strategic board game
  • Tons of replay value
  • Sci-fi theme
27 new from $33.95 1 used from $35.00 20 collectible from $17.99
$40.99 & FREE Shipping. Details Only 6 left in stock. Sold by Quidsi Retail LLC and Fulfilled by Amazon. Gift-wrap available.

Frequently Bought Together

Risk 2210 A.D. + Risk Legacy + Pandemic Board Game
Price for all three: $129.38

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Product Description

Product Description

Who will be the new world leader?

From the Manufacturer

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 marshall your forces, send forth your troops, hit the right commanders and crush your enemies. Build alliances if you dare, but also be wary of those who you call your 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 advanced version of RISK from Avalon Hill contains 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, plus five decks of Command Cards for tactical purposes. For 2-5 players.

Product Details

  • Product Dimensions: 10.5 x 10.5 x 3.5 inches ; 0.3 ounces
  • Shipping Weight: 4.3 pounds (View shipping rates and policies)
  • Shipping: This item is also available for shipping to select countries outside the U.S.
  • Origin: China
  • ASIN: B0002ZQFIY
  • Item model number: 4099488
  • Manufacturer recommended age: 12 years and up
  • Amazon Best Sellers Rank: #41,629 in Toys & Games (See Top 100 in Toys & Games)
  • Average Customer Review: 4.6 out of 5 stars  See all reviews (124 customer reviews)
  • Product Warranty: For warranty information about this product, please click here

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Customer Questions & Answers

Customer Reviews

I recommend Risk 2210 to all Risk and strategy game fans.
A. Wilson
Original risk players will find this game easy to pick up and a lot of fun, while new players may be a little overwhelmed by all the rules.
The H. Le
Cards come in 5 types, Land, Aquatic, Diplomat, Nuclear and Space.
Brian S.

Most Helpful Customer Reviews

209 of 213 people found the following review helpful By Evan Miller on September 20, 2001
I had a blast with this game. Anyone familiar with classic Risk will find this an interesting change. I took it to my local games shop and started playing with some people and we had a crowd gathered around watching us play before long.
it takes place in the future of the planet and now you have a Lunar map to conquer along with the Earth map. An added twist to the game is the inclusion of commanders which are more powerful units and allow other certain tactical advantages. Want to storm your opponents naval colonies? You have to have a Naval Commander. Also for each commander type you purchase (using energy chips you get at the start of your turn) you can purchace command cards which allow you to do some radical things in the game. One of my favoites is the Stealth M.O.D.s card. When an opponent invades your territory, you play the card and place 3 additional armies in your territory.
You can also play classic Risk with it, so ina way it's two games in one.
Also to keep the games from going too long, the game is played in 5 rounds. (5 game years) Whoever is ahead at the end is the winner.
The box comes with a nice sturdy carboard insert that makes different storage areas to place the game pieces so they don't get all jumbled up. Definitely a plus.
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233 of 240 people found the following review helpful By The H. Le on October 17, 2001
The future of the Risk world is here. All the continents of the original risk are present (with new names), as well as new continents. You can actually play normal risk with this new board!
Of course, the meat and potatoes is the new stuff, and there is plenty of it. For starters there are now underwater territories that can be conquered, such as New York. They come in sets, just like regular continents, and gives bonuses if you can conquer them. These underwater cities also means that there are more links to other territories, which means that Australia now has multiple entry points.
However, to enter and exit underwater territories, you need a WATER COMMANDER, which can be purchased. You see, you now get energy points based on the number of territories that you own, and you spend these points on armies (ala original risk), commanders, bases, or cards that you can use with your commander. These "cards" allows for some interesting twists, such as the ability to do free moves from one territory to a non-adjacent territory. There are only 5 commanders that you can own in the game, and they roll on an 8-sided die rather than 6, making them useful when attacking or defending.
The purchasable Base is treated as a dozen or so non-moveable army units (for defense, but cannot attack). The base is also critical because it allows you to send troops to the Moon. The moon is a separate small circular board, with territories. There are "landing" points on the moon that troops land on for attacking and reinforcing. You get a bonus for capturing the moon, but it is a one-way trip for troops. You also need a Space Commander to send troops there.
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82 of 83 people found the following review helpful By Brian S. on September 12, 2003
Verified Purchase
Okay. This review serves 2 purposes, one to praise the game for its quality and two to explain the new stuff to someone considering buying it. First, here's what's new about the game.
The world has changed as it is now the year 2210. As such, don't expect to see any overly familiar country names on the RISK board, which while still laid out in a similar-to-old-RISK-continent style is vastly different on each continent's interior. The country names are rather amusing at times, but generally, not that surprising. Also changed about the board, there are now WATER territories and a Moon full of approximately 16 territories (I'm guessing, don't have it in front of me).
The world has also been stained by wars of the past, and as such, at the start of the game 3-4 radiation counters are randomly placed on 3-4 territories, rendering them either extremely hazardous to pass through or making them totally impassable (depending on what rules you use). This addition suddenly makes some continents very easy to defend.
While the shape of the armies has changed from men, horses and cannons to various sorts of machines (MECH-like, Battletech players), they are otherwise similar in counting function. However, 5 new types of units are available to each player through the use of Commanders. A commander is a special unit which has the ability to roll an 8-sided die on defense at all times and to also roll an 8-sided die on offense in certain situations. There are 5 types of commanders: Land, Space, Aquatic, Diplomat and Nuclear. You need the Aquatic and Space commanders to enter water and lunar territories, respectively. Commanders allow you to buy and use cards of the corresponding type but buying both commanders and cards costs energy. Cards? Energy? What am I talking about you ask!
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34 of 35 people found the following review helpful By Thomas J. Vasel on May 6, 2004
I've never liked Risk. I think it mostly has to do with the fact that I never played it as a child and didn't touch it until after I had played other light war games such as Samurai Swords and the other Gamemaster Series games. Once I played Risk after playing these other gems, it seemed to random. There were some minor strategies, to be sure, but the same things happened game after game, and with lucky die rolls, one person could win - regardless of strategies. Also, an alliance against a player could destroy him, no matter how good his strategy. And finally, I never before had seen arguments that powerful until playing Risk. So I stopped playing it, and tried to avoid the game (with the exception of Castle Risk, which I enjoyed on occasion.)
When I saw Risk 2210 A.D. (Avalon Hill, 2001 - Rob Davieu), even though I had this natural aversion to Risk, I was still interested. For one, it was science fiction, and that automatically makes a game sound interesting for me. Also, all the games put out by the new Avalon Hill have great bits, and this game was no exception. So I picked it up, and we've played it many times since. The problem with the game is that while it's really fun and enjoyable, the fierce arguments and sheer rage that appears during game play deters me from playing it more often. I like it a lot, but I have seen the most mild person lose it when playing this game (myself included).
I'm going to forgo explaining the basic rules of Risk (as it seems most people in the world have played it) and just talk about the differences between Risk and Risk 2210.
- The map is different, although very similar. The territories are redefined into different ones, trying to give a feel of the future ("The Exiled States of America", "The Brazil Desert, etc.).
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